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 this article, I’m going to show how to create a cool effect to make the NPCs in your game appear or disappear. One of the issues that you need to resolve when you kill an enemy in your game is how to hide it from your scene. Unless, of course, you want to pile up enemy bodies.
We are going to create a custom shader in WaveEngine for our aim. If you do not already know it, we recommend reading this article before you start.
The navigation flow in games is a very important part that can be difficult to deal with. In this article we will introduce a possible strategy to solve this.
Wave Engine provides generic services and tools to manage scene transitions and basic navigation. However, distributing the navigation logic between different scenes and behaviors can be tricky at times and difficult to scale.
To solve this, an interesting approach is to use a service that contains all the navigation logic, managing transitions and deferred loading between scenes. Later, a simple and generic component can be used to link navigation events to buttons in the scene and hardware buttons. Continue reading Facing navigation flow with Wave Engine
A Nine-Patch is an image format that adds extra information on an image file, defining what parts of it should be scaled (and which are not) when the image is rendered in a larger or smaller size. This technique was introduced in the Android SDK and is very useful for creating UIcomponents like buttons, panels, containers, etc.
Using this technique, you can define the background of multiples UI components like panels or buttons with the same image asset. You can also create large panels with a reduced image asset so is very useful for optimizing your project resources.
New WaveEngine 2.3.0 (Saw Shark) brings a lot of new features. Although our main new feature is the new Physics 2Dengine, we will expose all the new features and improvements of this version.
New Physics 2D Engine integration
WaveEngine 2.3.0 (Saw Shark) includes a native wrapper for Box2D up to 60% faster compared to our last physics engine. Furthermore the new API is faithful to the Box2D API so you can port any Box2D sample to our new WaveEngine API.
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.