For WaveEngine 2.0 we decided to change our render to allow users to have more control on lighting. The big challenge here was how to offer a better lighting system and still support old mobile devices with OpenGL 2.0.
The render system in WaveEngine 1.4.2 is known in computer graphics as Forward Rendering. It is fast, simple but limited since you cannot use for example more than 4 to 8 lights per object (there are some techniques that try to simulate more lights but do not give good quality), and you need to write a large amount of shaders to support some combinations efficiently.
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Today the Wave Engine 2.0 private beta program was closed. During the development of the new version it has been very important to have support and feedback from the developer community. So, on January 30 2015 we opened a private beta program. Such allowed any game developer to subscribe for testing previous (alpha and beta) versions.
The welcome was amazing and in few days we had a long developer list prepared to send feedback and help us in reach our goal of creating a new great Engine version, useful to game developers community.
Continue reading Wave Engine 2.0 Private Beta program closed