Wings of Ravine
An online Arcade-Racing-Game currently in progress
After many discussions, we finally patched UE4 to fully integrate the decal workflow... The performance is acceptable for us and the art workflow efficiency prevails all concerns. #WoR #DECALmachine #UE4 https://t.co/9OFCVSkVV9
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Minor art update: Created some missiles for some upcoming modular fighters. #WoR #DECALmachine #UE4 https://t.co/bBECfb9fHg
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@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 It's but currently a bit out of date.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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