Lumberyard 1.21 Released

Amazon have released a new version of the Lumberyard game engine.  This release includes 70+ features, changes and improvements.

Highlights of the release from the Lumberyard blog:

  • We continue to add new features and make workflow improvements to Script Canvas visual scripting to save you time. In this release, Script Canvas gets greater flexibility working with dynamic types, new comment and group presets so you can define color code comments and groups, and the ability to disable nodes so you can test different graph structures more quickly. We’ve also added three new nodes for increased functionality: Repeater, Switch, and Ordered Sequencer. (A few months ago we released the Project N.E.M.O sample to help you get started with Script Canvas. Check it out here.)
  • The EMotion FX Animation Editor can now dynamically simulate physically-based secondary animation for your actors. This lightweight solver provides realistic looking motion for items like backpacks, holsters, and even long hair, as your actor moves. Using the Simulated Objects node, you can adjust an objects stiffness, gravity factor, colliders, and more.
  • Lumberyard Beta 1.21 now uses NVIDIA’s PhysX 4.1. This latest version of PhysX boasts increased performance, stability, and accuracy.
  • We’ve also refactored Lumberyard’s cross-platform architecture. We removed heavy reliance on cascading platform #ifdefs by reorganizing platform-specific code into a parallel directory hierarchy. This makes cross-platform feature development and maintenance easier and also significantly reduces the effort required to add new platforms to Lumberyard. (Note that public APIs were not changed as part of this refactor.)

You can read full details of this release in the release notes available here or by watching the video below.  The example N.E.M.O demonstrated in the video below is available here.

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