New WaveEngine 2.3.0 (Saw Shark) brings a lot of new features. Although our main new feature is the new Physics 2D engine, 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.
Read this article for more details.
Continue reading What’s new in Wave Engine Saw Shark (2.3.0)
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.
Continue reading New Animation 2D and 3D GameActions
In the last WaveEngine 2.3.0 version has been added Box2D physics engine as native integration. It allows a lots of new physics features and a better performance but it brings many API changes.
WaveEditor has a Upgrader Tool that automatically upgrade your project files to last WaveEngine version but doesn’t modify your source code. So you can find some issues after upgrade your project.
This article brings you a list of common issues and how to solve them:
RigidBody and Colliders
PhysicBodyType = PhysicBodyType.Static
PhysicBodyType = RigidBodyType2D.Static
Continue reading WaveEngine 2.2.1 to 2.3 Cheat sheet
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
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.
Continue reading Text 2D & 3D with Visual Editor 2.3.0
This article is the second part of how to improve performance of my Wave Engine games. So if you do not know it yet, I recommend you read the first article before you start.
In the first article we showed how Wave Engine´s render works and how many draw calls are need to render entities. In this second article we are going to review two interesting techniques that allow you to reduce the number of draw calls to render your scenes.
This technique allows you to group many meshes on a single mesh so the engine will be able to render multiples entities as one. But some limitations exist that we need to know before we use it:
- It is necessary to mark your entities as Static, this means that these entities cannot be translated, rotated or scaled when running your
- All entities must share the same material instance.
To mark an entity as Static you can set the Static checkbox on Wave Editor´s Entity Details Panel:
Continue reading Improving performance of my Wave Engine games (2/2)
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.
Continue reading Tutorial – Create your app with HoloLens
In this article we are going to review some graphic concepts that will help you to improve performance of a Wave Engine game. We will make use of Visual Studio 2015 Graphics Diagnostic Tool so if you do not already know it, we recommend to read this article before you start.
Your games performance depends on a lot of factors, in this article we focus on drawing performance and some features you must know if you want to improve it.
Wave Engine’s Rendering System
Wave engine uses Light-Pre pass Deferred Rendering system to represent dynamic lights starting from version 2.0. This technique is very powerful because allows you to render multiple dynamic lights but it is more expensive than using lightmaps to represent static lights, so you must choose what technique is more appropriate to use for your game.
We are going to research how many “draw calls” are need to draw a simple Entity with texture without dynamic lighting:
Continue reading Improving performance of my Wave Engine games (1/2)
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.
Continue reading Deploy your Wave Engine game in Xbox One
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