I recently fired up an install of Ubuntu 20.04 to see what the state of development on Linux is now, and it looks like things have improved dramatically since I first started working with Linux in 2013. Visual Studio Code looks and works great on Linux, and I was able to load the Ultra Engine source code and start compiling, although there is still much work to do. The debugger is fantastic, especially after using the Code::Blocks debugger on Linux, which was absolutely sadistic. (They're both u
Built to power a new generation of game development tools, Ultra App Kit provides an easy-to-use C++ programming SDK for creating desktop GUI applications.
Unlike other alternatives like Dear ImGui, the Ultra App Kit GUI renders in retained mode rather than immediate mode, and is specifically designed for desktop GUI applications. This makes applications snappy and responsive when resizing or refreshing a window.
DPI scaling is baked into the design for resolution-independent
I went back and edited my main smart material in substance, new look looks much better and well-defined. Scales accross different textures very well also. Far less layers to deal with also makes editing much simpler and easier. Luckily I did not get too far with my original material I was working with previously, so re-doing previous textures should not take too long.
Also did a quick lighting test in 3ds max with a few colored lights (to roughly guage PBR reflections/metalness prope
You know how I keep saying that focusing everything on one specific niche is much better than trying to be all things to all people, and that VR was going to be our primary technology focus going forward?
This is a battleground we can win in.
I want to streamline some of this website. We went through a lot of changes since the release on Steam in 2014 and learned what works and what does not.
The "Marketplace" is just called the default "Downloads" name now, and that literally is what it is for. It's a place to keep a permanent copy of your files. Paid files are still supported, and any purchased items are still available to download, but I do not have any aspirations of building this up unless it just happens spontaneously. Ins
You probably have noticed that our entire community has been migrated from the leadwerks.com domain to our new ultraengine.com domain. In this article I am going to describe recent changes to our website, the process by which these decisions were made, and the expected outcomes. These are not just superficial changes, but rather it is a fundamental restructuring of the way our business works. This is the execution of a plan I have had for several years.
When we first starting selling on Ste
Breaking the new engine up into sub-components and releasing them in several stages is something new. The reason for trying this was twofold:
Steam now incentives competition for digital shelf space, unlike when Leadwerks was first released on Steam in 2014, when I was trying to build up my quality of presence and promote one app ID on Steam.
I would like to get some new software out early before the full engine is finished.
The beautiful thing is that Ultra App Kit all con
Developer @Ghost has released his excellent Leadwerks-powered game Concealment.
Your life is in your hands
Go to an abandoned village to find your missing brother. Explore the objects that come in your way. Solve the terrible mystery of this mysterious place.
Concealment is a first-person psychological horror game. A game in which you need to solve the mystery of an abandoned ancient village.
You receive a strange letter from your brother. He asks that you ur
Level transitions are the old school way of getting your player from one map to another. Here I implemented a system much like HL2. Not much else to say, but I should be ready to talk more soon. (Hopefully!)
A new update is available on Steam for Ultra App Kit.
A TEXTFIELD_PASSWORD style flag has been added and is used for the password entry form:
A WINDOW_CHILD style flag has been added. I found this was necessary while implementing a Vulkan 3D viewport in a GUI application. You can read more about that here.
Pressing the Tab key will now switch the focus between widgets.
The "Learn" tab in the project manager has been moved in front of the "Community" tab.
Before finalizing Ultra App Kit I want to make sure our 3D engine works correctly with the GUI system. This is going to be the basis of all our 3D tools in the future, so I want to get it right before releasing the GUI toolkit. This can prevent breaking changes from being made in the future after the software is released.
Below you can see our new 3D engine being rendered in a viewport created on a GUI application. The GUI is being rendered using Windows GDI+, the same system that draws the
> Work in progress
> The road tracer tool is for now without bug; I added debug messages that prevent a bugged road to be generated - so it asks now to modify some values instead of generating the bugged road.
> Water waves are smoother.
> New feature: Driving in mud.
> I'm thinking about adding a speed or friction penality if not driving on roads.
> This little demo was recording on map 2048*2048
Work has been continuing on my ongoing scifi materials/media pack. I have since updated my desk and workstation setup to support dual 1440p monitors on adjustable arms, which has made making progress on this much easier and less straining on my eyes. The amount of screen real estate I have now is so much better than before and my workspace is not cramped anymore, which has been great.
Enjoy a small snippet of what I have been working on today, much more to come soon...
We now accept popular cryptocurrencies in our store and Marketplace through Coinbase Commerce. That's right, you can now buy software like Ultra App Kit using Bitcoin, Ethereum, Litecoin, Dai, or Bitcoin Cash (if you can figure it out!). Right now it's a novelty, but it's worth trying. Maybe by 2022 it will be your only option?
Sadly, Dogecoin is not one of the currently supported coins. Soon?
I do not pretend that this tutorial is an absolute truth, it is just how I have learned to do things, very possibly I am wrong, but always willing to learn.
When programming, it is extremely necessary to plan what you want to do, a coding project should be divided into blocks, function files.
It is like writing a book, by pages, by chapters, I speak of a book of modern times, those books that you can touch and pass its pages with a finger wet in saliva, of course because of the pande
Note: This article contains some referral links for affiliate systems that I added after writing it. My purpose for including them is so that I can learn how these systems work by participating in them, because I am interested in possibly implementing one of our own in the future. The article was written because these are all things I am using and recommend and I am very bored with the same old things.
Except for VR, the last decade of technology has been pretty yawn-inducing. I think Silic
I'm finalizing the Ultra App Kit API, which is going to be the basis of the new engine's API. Naming commands themselves is always a bit of an art unto itself. Some things are named a certain way because it is common convention, like Stream::Seek() instead of Stream::SetPosition() and ACos() instead of ArcCosine().
Other times we have holdovers from old APIs or BASIC syntax like Stream::EOF() or String::Mid().
Should a class that has no SetSize() method use GetSize() or Size() for a me
There are three new features in the upcoming Ultra Engine (Leadwerks 5) that will make game input better than ever before.
High Precision Mouse Input
Raw mouse input measures the actual movement of the mouse device, and has nothing to do with a cursor on the screen. Windows provides an interface to capture the raw mouse input so your game can use mouse movement with greater precision than the screen pixels. The code to implement this is rather complicated, but in the end it just boils
January 2021, work progression showcase random generated world vegetation, FPS=30
[I] - THE TERRAIN; VEGETATION AND WATER:
The map is 4096*4096
The landscape is randomly cast: Painting & vegetation.
At the end of the video, is a demo of the waves shader I could write using the leaves.shader on the water.shader.
The shader is in the workshop for free to use. It is far not perfect but it adds a good animation for ocean wate
More edits I made over the course of today.
Last little bits of work to do include adding any last final touches, and then cleaning up the layer stack to ensure that all height/metallic/roughness layers are interacting correctly. Then I can start procedurally generating each different texture based on this single material. I hope to start that process sometime this week so I can put a scene together.