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.
Wave Engine Tiger Shark (2.2.0) has been released today. Although we’ve published a 2.1.x version not long ago, we have added important changes in this new WaveEngine version like the Prefab system, which we will discuss below.
This is a very important feature that allows you reusing entities between scenes and projects. In addition, you can convert any entity hierarchy (and its children) as a prefab easily and instantiate it on your scenes. It’s a more powerful feature than duplicating entities, because it allows you editing all its entity instances at the same time as a single entity.
It’s common to create your game scene with the same element over and over again (Columns, enemies, etc. ). In those cases duplicating your entities can be useful, but sometimes you need to edit them and then realizing that you have to change the same properties in all of the copies.
That’s why decided to introduce the idea of a prefab in the new Wave Engine version Tiger Shark (2.2.0).
A prefab is an asset that contains an entity, which that can be placed and instantiated all over your scene, allowing to edit it once and propagating its changes to all of its instances.
When you are developing a mobile game, it is very important to have good performance. Although mobiles and tables with very powerful hardware exist, you usually want your game to run on the largest possible number of devices.
To achieve this aim, it is very useful to use the new Visual Studio 2015 Graphics Diagnostic tool. In this article we are going to see how to start recording and then analyze rendering and detect performance problems.