Currently 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!
@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... 🙁
We 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. 😉
Today 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.
@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?