Wiki Pages Archive - Page 3 of 5 - Project Workbench

The Editor

The Editor The Lumberyard Editor has a familiar feeling to most game engines, and has similarities with the Unity editor.  The basic components in Lumberyard are also similar to Unity. Camera Movement The navigation in the Unity editor is focused mainly on mouse movement and rotating about a GameObject/panning, with the secondary movement of the… read more »

The Editor

The Editor Lumberyard’s Editor provides developers with different tools and editors to build a project. Some of the basic steps include creating a new level and adding new entities with different components to the level. Different tools and editors can help developers solve different problems. Lumberyard uses Lua as the scripting language which comes with… read more »

Twitch Integration

Twitch Integration Unity currently doesn’t have built-in Twitch integration, but it seems possible using C# .NET functionality. There are assets available on the Unity Asset store which allow a Twitch connection, but they are paid assets. Within Lumberyard, this connection and process is simple with Twitch ChatPlay, JoinIn, and API already integrated into the engine…. read more »

Twitch Integration

Twitch Integration Twitch integration is built into the Lumberyard engine with ChatPlay, JoinIn, and the developer APIs. The current Lua Scripting reference, linked below, is not as detailed as the other aspects of the Twitch, and thus methods parameters and language can be confusing. For example, the reference guide uses the parameter channel for some… read more »

Shaders

Shaders Shaders in Unity use an adaptation of Nividia’s CG language named ShaderLab. Lumberyard uses a similar shader language as DirectX’s HLSL. Both the engines follow Physically Based Rendering and offer a wide variety of types of shaders that can be implemented. Lumberyard’s built-in shaders, however, are a lot more complex offering AAA-quality. Unity’s built-in… read more »

Shaders

Shaders Lumberyard supports writing custom shaders. Lumberyard follows Physically Based Rendering (PBR) techniques and is almost fully deferred. It uses forward only for translucent materials or for hair/skin. Lumberyard runs DirectX for graphics and uses a shader language similar to Cg/HLSL. Shader files are of three main types: *.cfi [dev\Engine\Shaders\HWScripts\CryFX] – include files *.cfx [dev\Engine\Shaders\HWScripts\CryFX]… read more »

Audio

Audio Currently, Lumberyard supports audio in the game only through Wwise. Lumberyard comes packed with the LTX version of Wwise where all the sound engineering happens. Audio is added to the game using sound banks that Wwise exports and the sounds can be played/stopped through script. Unity, on the other hand, has a powerful in-house… read more »

Audio

Audio Lumberyard comes prepackaged with Wwise for audio solution. Currently, integration with Wwise is the only way to import audio into your projects. All sounds are created, modified, and linked to different types of parameters in Wwise. Lumberyard offers an Audio Translation Layer (ATL) to integrate workflow between Wwise and Lumberyard. Watch this helpful tutorial to… read more »

UI

UI UI Editor Unity has UI directly in the scene and Lumberyard stores the UI in a file separate from the level. Storing in a separate file allows the UI to be loaded dynamically, as well as having the level and canvas be easier to navigate. For the UI to appear in the level, an… read more »

UI

UI UI Components To include UI in a level, a UI file must be loaded through a entity component. The UI canvas isn’t necessarily loaded in at run-time, and the loading of the canvas and enabling of the canvas can be controlled through script. The 3 available components to attach to level entities are: UI… read more »

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