Over 190 updates come to Lumberyard Beta 1.18 – Available Now
Over the past several months, we’ve been working closely with teams shipping games on Lumberyard to harden our technology and systems. Today, we’re excited to make more of that tech available to you with the release of Lumberyard Beta 1.18, which includes over 190 improvements, like a fast analysis mode for asset processing (which can reduce asset scan time by 85%), the introduction of layers, and much more. You can download 1.18 here.
Lumberyard 1.18 incorporates technology from games such as The Grand Tour Game
As games head towards shipping, they grow remarkably in scale. What started as a prototype with a few hundred entities and assets is now thousands or 10s of thousands of entities and assets, with hundreds changing every day. Developers can’t slow down – they need new tools to create, organize, and better manage content at scale. That’s where Lumberyard can help.
Here are three ways Lumberyard 1.18 can help you scale:
- Component Entity System Layers. As levels get bigger and more complex, you need more and more people to edit the content – game designers, audio designers, artists. To help bigger teams work together, we’ve introduced layers to the Component Entity System. Layers are a way to organize levels so your team can work asynchronously on different parts of the same level.
- Fast Analysis Mode. As your game grows to thousands of assets, processing those assets can take a long time when starting up Lumberyard. By enabling the Fast Analysis Mode, the Asset Processor can now skip checks on unchanged dependencies, helping you launch Lumberyard faster. In one game with over ten thousand assets, we saw an 85% reduction in the time it takes to launch Lumberyard!
- External references for AnimGraphs. Creating large complex animation graphs for AAA characters can be difficult to manage, maintain, and scale. But with external references, you can now break up the animation graph into smaller pieces, simplifying them, and allowing multiple team members to work on them simultaneously. You can also reuse these smaller graphs on other characters, accelerating the time it takes to get new characters up and running.
In addition to these features, we’ve added additional support for NVIDIA PhysX, improvements to the UI system, and more. You can read the full release notes here.
As always, we want your help driving the roadmap for future features and improvements. Send us your feedback at firstname.lastname@example.org.