Wings of Ravine
An online Arcade-Racing-Game currently in progress
@Janeator @VitaminCpp Regarding the terrain-mesh blending... Because we've got so many requests on how we did this so I've created a Github repository: Hope this helps a bit.
Read More@Janeator @VitaminCpp Hi Jan! Are you looking for our Website? It's but currently a bit out of date. 🙂 In the meantime we migrated over to UE4.
Read MoreCurrently we're a heavily working on our multiplayer architecture in #unity3d . This is a very time consuming task, but we've already made some progress with our first lobby/match-making implementation. More on this soon!
Read More@mikegeig @unity3d Really nice indeed! But as long as the physics system isn't migrated to pure ECS, I will stick to "hybrid" ECS. I don't want to reinvent the wheel and implement my own physics... 😉 Also it's a bit annoying currently to not being able to tune my component values at runtime... 🙁
Read MoreWe finally discontinued our LyRCC Gem for Lumberyard in favor of the awesome @liveplusplus solution! We already ported over our project to Unity and don't depend on C++ anymore, but we know it's very easy to get Live++ working nicely together with Lumberyard. 😉
Read MoreToday we published our second WoR devlog! With @unity3d and the great @AmplifyCreates shader editor we implemented realtime terrain mesh blending. This currently works only with custom terrain meshes, but its looking quite nice so far.
Read More@AmznLumberyard Currently the Github option is broken, because isn't reachable by the git_bootstrap.exe bootstrapper. Any chances to fix this soon? Maybe a TravisCI integration test could avoid such problems in the future?
Read MoreFrustrated from long iteration times when compiling C++ components for the @AmznLumberyard engine? Check out our LyRCC Gem (Lumberyard Runtime Compiled Components)!!!
Read MoreJust published our first WoR (Wings Of Ravine) Devlog =>
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