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 […]