Lumberyard and NetCode

In this blog, I present a high-level overview about how we at Third Kind Games developed our NetCode using Amazon's Lumberyard engine, to facilitate responsive and secure multiplayer experiences.  Whilst there are several elements that go into the development of NetCode, today, I'll be focusing on two components of Lumberyard that help us achieve this, … Continue reading Lumberyard and NetCode

Developing ‘The D.R.G. Initiative’ with Lumberyard

Earlier this week, I gave a live webinar on our experience so far with Lumberyard, as part of Amazon's Gaming Webinar Series. It was great to be invited to give a talk with Amazon, and I'm very grateful for the opportunity. 8 months in to development of SlingShot Cartel's 'The D.R.G. Initiative', I gave a brief … Continue reading Developing ‘The D.R.G. Initiative’ with Lumberyard

In LOD We Trust – Static Mesh LODs

This post will give you a simple run-down of some of the static mesh LOD features provided by Lumberyard, which Third Kind Games will be using in our new title: The D.R.G. Initiative. A lot of this blog post is pulled from the Amazon documentation and collated together for ease of reference. There will be a future … Continue reading In LOD We Trust – Static Mesh LODs

Serialising Data to JSON or XML in Lumberyard

Just a short one this week, as we're super busy on our next milestone. Here's a quick and easy way to serialise your data to disc, and later retrieve it, using Amazon Lumberyard. I'll add a great big caveat that this is using old CryEngine systems and is therefore highly likely to be deprecated in … Continue reading Serialising Data to JSON or XML in Lumberyard

Adding A Project Menu To The Lumberyard Editor

In this post I'll be showing how we at Third Kind Games have extended the Lumberyard Editor to provide a custom menu for project specific actions and configuration setup. Firstly I'll show you how you can trivially register and layout menu items with the system from your game code and gems. Finally I'll provide the instructions … Continue reading Adding A Project Menu To The Lumberyard Editor

Creating a simple character. Pt 1/4 – Initial Setup

In this four(ish) part tutorial, we'll look at how to create a simple third person character in Lumberyard 1.9. In this inaugural post, we will go over the files involved, the tools we will be using, and finally set up a basic character which will play an idle animation. The following few posts will take … Continue reading Creating a simple character. Pt 1/4 – Initial Setup

Shipping your game with Amazon Lumberyard

This guide takes a detailed look at the end to end build process involved in creating a packaged game build with Amazon Lumberyard. A packaged build is a standalone version of your game which can be distributed to friends, publishers or players. At the time of writing, the packaging process is entirely command line driven … Continue reading Shipping your game with Amazon Lumberyard

Setting up a networked entity

In this tutorial, we’ll look at how to use Lumberyard’s awesome networking system, GridMate, to create a basic networked entity. GridMate will synchronise the position and orientation of an entity between multiple networked clients. This is mostly a lesson on concepts, with a small bit of actual work for you to do to try it … Continue reading Setting up a networked entity

Creating a simple switchable light

Learn how to create a simple switchable light source in Amazon Lumberyard, that can be switched on and off via gameplay events. There are a few other ways to build this, such as communicating directly with the light request bus from Lua, bypassing the need for a Simple State component. However, the solution shown here … Continue reading Creating a simple switchable light