For WaveEngine 2.0 we decided to change our render to allow users to have more control on lighting. The big challenge here was how to offer a better lighting system and still support old mobile devices with OpenGL 2.0.
The render system in WaveEngine 1.4.2 is known in computer graphics as Forward Rendering. It is fast, simple but limited since you cannot use for example more than 4 to 8 lights per object (there are some techniques that try to simulate more lights but do not give good quality), and you need to write a large amount of shaders to support some combinations efficiently.
Today the Wave Engine 2.0 private beta program was closed. During the development of the new version it has been very important to have support and feedback from the developer community. So, on January 30 2015 we opened a private beta program. Such allowed any game developer to subscribe for testing previous (alpha and beta) versions.
The welcome was amazing and in few days we had a long developer list prepared to send feedback and help us in reach our goal of creating a new great Engine version, useful to game developers community.
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.
Today we introduce the first video in which you can see how the development of 2D games is with the new Wave Visual Studio 2.0. We have been working very hard on this part for an easy way to integrate both the 3D and 2D development as there is much diversity in our community of developers, existing those who usually develop 3D games but also who develop their games in 2D and even those who want to mix both 2D and 3D as in recent well known Rayman Origins and Rayman Legends.
We are glad to announce that WaveEngine 1.4.2 (Dolphin) is out! This release is full of interesting and useful features.
With TiledMap, develop 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 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.
The Transform components are used to store the Entity position, rotation and scale. In a 2D environment, Transform2D has more properties, such as Opacity, Rectangle, etc…
In WaveEngine 1.4 we have introduced a new Transform2D and Transform3D implementation, with great advantages:
Real Parent/Child transform hierarchy.
Local / Global position, rotation and scale properties.
We are glad to announce that WaveEngine 1.4 (Dolphin) is out! This is probably our biggest release until now, with a lot of new features.
Alongside with the 1.4 Release of Wave Engine, we have published in our GitHub repository a new sample to show all the features included in this new version.
In this sample you play Yurei, a little ghost character that slides through a dense forest and a haunted house.
Some key features:
The new Camera 2D is crucial to follow the little ghost across the way.
Parallax scrolling effect done automatically with the Camera2D perspective projection.
Animated 2D model using Spine model with FFD transforms.
Image Effects to change the look and feel of the scene to make it scarier.