Posted On: Sep 12, 2019
Today, we're excited to release Amazon Lumberyard Beta 1.21, which has over 70 improvements, fixes, and features for designers, animators, programmers, and more. Click here to download Lumberyard 1.21 today.
Here are some highlights:
- We continue to add new features and make workflow improvements to Script Canvas visual scripting to save you time. In this release, Script Canvas gets greater flexibility working with dynamic types, new comment and group presets so you can define color code comments and groups, and the ability to disable nodes so you can test different graph structures more quickly. We've also added three new nodes for increased functionality: Repeater, Switch, and Ordered Sequencer. (A few months ago we released the Project N.E.M.O sample to help you get started with Script Canvas. Check it out here.)
- The EMotion FX Animation Editor can now dynamically simulate physically-based secondary animation for your actors. This lightweight solver provides realistic looking motion for items like backpacks, holsters, and even long hair, as your actor moves. Using the Simulated Objects node, you can adjust an objects stiffness, gravity factor, colliders, and more.
- Lumberyard Beta 1.21 now uses NVIDIA’s PhysX 4.1. This latest version of PhysX boasts increased performance, stability, and accuracy.
- We’ve also refactored Lumberyard’s cross-platform architecture. We removed heavy reliance on cascading platform #ifdefs by reorganizing platform-specific code into a parallel directory hierarchy. This makes cross-platform feature development and maintenance easier and also significantly reduces the effort required to add new platforms to Lumberyard. (Note that public APIs were not changed as part of this refactor.)
You can read about all of the Lumberyard 1.21 features and improvements in the full release notes here.
To get started with Amazon Lumberyard, please visit the Lumberyard website to download Lumberyard. You can learn more about Lumberyard’s new features by watching our tutorials, visiting the forums, or reading through our documentation.
Visit the Game Tech blog to learn more.