OpenVR is an API and runtime that allows access to VR hardware from multiple vendors without requiring applications to have specific knowledge of the hardware they are targeting. This repository is an SDK that contains the API and samples. The runtime is under SteamVR in Tools on Steam.
This article describes the necessary steps you should follow to build, load, and run a simple WaveEngine application on the OpenVR platform.
Continue reading Build a Simple OpenVR application
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
Continue reading New serializer using Protobuf-NET
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.
Continue reading Box2D integration in WaveEngine 2.3.0
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.
Continue reading Build a Simple HoloLens application
In this tutorial we will learn how to create a new material with custom rendering to use on any Wave Engine game.
This tutorial assumes that the reader has experience with HLSL and GLSL shader programming.
Continue reading Create a custom Material
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.
Continue reading Using TiledMap to create your 2D game level
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.
Continue reading Build a Simple Oculus Rift application
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:
Continue reading What’s new in 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
Continue reading New Material System on WaveEngine 2.0
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.
Continue reading Wave Engine 2.0 will be released on September 15th