Lumberyard & Amazon GameLift Blog

Tag: GDC 2016

HDR Rendering in Lumberyard

Understanding how human perception differs between observing the real world and viewing game worlds helps us build great visual tools. The real world is a beautiful place, and our eyes excel at taking it all in. Until recently, though, there has been a gap between the fidelity of the real-world and what we’ve been able […]

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Reflections on GDC 2016

With the release of Lumberyard Beta 1.1 and our participation in the Game Developers Conference, March was an important milestone for the Lumberyard team. This was the 30th year of GDC and the 18th I’ve attended. We’ve witnessed significant change in our industry over these years. Platforms and products have evolved. Game development has become […]

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Code Archeology: Crafting Lumberyard

Grab your weathered fedoras, we’re doing some code archaeology. Engines evolve over time. The more people involved and the more projects it produces, the more an engine gets filled with all kinds of code. Code that fixes game-specific problems, code that is cleverly optimized, ultra-verbose code, code that looks like it participated in an obfuscated […]

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Extending the FBX Importer

With the recent code drop of Lumberyard came our new FBX Importer, which gives developers the ability to export single meshes and materials. The FBX Importer has been one of the most consistently requested features for Lumberyard. We’re quite excited about how the interface works and looks and the overall direction it’s heading, but there’s […]

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Reworking Lumberyard’s Entity Framework

Technology providers and studios have pumped an incredible resources into building technology that enables faster iteration, rapid feedback, early error detection, and enables team members of vastly different skills to work together to build high-quality gameplay. As the engineer leading up some of our workflow efforts, I’ve had the joy of working with a team […]

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FBX Importer Preview

Since the launch of Amazon Lumberyard Beta in February, we’ve been talking to developers, reading emails, and listening to forum posts about features that developers want to see in the engine. One of the most popular requests has been for FBX support. Lumberyard Beta 1.1 introduces the new Lumberyard FBX Importer which allows developers a […]

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Using Autoscaling to Control Costs While Delivering Great Player Experiences

Game developers with real-time multiplayer games tell us they want to spend less on infrastructure expenses while still providing great online experiences for their players. The challenge is that player demand can fluctuate each day, hour, or even minute. When server capacity is fixed, developers run the risk of having too much or too little […]

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Now Available – Lumberyard Beta 1.1

Today, less than five weeks after the launch of Lumberyard, we are pleased to release Lumberyard Beta 1.1. This update includes 208 improvements, fixes and features; and is available for immediate download here. With Lumberyard Beta 1.1, we are releasing several significant workflow improvements, introducing mobile support, and extending the functionality of Twitch ChatPlay. The […]

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Amazon GameLift Adds New Regions and Autoscaling Features

Today, Amazon GameLift expands to two new AWS regions in addition to the currently available Northern Virginia and Oregon regions. Developers can now deploy game servers for their session-based, multiplayer games throughout North America, Europe, and Asia Pacific. New region names are: eu-west-1 (Ireland) and ap-northeast-1 (Tokyo) Endpoints are: gamelift.eu-west-1.amazonaws.com and gamelift.ap-northeast-1.amazonaws.com. Additionally, Amazon GameLift’s new autoscaling feature lets developers […]

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GDC 2016!

The Amazon GameDev team is excited to showcase Amazon Lumberyard and Amazon GameLift at this year’s GDC. We’ve been hearing positive and helpful feedback since our launch last month and will be discussing new features and improvements based on that feedback. Our booth is located in the Main Hall #1224, and we are eager to […]

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