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
This tutorial starts setting up a lumberyard game with RTS like player inputs for controlling the camera.
This article discusses the common issues causing custom components to not show up in the editor.
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.
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 […]
This will be the final part of the Input series. If you haven’t already, be sure to check out part 1, part 2, and part 3 This tutorial will focus on the ability to look up and down as the player. It will probably be the most complex part since it is the camera that […]
In this tutorial we fix two of the 3 problems we created in the last tutorial.
The following post is a tutorial on how to set up player inputs for Lumberyard using C++, part 2