New Model asset workflow

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.

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Bullet Physics integration in WaveEngine 2.5.0

Bullet Physics is a real-time Physics Engine for VR, games, roabotics, machine learning, etc…

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

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Render Layers in Wave Engine Orca 2.5.0

Before this version, when the user wanted to customize some aspect of the rasterizer, blending or the depth states, we needed to create by code a new Layer class, registering it manually and then acceding it by its type. And you needed to implement the SetDevice and RestoreDevice methods, changint the RenderState structure.

Initially we just wanted to integrated them into the Visual Editor, but then we realised that we weren’t allowing the users to use the full potential of the modern graphical cards, so we redesigned it.

So the RenderLayer concept was born, a Visual Editor friendly specification of how the geometry and shaders are presented into the final frame. Our most important goal was to keep the simplicity of the previous implementation but adding the full potential of the modern graphic cards.

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Getting started with ARMobile in Wave Engine

With the release of WaveEngine Whale Shark (2.5.0) a new extension to build augmented reality experiences based on ARCore and ARKit is available.

ARMobile brings a cross-platform API that allows a single application to run on ARCore and ARKit supported devices without platform specific code.

This article describes the necessary steps to create a basic AR application using this new extension.

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Setting up a Blend project to design your own GUI with NoesisGUI in WaveEngine

In a previous article, we described how to set up the basic components to use NoesisGUI in WaveEngine 2.4.0. You should now have a basic grasp of how the main components work. This article describes how to set up a Blend project in such a way so as to facilitate the design of a GUI within the WaveEngine project structure.

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Getting started with NoesisGUI in WaveEngine 2.4.0

In WaveEngine 2.4.0 we added support for NoesisGUI, which is a rendering engine for interfaces defined in the XAML language, most commonly known for its usage in Windows Presentation Foundation.

In this tutorial, you will learn how to add an interface designed in XAML to a WaveEngine project using NoesisGUI.

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New FileMesh, MaterialComponent and MeshRenderer components

In the new WaveEngine 2.4.0, the model load process has been improved, so there are some important changes that you should know when working with models.

The following components are deprecated. You will able to use them in WaveEngine 2.4.0 by retro-compatibility but they will be removed in a future release.

  • Model
  • ModelRenderer
  • MaterialsMap

These have been replaced by the following components:

  • FileMesh: This component replaces the Model component and allows loading of a single mesh inside a model.
  • MeshRenderer: This component replaces ModelRenderer drawable3D.
  • MaterialComponent: This component replaces MaterialsMap component. It is marked as “AllowMultipleInstances” so you can add multiple MaterialComponent instances to an entity.

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WaveEngine 2.3.1 to 2.4

This article is a brief guide to solving the majority of problems that you will find when you upgrade your game project from WaveEngine 2.3.1 version to 2.4.

Although WaveEngine has an upgrade tool that runs when you open an old game project with the current WaveEditor 2.4, you can find some issues listed below.

An important point to bear in mind is that Model, ModelRenderer and MaterialsMap components are deprecated, so you should begin to use FileMesh, MeshRenderer and MaterialComponent respectively. For more details, you can read the following article.


WaveEngine 2.3.1


WaveEngine 2.4


WaveEngine 2.3.1

WaveServices.Dispatcher.RunOnWaveThread(() =>

WaveEngine 2.4

WaveForegroundTask.Run(() =>

Network extension

WaveEngine 2.3.1


WaveEngine 2.4


WaveEngine 2.3.1


WaveEngine 2.4


Find Entities

WaveEngine 2.3.1


WaveEngine 2.4

entity.FindChildrenByTag("Enemies", true);