WaveEngine 3.0 Preview 2

New features

We’re excited to announce the release of WaveEngine second preview. In this new preview, the whole engine uses .NET Core 3.0, so all WaveEngine libraries are .Net Standard 2.0 and new project templates are .NET Core 3.0. You can just get .NET Core by simply upgrading to Visual Studio 2019 16.3.

Furthermore, you can now run your WaveEngine projects with Vulkan, DirectX12 or OpenGL/ES graphical backends. In the new WaveEngine launcher, you can choose your favorite backend to work.

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Mixed Reality with Wave Engine

In this tutorial, we will cover the creation of your first Mixed reality app using Wave EngineWe will find out why using this engine is a good choice for creating your holographic experience.

In this app we will load a plane in front of the viewer.


For simulating your app you will need a Windows 10 PC configured with the following tools:

Project assets

  • Download the files required by the project here.

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WaveEngine 2.4.1 to 2.5.0

This article is a brief guide to solving the majority of problems that you will find when you upgrade your game project from WaveEngine 2.4.1 version to 2.5.0.

Although WaveEngine has an upgrade tool that runs when you open an old game project with the current WaveEditor 2.5, you can find some issues listed below.

An important point to bear in mind is that Model, ModelRenderer and MaterialsMap components are not longer supported, so you should replace them to use FileMesh, MeshRenderer and MaterialComponent respectively. For more details, you can read the following article. We allowed them to be used in the previous version as deprecated classes.

So, here we go!

Loading Game Info

The most important change is that we need to Load the GameInfo file (.wgame).

WaveEngine 2.4.1

WaveEngine 2.5.0


Main difference is LayerType properties has changed to LayerId, holding now an int identifier instead of a Type.

WaveEngine 2.4.1

WaveEngine 2.5.0

WaveEngine 2.4.1

WaveEngine 2.5.0

Mainly every property Type LayerType has been changed to int LayerId.

Sampler State

The AddressMode has now evolved to the SamplerState, and can be configured in the Texture Asset, instead of the material or the component.


WaveEngine 2.4.1

WaveEngine 2.5.0

WaveEngine 2.4.1

WaveEngine 2.5.0

WaveEngine 2.4.1

WaveEngine 2.5.0

WaveEngine 2.4.1

WaveEngine 2.5.0

WaveEngine 2.4.1

WaveEngine 2.5.0

Dual Material

The DualMaterial class has been removed. It has been merged into the StandardMaterial, which now has Diffuse1 and Diffuse2 properties, among others.

New Model asset workflow

In WaveEngine 2.5.0, the model pipeline has been improved, and as a result, there are a lot of new features that makes easier to work with model assets:

  • glTF support. Now you can use glTF models in addition to FBX, DAE, OBJ, etc.
  • New Animation pipeline. A redesigned Animation3D component with blend animation trees.
  • Skinning & Morphing. Deform meshes using bones or morph targets.

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Bullet Physics integration in WaveEngine 2.5.0

Bullet Physics is a real-time Physics Engine for VR, games, roabotics, machine learning, etc… http://bulletphysics.org

Now, in WaveEngine 2.5.0, we have integrated Bullet Physics as 3D Physic engine. In previous versions, we use Bepu Physics (a C# physics library http://www.bepuphysics.com)

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Render Layers in Wave Engine Orca 2.5.0

Before this version, when the user wanted to customize some aspect of the rasterizer, blending or the depth states, we needed to create by code a new Layer class, registering it manually and then acceding it by its type. And you needed to implement the SetDevice and RestoreDevice methods, changint the RenderState structure.

Initially we just wanted to integrated them into the Visual Editor, but then we realised that we weren’t allowing the users to use the full potential of the modern graphical cards, so we redesigned it.

So the RenderLayer concept was born, a Visual Editor friendly specification of how the geometry and shaders are presented into the final frame. Our most important goal was to keep the simplicity of the previous implementation but adding the full potential of the modern graphic cards.

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Getting started with ARMobile in Wave Engine

With the release of WaveEngine Whale Shark (2.5.0) a new extension to build augmented reality experiences based on ARCore and ARKit is available.

ARMobile brings a cross-platform API that allows a single application to run on ARCore and ARKit supported devices without platform specific code.

This article describes the necessary steps to create a basic AR application using this new extension.

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Getting started with NoesisGUI in WaveEngine 2.4.0

In WaveEngine 2.4.0 we added support for NoesisGUI, which is a rendering engine for interfaces defined in the XAML language, most commonly known for its usage in Windows Presentation Foundation.

In this tutorial, you will learn how to add an interface designed in XAML to a WaveEngine project using NoesisGUI.

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