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Learning AWS Lumberyard Game Development

You're reading from  Learning AWS Lumberyard Game Development

Product type Book
Published in Oct 2016
Publisher Packt
ISBN-13 9781786460868
Pages 268 pages
Edition 1st Edition
Languages
Author (1):
Dr. Edward Lavieri Dr. Edward Lavieri
Profile icon Dr. Edward Lavieri

Table of Contents (18) Chapters

Learning AWS Lumberyard Game Development
Credits
About the Author
About the Reviewer
www.PacktPub.com
Preface
1. Welcome to the Lumberyard 2. Planning Your Game in the Lumberyard 3. Constructing an Immersive 3D Game World 4. Creating 3D Characters 5. Animating Your Characters 6. Creating Gameplay 7. Creating Multiplayer Gameplay 8. Bringing Your Game to Life with Audio and Sound Effects 9. Employing Cloud Computing and Storage 10. Engaging With Users Using Twitch 11. Providing Your Game to the World 12. Stretching Your Lumberyard Wings

Beta software


As you likely know, the Lumberyard game engine is, at the time of this book's publication, in beta. What does that mean? It means a couple of things that are worth exploring.

First, developers (that's you!) get early access to amazing software. Other than the cool fact of being able to experiment with a new game engine, it can accelerate game projects. There are several downsides to this as well. Here are the primary drawbacks of using beta software:

  • Not all functions and features will be implemented. Depending on the engine's specific limitations, this can be a showstopper for your game project.

  • Some functions and features might be partially implemented, not function correctly, or be unreliable. If the features that have these characteristics are not ones you plan to use, then this is not an issue for you. This, of course, can be a tremendous problem. For example, let's say that the engine's gravity system is buggy. That would make testing your game very difficult, as you would...

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