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.
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)
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.
- Documentation for the API is available on the Github Wiki
- More information on OpenVR and SteamVR can be found on http://steamvr.com
This article describes the necessary steps you should follow to build, load, and run a simple WaveEngine application on the OpenVR platform.
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
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.
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.
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.
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.
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.