Using VS2017’s Open Folder for Amazon Lumberyard
At first there were dinosaurs, but they got too big and fat and died. Then came Visual Studio. But it was too big and fat too. THEN game Visual Studio open folder. BOOM, perfect
At first there were dinosaurs, but they got too big and fat and died. Then came Visual Studio. But it was too big and fat too. THEN game Visual Studio open folder. BOOM, perfect
Getting started with Lumberyard 1.11 and C++. The time is now, take control of your life. Turn off the TV and Gamelife it up, GAME LIFE!!
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 […]
This tutorial will go over how to set up Lumberyard C++ development with visual code.
In this tutorial, we will be doing a raycast and drawing where it is casting.
I was going to jump into a tutorial about raycasting in Lumberyard, which uses lots of old cryEngine stuff (like gEnv->pPhysicalWorld) and someone suggested putting a gem wrapper around it; and callable via an EBus. So that led me to this tutorial. It is super easy to create a Gem, so lets get started. Creating […]
Getting started with Lumberyard and setting up the environment