Second Edition is out. (Updated to Lumberyard 1.16.) Print Edition EBook Enjoy! P.S. The accompanying source code is available at https://github.com/Aristo7/LYBook_1.16
After almost a year of writing, I am publishing my new general book on Lumberyard (1.16). It’s out now on Amazon. See the links below. Print Edition EBook Enjoy! P.S. The accompanying source code is available at https://github.com/Aristo7/LYBook_1.16
I had a thought today: “I sure wish I could see how EBuses and Components interact with each other in my code in a visual manner.” So I made a tool that does just that. https://github.com/Aristo7/EBusScanner EBusScanner Scans your source code for Lumberyard EBuses and their use. Build a digraph out of that information. Usage […]
All throughout 2018 I’ve been working on my next Lumberyard book: “Game Programming with Amazon Lumberyard” for LY 1.15. It’s almost done! 🙂 Ahead of its release I’m going to share its Table of Contents to give you an idea of what it will contain. (Hint: a lot!).
I have published a book on Amazon – “Multiplayer Programming in Amazon Lumberyard: Unofficial C++ Guide to GridMate in Lumberyard 1.11” http://a.co/0kQ40O3 Enjoy! 🙂 If you have any questions ask away!
If you are a power IDE user (Visual Studio, etc) then you are used to setting your own compiler switches, linker switches, pre-processor macros and many other C++ compiler/linker related options. If so you might have wondered what switches does Lumberyard build uses and where can you set your own or remove existing ones? Your […]