Raycasting with Lumberyard
In this tutorial, we will be doing a raycast and drawing where it is casting.
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 […]
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
The following post is a tutorial on how to set up player inputs for Lumberyard using C++
Mocking out classes for testing in Lumberyard is no different than mocking anything using google mocks For the simple case, I suggest reading their Google Mocks for Dummies section. Creating the mock Recently I have been mocking out the process for running test that involve performing raycasting, so I’m going to share a bit of […]