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 […]
In this tutorial we explore creating a slice, making it dynamic, and using c++ to place the slice in the level based on a raycst.
This tutorial will make a correction to the raycasting tutorial, as I thought Lumberyard didn’t provide a raycasting method, but it does.
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 […]