Component Based Game Engine architecture, 2D and 3D physics engine, beautiful visual effects, cross-platform support, advanced layout system and much more.
WAVE ENGINE IS THE DEFINITIVE FREE CROSS-PLATFORM MOBILE ENGINE TO UNLEASH YOUR 3D AND 2D GAMES AND INTERACTIVE EXPERIENCES USING C#.
WAVE ENGINE 2.0 HAS ARRIVED! NOW WITH A NEW VISUAL EDITOR AND AVAILABLE IN WINDOWS, MAC OSX AND LINUX.
YOU CAN ALSO VISIT OUR GITHUB PAGE WHERE YOU CAN FIND TONS OF SAMPLES, QUICKSTARTERS AND COMPONENTS SOURCE CODE. ENJOY!
In this article we will learn how components resolve their dependencies with other components and how the custom attribute [RequiredComponent] works. Entity and Components As you know, an Entity represents a logic element of our game and it is an empty box where you can put component insides which define what the entity can do. … Continue reading How components resolve their dependencies
In this article we will describe how the WaveEngine initialization cycle is. It is very important to know this in order to avoid issues inserting some loading code in the incorrect method. Application initialization We will create a new project to analyze how this works. The file called program.cs is where you can see the application entry point. … Continue reading Wave Engine initialization cycle
In the next Wave Engine version, we are introducing a new feature that can help improving your productivity. We have decided to add relative entity path in our engine, allowing to obtain an entity just knowing its path from another entity. This will be really helpful when you’re creating components that reference other entities and: You don’t know the … Continue reading [Working on] Relative entity paths
WITH WAVE ENGINE YOU CAN DEPLOY ON THE MOST IMPORTANT MOBILE PLATFORMS AND OPERATIVE SYSTEMS, SO NO MATTER WHO YOUR TARGET IS, WAVE IS MADE FOR YOU!