New serializer using Protobuf-NET

In Wave Engine 2.3.1 we have started to use Protobuf-NET as the default serializer in all game description files (scenes, prefabs, materials, etc…).

Protobuf-NET is a contract based serializer for .NET code, that happens to write data in the “protocol buffers” serialization format engineered by Google.

The inclusion of Protobuf-NET gives us the following advantages:

  • Performance Boost: Reduce app startup time and other serialization related actions up to 5X  (scene navigations, prefab instantiations …)
  • Reduce app package size
  • Binary files: Avoid to deploy plain xml files in app packages
  • Support DataContract attributes: You don’t need to change your components code

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Box2D integration in WaveEngine 2.3.0

Box2D is a 2D physics engine for games, for more related help, please visit http://www.box2D.org.

Now, in WaveEngine 2.3.0, we have integrated Box2D as 2D Physic engine. In previous versions, we use Farseer Physics (C# reimplementation of Box2D https://farseerphysics.codeplex.com). Farseer is a great tool, but we decided to step forward and include a 100% native physic engine.

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Build a Simple HoloLens application

Microsoft HoloLens is a pair of augmented reality head-mounted smartglasses, developed and manufactured by Microsoft which brings amazing virtual experiences to all users. For more information refer to www.microsoft.com/microsoft-hololens

This article describes the necessary steps you should follow to build, load, and run a simple WaveEngine application on the Microsoft HoloLens device.

At the moment, the HoloLens extension is in an early preview stage, and is still under development.

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Using TiledMap to create your 2D game level

With TiledMap, developing 2D games in WaveEngine will not be the same anymore. Tiled maps have been used for a long time in games, now you can load and integrate TiledMap (.TMX) files, created by the Tiled Map Editor (http://www.mapeditor.org/), the most popular map editor based in tiles. With Tiled, you can easily design your 2D map levels and run in WaveEngine like a charm.

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Build a Simple Oculus Rift application

Oculus Rift is a virtual reality head-mounted display, developed by Oculus. This brings amazing virtual experiences to all users. For more information refer to this www.oculus.com

This article describes the necessary steps you should follow to build, load, and run a simple WaveEngine application on the Oculus Rift VR platform.

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What’s new in 2.0

We are glad to announce that Wave Engine 2.0 (Shark) is out! This release is a giant leap forward in our loved game engine.

New Wave Visual Editor

In August 2014 we began working on the new Wave Visual Editor 2.0 and, today, we are happy to announce the new editor has finally come true.

Available for download on Windows, Linux and Mac OS X platforms:

http://waveengine.net/Downloads

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New Material System on WaveEngine 2.0

One of the main features performed in Wave Engine 2.0 is the rewriting of the Material library. To afford tasks like the New Deferred Rendering, we soon realized that we needed to improve the existing material library.

All materials has been changed to work properly with the new Visual Editor, and work with the New Lighting System, so this is the new Materials list:

  • Standard Material
  • DualTexture Material
  • Environment Material

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Wave Engine 2.0 will be released on September 15th

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We are happy to announce that WaveEngine 2.0 will be publicly available on September 15th.

Our last stable version of WaveEngine (1.4.2) was released in November of 2014 and after that we decided to analyze all the feedback received from our users in the last year to design the future of WaveEngine.

And in January of 2015 we reorganized our talented team and begin working in this new ambitious version. These have been moths of hard work but the new version is just about ready to be published.

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Developing 2D Games

Today we introduce the first video in which you can see how the development of 2D games is with the new Wave Visual Studio 2.0. We have been working very hard on this part for an easy way to integrate both the 3D and 2D development as there is much diversity in our community of developers, existing those who usually develop 3D games but also who develop their games in 2D and even those who want to mix both 2D and 3D as in recent well known Rayman Origins and Rayman Legends.

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