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  1. Sprite Pro support to Wave Engine

    Would be a good idea if Wave Engine support this Animator tool, is really good , user friendly and also cheaper than Spine.

    27 votes
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      under review  ·  1 comment  ·  Flag idea as inappropriate…  ·  Admin →
    • Offer a paid license with the ability to remove the splashscreen

      Right now it is not allowed to remove the WaveEngine splashscreen at all, or it would violate the Wave Software License Agreement.

      There have been some requests in the past to be able to remove it though, by acquiring a "Paid License" which would allow that then.

      It would be great that developers who have their game finished can have this option of a paid license to remove the splashscreen before shipping their game.

      Of course, exact license details have to be worked out for this.

      S. http://forum.waveengine.net/forum/general/3053-wave-license-question?p=3199#post3199
      or my question for it at http://forum.waveengine.net/forum/general/9478-modify-splashscreen-remove-it-for-debug-compilation

      12 votes
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        under review  ·  2 comments  ·  Flag idea as inappropriate…  ·  Admin →
      • Wave Visual Editor manual

        It would be great to have a manual for the editor application that explains what a button is used for or how the different features work.

        This could be a contextual help like many windows programs or just a pdf file or online help.

        I think is even more important if the editor gets more complex.

        6 votes
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          under review  ·  0 comments  ·  Flag idea as inappropriate…  ·  Admin →
        • Extending textures, specially 2D ones, with more functionality.

          Currently modifying a texture is very hard. we have to upload it manually to the graphicdevice, and this cause the problem because the texturemanager class is not intelligent enough not to duplicate. so if you modify a texture per each frame, which I use for Kinect, then there will be millions of loaded texture and RAM will be full. however if I destroy the textures manually the performance drops dramatically. I think the way that the texturemanager is working needs to be improved

          38 votes
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            under review  ·  2 comments  ·  Flag idea as inappropriate…  ·  Admin →
          • Improve 2D Particle system's Physics

            I suggest you guys add more complex physics to 2D particle systems, from what it seems right now we're resticted to making particles bounce off invisible barriers, it would be awesome (if costly) to have them implement actual colliders and interact with other physics objects (and have a flag to interact or not with other particles from the same emitter).

            7 votes
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              under review  ·  0 comments  ·  Flag idea as inappropriate…  ·  Admin →
            • Entity.AddComponent signature change

              It would be great if you could change the signature to be
              AddComponent<T>(T component) where T:Component
              this wont break existing code but would allow extensions of existing behaviors like Camera that are depended upon internally by adding the component with AddComponent<Camera>(new MyCamera)

              16 votes
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                under review  ·  0 comments  ·  Flag idea as inappropriate…  ·  Admin →
              • particle improvements

                atm on the vapor particle sample it is most obvious as hard edges are visible every time the particles intersect, implementing soft particles would be great, also along with it particle deflectors and attractors (gravity points) would be ncie.

                43 votes
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                  under review  ·  0 comments  ·  Flag idea as inappropriate…  ·  Admin →
                • Adding support for custom file formats

                  Extensibility for custom file formats in the editor so they can be exported to .wpk files

                  11 votes
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                    under review  ·  1 comment  ·  Flag idea as inappropriate…  ·  Admin →
                  • Make engine more extensible.

                    Many of the important methods are internal and therefore it is not possible to extend or exchange systems like the rendermanager. It would be better to make them public and to introduce interfaces for this managers so we can write custom implementations, if necessary. For example sort meshes or use a octree for frustum culling.

                    29 votes
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                      under review  ·  0 comments  ·  Flag idea as inappropriate…  ·  Admin →
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