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)
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