Connect with the O3DE Community
Get connected, get inspired, and get to know the many diverse people who contribute to this open-source effort!
What’s going on in the O3DE community? Read the blog posts and catch up on the latest news, insights, and feature development.
C++ STL Algorithms Series - Part 3
The more familiar we become with algorithms the more places begin to emerge where they can be utilized. This time we’ll introduce transform and see how it can be used to solve a familiar problem. Example transform takes a pair of iterators and applies a function to each element, storing the result to an output range (this is usually a new collection but it can also be performed in-place).
C++ STL Algorithms Series - Part 2
Topic Continuing from the previous entry in this series, we’re going to keep exploring some of the use-cases of <algorithm>/<numeric> in our day to day work. Example It’s all too easy to come up with trivial examples for algorithms that don’t reflect the type of problems we have to solve everyday. With that in mind, this example (though a little contrived) might be something we actually want to calculate in O3DE.
C++ STL Algorithms Series - Part 1
An introduction to why you might want to start using the <algorithm> and <numeric> header more in your code. Motivation There is a growing movement in the C++ community to favor algorithms (usually found in <algorithm> and <numeric>) over hand-written loops. There are a multitude of reasons for this (correctness, performance, readability) and it’s a pattern that comes up again and again in other languages too.
The Open 3D Foundation Welcomes Epic Games as a Premier Member to Unleash the Creativity of Artists Everywhere
Interoperability and portability of real-time 3D assets and tools deliver unparalleled flexibility, as the Open 3D community celebrates its first birthday The Open 3D Foundation (O3DF) is proud to announce Epic Games as a Premier member alongside Adobe, Amazon Web Services (AWS), Huawei, Intel, LightSpeed Studios, Microsoft and Niantic, as it celebrates its first birthday. With today’s world racing faster and faster towards 3D technologies, the O3DF provides a home for artists, content creators, developers and technology leaders to congregate and collaborate, share best practices and shape the future of open 3D development.
Exploring the world of graphics via Atom, O3DE’s renderer
Hello all! I’m Judy, an intern at Amazon working on the Open 3D Engine (O3DE), specifically the Atom renderer. I interned with Amazon in the summer of 2021, focused on contributing to Atom, and have returned to Amazon as an intern again this summer! So far, I’ve learned graphics fundamentals and applied that knowledge to write a custom shader and make my own material type. Here are some details about my journey learning about graphics and Atom.
Motion Matching in O3DE, a Data-Driven Animation Technique
Motion matching is a data-driven animation technique that is gaining popularity since games like ‘The Last Of Us Part II’, ‘FIFA’, and ‘Half-Life: Alyx’ have adopted it. Users have higher expectations for animation quality including more realistic animations and a greater variety of interactions between characters and their environments. This growth in expectation resulted in increasingly complex animation graphs that became harder to maintain and more expensive to create. Motion matching is a way to animate a character in a controlled way by jumping and blending between pre-recorded animation sequences several times a second, synthesizing the animation for the character.
O3DE User Defined Properties
O3DE User Defined Properties O3DE has the ability for the O3DE asset pipeline to read in this user defined properties (UDP) metadata so that scene building logic can customize asset processing logic using the UDP metadata. This allows the artists to continue to work primarily in the tools they have mastered such as Maya or Blender. For example, a content designer will not need to open up the O3DE Editor to assign a brick material to a wall model since the artist has assigned the brick material to the wall mesh node in Blender.
Introducing the BlueJay Design System for O3DE
Learn about the new UX design system for Open 3D Engine (O3DE) tools from Lee Hung Nguyen, one of the UX designers contributing to O3DE. My name is Lee Hung Nguyen, and I am one of the UX Designers in the Special Interest Group for the UI UX community (SIG-UI-UX) that helps to contribute towards the Open 3D Engine (O3DE). Today, you’ll be learning about the design system that the SIG UX UI community has been working on: the BlueJay Design System (BJDS).
Explore the Past, Present, & Future of O3DE's First-time User Experience
Learn about how Amazon Web Services developed the first-time user experience for Open 3D Engine (O3DE) from Bhanuja Sanghavi, one of the UX designers contributing to O3DE. Welcome to Open 3D Engine’s New User Experience! Hello, I’m Bhanuja! Since September 2020, I have had the opportunity to work as a User Experience (UX) Design Intern for Amazon on its game engine Lumberyard, the predecessor to Open 3D Engine (O3DE).
Open 3D Foundation announces first major release of Open 3D Engine
The news in brief: Simulation developers can now create 3D content with the new Open 3D Engine (O3DE) Linux editor and engine runtime, and a new Debian package and Windows installer provide a faster route to getting started with the engine. O3DE’s first major release: Stable 21.11 Today, the Open 3D Foundation (O3DF) and its members including Adobe, AWS, Huawei, Intel, and Niantic announced the O3DE Stable 21.