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!!
In this final RTS input edition, we complete the ability to move around our camera for any top down bird’s-eye view type game.
Also there are way too many cultural references. Sorry.
This article discusses the common issues causing custom components to not show up in the editor.
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.
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 […]