Wave Engine 2.3.1 has been released today. This version adds some important features that we think our community will enjoy, like binary scene serialization and OpenGL support in Windows. Let’s have a look in detail.
In the next Wave Engine version, we are introducing a new feature that can help improving your productivity.
We have decided to add relative entity path in our engine, allowing to obtain an entity just knowing its path from another entity.
This will be really helpful when you’re creating components that reference other entities and:
- You don’t know the target entity’s absolute path.
- Your component is used several times in your scene.
- You want to make your component / entity reusable.
Wave Engine 2.3.0 (Saw Shark) has added a lot of new features. One of them is a new set of GameActions specialized for animating entities. In this article you may have been realized that GameActions are a really powerful and customizable way to create your own behaviors and interact with others in an easy flow, creating sequential and parallel GameActions to animate your entities. However, they relied on the user the task of creating its own animations as WaveEngine offered the architecture.
Good news is that we’ve included a complete set of GameActions in WaveEngine.Components package. That includes type animations for simple types and transform animations for rotating, scaling and translating entities.
And because they are GameActions, they can be played in sequential order or parallel to others.
In the next Wave 2.3.0 we are introducing a useful set of components that will help to create your games. Some of them are the TextComponent, TextRenderer2D and TextRenderer3D components, allowing the user to create 2D and 3D labels in your scene directly from our Visual Editor. This article will explain how to create them.
In this tutorial, we will cover the creation of your first HoloLens app using Wave Engine. We 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 correct tools:
- Download the files required by the project here.
Microsoft really put a lot of effort in its Universal Window Platform (UWP) architecture, allowing the developer to use the same API to develop your application on tablets, mobile phones, PC and now, your XBox One console.
This is an awesome new for Wave Engine users because now we can create our games directly for Xbox One and deploy them.
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.
Wave Engine Hammerhead Shark (2.1.0) has been released today and we’re happy to show you all the things we have been improved since our last version. From all of our work, the next new features stands out from the rest:
- New profile system.
- Visual Editor Offline mode.
- Project Upgrader Tool.
- Spine upgrade.
- TileMap upgrade.
- iOS Storyboard support.
- Static entities on Visual Editor.
- Non-serializable entities.
Wave Engine offers a complete lighting system with different light types for different scene settings. However, sometimes you need to create a soft environment, which is difficult to create with point based lights. For example, a cool sunset with lot of ambient illumination, different colors, etc.
To do that our Standard material offers the possibility to create an Image Based Lighting (IBL from now) on your entities and adding that extra realism.
Wave Engine 2.0.5 is out now and it has lot of features and bug fixes. However, 2 main improvements needs to be explained and you will probably need to adjust some things of your project when upgradint to this new version. These changes are:
- VirtualScreenManager. Improvement of the old ViewportManager service.
- 64 bits support.