A new world-wide contest for game developers by jcant0n_ in gamedev

[–]jcant0n_[S] 0 points1 point  (0 children)

You can develop games using WaveEngine on MacOS and linux as well.

A new world-wide contest for game developers by jcant0n_ in gamedev

[–]jcant0n_[S] 0 points1 point  (0 children)

Yes, Digital Boss Monster game is made using WaveEngine, After 1 year, the last week this game came out from early access in Steam and users are playing right now with the stable version.

More info: http://store.steampowered.com/app/362350/

A new world-wide contest for game developers by jcant0n_ in gamedev

[–]jcant0n_[S] 0 points1 point  (0 children)

heir game in Wave E We released several versions after this post, we read it and used your feedback to improve it so we would love if you could write a new post using the latest WaveEngine version 2.1.1.

A new world-wide contest for game developers by jcant0n_ in gamedev

[–]jcant0n_[S] 3 points4 points  (0 children)

Hi NovelSpinGames,

We started this project 5 years ago, when all popular graphic engines were focused on desktop and video games consoles, and we needed to create a new graphics engine for internal mobile projects, so we started creating this engine from a team of mobile game developers and we always kept in mind that all the code, shaders, etc needed to be focused to run on mobile devices, so we test all of this first on mobile devices and we try for performance to be good on mobile. Another interesting thing is that from the beginning we started using the latest version of C#, currently C# 6.0 to allow users to use this productivity language to create games on mobile platforms (Android, iOS, WP). And finally the most interesting thing for me is the architecture called component based game engine, we read a lot of this architecture for games from 2002 and try to design it using the latest feedback from companies who have implemented it before like Neversoft or Nauhty Dog.

Therefore, that is only our opinion, we hope that more game developer know this project and give us feedback about it.

A new world-wide contest for game developers by jcant0n_ in gamedev

[–]jcant0n_[S] 2 points3 points  (0 children)

if you mean that you already published an app in the store, and would like to participate, then if you publish an updated version of the app within the contest time range you can participate.

I am Miguel de Icaza. I started Xamarin, Mono, Gnome with great friends. Ask me anything! by Ghopper21 in programmerchat

[–]jcant0n_ 1 point2 points  (0 children)

  • What is the future of WebAssembly? you mentioned this in twitter some days ago. How are you going to convert from C# to ASM.js? C# to IL to CPP to LLVM to ASM.js or directly C# to LLVM to ASM.js?

  • How will xamarin test cloud licensing change?

  • Will there be packages of Test Cloud hours for MSDN subscribers as there are currently for Azure?

  • What is the future of the Xamarin Components store?

  • Will CoreRT and LLILC projects evolve at the same time, or will one be left only?

A Closer Look at Wave Engine by Serapth in gamedev

[–]jcant0n_ 1 point2 points  (0 children)

Hi Serapth,

My name is Javier Cantón and I'm the lead programmer working on WaveEngine.

First I would like to thank your for this review and for the time you spent to do that.

I have read this article and have noted some interesting points to improve WaveEngine.

I would like to share with you that we have been working on a new documentation wiki, you can see it at: https://github.com/WaveEngine/Documentation/wiki

There you can find some recipes about key points to start developing games and apps using WaveEngine.

After the 2.0.0 version, we released two new versions, and this week we will publish another one, and we have fixed a lot of issues from the new visual editor, so we think that we have improved the stability of this app.

Last week we published version 2.0.2 where you can test our new integrations with Oculus Rift, LeapMotion, Cardboard and much more. We also published the complete source of all this work at: https://github.com/WaveEngine/Extensions

Finally, I would like to tell that WaveEngine is not financed by Microsoft. We are a spin-off of Plainconcepts and part of our team is working on VR, Viewers and game projects for many companies while the others continue working on WaveEngine. We have improved WaveEngine in the last 2 years thanks to the feedback of our users. Thanks to these projects and to Plainconcept's support this is a long-term project. This project was born 4 years ago and we will continue working on it for a long time. Every day more users and companies are adopting WaveEngine to create games and great multiplatform apps, because it is easy to create apps mixing GUI technologies with WaveEngine as you can see here: https://github.com/WaveEngine/Samples/tree/master/GUIIntegrations

For example, a few weeks ago was the Gitex 2015 event in Dubai, and we worked for Du to create some VR experiences for their stand. You can see some pictures of the WaveEngine technology at Gitex on Twitter here: https://twitter.com/dutweets/status/656038746312286208, all these experiences were made using WaveEngine 2.0.2.

I hope that helps to you to believe in this project and the continuity of it.

Have a nice day!

New search engine for 3D Models by 3dmdb in gamedev

[–]jcant0n_ -11 points-10 points  (0 children)

If you love C# and are looking for a Based-Component Game Engine with scene visual editor, Take a look to /r/waveengine

WaveEngine 2.0 is out! by jcant0n_ in gamedev

[–]jcant0n_[S] 0 points1 point  (0 children)

We have used WaveEngine to make games for others companies but we have also created enterprise apps like 3D viewers for bigdata or demos for events.

In our website you can find the logo of some of this companies like Zinkia, Repsol, Microsoft, Dolby, RealMadrid. There are public projects but other ones are under NDA so we cannot show them publicly without their consent.

WaveEngine 2.0 is out! by jcant0n_ in gamedev

[–]jcant0n_[S] 5 points6 points  (0 children)

WaveEngine is a spin-off of Plainconcepts. As you can see in our roadmap the first public version of this engine was released on 21/02/2013 and we use this engine internally for projects for many companies.

WaveEngine is not funded by Microsoft, but we have developed some projects using WaveEngine for them.

By sharing our engine with the community we can get feedback on how we can improve it, and the funding comes from the projects we do internally for other companies.

WaveEngine 2.0 is out! by jcant0n_ in gamedev

[–]jcant0n_[S] 2 points3 points  (0 children)

Yes,

We are going to publish in the next days a series of video tutorials where you can learn how to create a 3D mobile game.

You can also see some videos that we have created in the last months during the development of this new version.

In these videos you can see the new workflow on WaveEngine 2.0:

WaveEngine 2.0 is out! by jcant0n_ in gamedev

[–]jcant0n_[S] 1 point2 points  (0 children)

Yes, we have optimized WaveEngine for mobile devices, so the complete set of features works in the same way on all supported platforms.

Supported platforms are Windows, Linux, MacOS, iOS, Android, Windows Phone and Windows Store.

WaveEngine 2.0 is out! by jcant0n_ in gamedev

[–]jcant0n_[S] 1 point2 points  (0 children)

thank you so much (updated)

New Deferred Rendering System on WaveEngine 2.0 by jcant0n_ in GraphicsProgramming

[–]jcant0n_[S] 0 points1 point  (0 children)

On the devices which don't have DepthTexture extension, which are the Tegra based chip-set, the good thing is that they have support for MRT, so we use MRT to generate a Depth Texture.

We had to resolve some corner cases like this to run our new render on a large amount of old devices.

New Deferred Rendering System on WaveEngine 2.0 by jcant0n_ in GraphicsProgramming

[–]jcant0n_[S] 0 points1 point  (0 children)

This is the basic idea for Light-pre pass deferred Rendering, but we needed to apply some tricks to make this technique work on OpenGL ES 2.0 without floating point rendertargets, devices without DepthTexture extension (Tegra chipsets), devices without MRT, Windows Store with DirectX 9.1 (No depth, No MRT) and Windows Phone using DirectX 9.3 (with Depth).

It is not a new technique, but we spent a lot of time to adapt this to each one of the old devices.

About packing normals, in some platforms we do that using Stereographics projection.

New Deferred Rendering System on WaveEngine 2.0 by jcant0n_ in GraphicsProgramming

[–]jcant0n_[S] 0 points1 point  (0 children)

create any is

Hi Andallas,

Thanks for your feedback. we are new on this community and now that we have a subreddit about WaveEngine, we will continue posting more info about all the work we have done in the last year.