AWS for Games Blog
Tag: Amazon Lumberyard
Built for Builders: The Story of AWS and Open 3D Engine – Developer Preview
We hear from game and simulation developers that they want more choices that allow for collaboration, customization, and creative control in their production pipelines. Building 3D tooling from scratch can be cost prohibitive, take years to develop, and require significant resources to maintain. These developers end up choosing either to spend critical dollars reinventing the […]
How Tafi is Democratizing Avatar and Character Solutions
This guest post is authored by Jesse Janzer, Director of Technology for Tafi, a leading provider of 3D avatar and character solutions. Tafi has over a decade of experience bringing digital avatar content to life. In addition, as the owner of Daz 3D, Tafi operates a digital marketplace with a global community of creators and […]
Unleashing the power of the Carbonated Studios team
Guest post authored by Carbonated Studios. (Editor’s note: This is the first in a blog series from our Lumberyard customers. We really appreciate the time they took to share their experiences in working with Lumberyard!) WHO ARE WE We’re Carbonated! We’re a smaller studio based in El Segundo, California, and comprised of vets from Electronic […]
Announcing Lumberyard Beta 1.28!
Authored by Doug Erickson, Sr. Documentation Manager for AWS Game Tech. It’s been awhile, hasn’t it? We missed you, too! We have been very busy on major changes to Lumberyard, which we will announce as soon as we can, but it’s taking a lot of preparation and energy. So, for the interim, we are releasing […]
The Journey to Prefabs
Hi, my name is Joshua Rainbolt, and I’m a Lead Senior User Experience Designer for AWS Game Tech. I am one of several stakeholders who have been lucky enough to be involved with the evolution of Amazon Lumberyard’s prefab system over the past several years. We called them “slices” at the time, because our team […]
Building Battle-Tested Network Transport
Authored by Rajiv Puvvada, Senior Software Development Engineer, Amazon Lumberyard. Introduction Online multiplayer isn’t just a feature for many games; it’s core component of gameplay. It has to be performant; it has to be reliable; and it has to be stable. And, perhaps to no-one’s surprise, developing online multiplayer is hard — especially when poor […]
Splitting the Atom: Introducing Lumberyard’s New Photorealistic Renderer
Authored by Chanelle Mosquera and Doug Erickson of the Amazon Lumberyard team. For over 5 years, Amazon Lumberyard‘s graphics engine has served our customers in fine stead. As we looked to our future, we recognized that its fixed approach to rendering and its established feature set would limit our customers’ ability to innovate and take advantage […]
Lumberyard Math Libraries: Accuracy Improvements
Authored by David Greer, Senior Engineer on Amazon Lumberyard Several fundamental mathematical functions in our existing library were calculated using approximations with rather poor accuracy. This post describes how we were able to dramatically improve accuracy without compromising performance. Reciprocal Square Root The first function we turned our attention to was reciprocal square root. This […]
Building a Smarter Foundation: Math Improvements in Lumberyard
Authored by Karl Berg, Principal Engineer on Amazon Lumberyard Nothing pushes the computational power of modern computers quite like real-time 3D games. From the vector algebra used to transform 3D scenes to 2D screen space, to the visibility queries used for rendering and AI, to the deformation of surfaces around bones for characters, to the […]
The Future of the Lumberyard Build System
Authored by Esteban Papp, Senior Software Development Engineer on the Amazon Lumberyard team. There’s a Spanish proverb I think about a lot while developing for Amazon Lumberyard: “En casa de herrero, cuchillo de palo.” In English, it translates to: “In the blacksmith’s house, a wooden knife.” Why this particular proverb? It refers to the fact […]