Wiki Pages Archive - Project Workbench

Physics

Physics Physics in both the engines have a fairly similar way of working with there being a distinction between static and dynamic physics and having colliders and triggers for events. Lumberyard physics is still evolving and only includes the primitive types rather than Unity’s extensive physics component types. Lumberyard also does not currently have a… read more »

AI

AI Navigation window In Unity, the navigation window includes different tools to help navigate. Including: Agents: Help us to modify details of the agent which can navigate on the mesh. In Lumberyard, agents’ properties can be edited in xml files. Areas: Help us to define different layers for the agent to navigate. In Lumberyard, nav… read more »

LumberJam

The LumberJam was a workshop held on April 28th, 2018 to introduce students to the Lumberyard game engine. The purpose of the workshop was 2 fold, to introduce others to Lumberyard and to playtest the documentation, which can help improve simple things, like grammar, as well as where developers stumble with the documentation. It is… read more »

Lumberyard Systems Introduction

Lumberyard, being a AAA game engine, offers an extensive suite of systems in its engine for game developers. Below, we’ll go over some of the core systems of the engine. For a brief introduction of all the available systems, have a look at this page from Lumberyard’s User Guide.

Physics

Physics Physics include the movement and collision of objects, which typically require 2 components: a physics component and a collider. Lumberyard is in the transition between CryPhysics and PhysX, because the project was started with version 1.12 our experience mainly involves the legacy system. The simulation of physics can happen in 2 ways, while the… read more »

AI

AI Navigation Navigation Area In Lumberyard, we should set up the navigation area first to make sure in this certain area AI can move around. This can be setup in RollupBar window. This window can help us to define where is walkable where is not. This area is a 3-dimensioned area which is a little… read more »

Camera

Camera The camera systems in Lumberyard isn’t as feature-rich as Unity’s, as seen by the side-by-side. Where in Unity the game window won’t display the scene without a GameObject with a camera component, Lumberyard uses the editor camera as the default camera. To align an object, typically used for aligning the camera, with the editor… read more »

Camera

Camera The camera system in Lumberyard has 2 main components, the camera component which is the view of the game and the camera rig component which helps the camera track/look-at behavior. When a camera component isn’t present in the level, the game will default to using the editor’s camera at its last transform. Once a… read more »

Entity Component System

Entity Component System Like Unity, Lumberyard has objects (entities in Lumberyard and GameObjects in Unity) located in the level/scene. The objects can have components added to them through the inspector, however unlike Unity scripts do not become components, only C++ classes can. Scripts must be added through Lua Script, which slows the process of adding… read more »

Entity Component System

Entity Component System Lumberyard uses a component entity system that provides a modular interface for the construction of game elements. Entities are the main objects in the game level and components act as functionalities/behaviors attached to the entities. To add a component to an entity, find the component in the component drop-down menu in the… read more »

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