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Framework Overview

Hi, this time I provide a closer look into the Framework. The graphic below shows what the Framework contains of and how far the diffrent elements are developed. The green bubbles inside the red ones indicate how much progress has been made for the specific feature. More green means more progress. Empty (complete red) bubbles mean this feature hasn't been worked on yet. For the best result (as its a pretty huge image) click the image to load it in full size and use the zoom tool to take a c

Phodex Games

Phodex Games

Announcing Leadwerks Game Engine Enterprise Edition

Today we are pleased to announce the release of Leadwerks Game Engine: Enterprise Edition, a standalone version of our popular 3D development software. The Enterprise Edition allows business users to install and use Leadwerks without the need for the Steam client. The new product joins the existing Standard Edition with Lua scripting and the Professional Edition with C++ and Visual Studio support, both sold on Steam. The Enterprise Edition has already been approved for sale through N

Josh

Josh

Bow/Crossbow Rig & Animations

Hi Leadwerkers , this time just a short entry showing some of the stuff I recently made. I think it looks pretty cool and wanted to share it with you. Some cool bow & crossbow rigs: Some examples of the new combat animations (WIP): Soon to be seen ingame and in action. Stay tuned and have a nice day  . Markus from Phodex.

Phodex Games

Phodex Games

Future Plans

Introduction Hi, last time I gave you a rough idea of what the Phodex Framework is and what plans I have. This time I will talk about what I am working on at the moment and what my plans for future are. So this is kind of the first real blog entry :). What I am working on? Recently, beside some bugfixing and improving stuff, I tweaked all imported models (collapsing, normal calculation), set up the materials so that they fit the look I want etc. I also reorganzied my folderst

Phodex Games

Phodex Games

Default Script Fixes

There is a problem with the default TextArea.lua widget script. Your game will crash when you click on an empty TextArea. Fix: look for the Function "Script:GetCaretCoord(caret)" after: local text = self.lines[self.currentline]--self.widget:GetText() add: if text == nil then return 0 end     More will be added when/if discovered...

GorzenDev

GorzenDev

Custom Widgets

Remember that a widget's behaviour is dictated by the script that is attached to it. Well its that simple just use a custom script for your widget and your done. I will show you how to create a simple ColorLabel. First copy the default Label.lua script and rename it to Colorlabel.lua Now lets make some changes in your Colorlabel.lua so open it up. We will add 2 variables to the script called bordercolor and textcolor they will be of type Vec4(). Script.bordercolor = Vec4(0.2,0.2,0

GorzenDev

GorzenDev

Adding/Using Widgets

Previously we created a custom class and a basic GUI. Now its time to add some basic widgets to our class and show how to use them.   Lets start with a simple Panel that has a Label, a TextField and a Button. // UI_Interface.h Widget* panel = NULL; Widget* label = NULL; Widget* textField = NULL; Widget* button = NULL; // UI_Interface.cpp //create gui //.... // //panel = Widget::Panel(guiScale * 100, guiScale * 100, guiScale * 300, guiScale * 80, gui->GetBase()); panel = Widge

GorzenDev

GorzenDev

Basic GUI Creation

Bare with me im not a very good story teller  . I will not be focusing on basic leadwerks usage and assume the reader knows a thing or 2 about leadwerks. So lets start with the basics, Create a window and context. bool App::Start() { window = Leadwerks::Window::Create("GUI Tutorial", 0, 0, 1024, 768); context = Leadwerks::Context::Create(window); return true; } bool App::Loop() { if (window->Closed() || window->KeyHit(Key::Escape)) return false; return true; } Now

GorzenDev

GorzenDev

Making Leadwerks.com More Scalable

Our website stores a lot of user generated content in the forum of images and attachments.  Before Leadwerks Game Engine was on Steam the demands were even higher, since we had our own downloads and gallery sections that stored data on our server.  Since the implementation of Steam screenshots and Workshop a lot of that has been offloaded onto the Steam servers, relieving our server from some of the data storage and transfer costs.  (If you're interested, all our old content is archived on Googl

Josh

Josh

Going back (retro)

Hello Leadwerks Forum its me again. The guy who releases too early Theres going to be a new game inspired by the Polybius pasta in the player soon. I just wanted to explain the core mechanics of the game and why it is more important than my free time. For some time, I have developed games on other Engines but the tournament got me back to my haven again ,where I am the most confident with my skills. This is why I can try new or more absurd game Ideas like an "intense psychoactive and addict

Slastraf

Slastraf

Behind Enemy Lines

This is my entry for the Halloween Game Tournament 2017    Behind Enemy Lines Prolog: You are Sergeant Cole, a member of a special unit that  operates under cover. You and your comrades have the mission to destroy drug fields and facilitys for the production of drugs. ..... Keys WASD = Moving F   = Flash light N = Nightvision T = Holster Weapon E = Use Space = Jump F11 = Show stats Note: In the last weeks or month i work hard

burgelkat

burgelkat

Leadwerks Halloween Game Tournament 2017

Fall is in the air.  The leaves are changing colors, people are bundling up, and game developers are itching to try their hand at another community game tournament.  How does it work?  For 30 days, the Leadwerks community builds small playable games.  Some people work alone and some team up with others.  At the end of the month, on Halloween day, we release our projects to the public and play each other's games.  The point is to release something short and sweet with a constrained timeline, whic

Josh

Josh

Leadwerks Game Engine 5 is Coming

Leadwerks 5 is going to be developed alongside 4.5 with an extended period of beta testing and feedback.  My goal is to build the world's most advanced game design software, tailored to the needs of our community and clients.  Development will first focus on a new programming API updated for C++11 and then a completely new editor using Leadwerks GUI and based on the workflow developed with our current editor. The first beta will support the following features right away: Shared Point

Josh

Josh

Unicode in Leadwerks 5

I've begun implementing unicode in Leadwerks Game Engine 5.  It's not quite as simple as "switch all string variables to another data type". First, I will give you a simple explanation of what unicode is.  I am not an expert so feel free to make any corrections in the comments below. When computers first started drawing text we used a single byte for each character.  One byte can describe 256 different values and the English language only has 26 letters, 10 numbers, and a few other cha

Josh

Josh

Learning how to use C++11 shared pointers

I have implemented C++11 shared pointers into Leadwerks Game Engine 5 and the following program now works.  When you press the space key the box variable is set to NULL and the visible box on the screen disappears: #include "Leadwerks.h" using namespace Leadwerks; int main(int argc, const char *argv[]) { auto window = CreateWindow(); auto context = CreateContext(window); auto world = CreateWorld(); auto camera = CreateCamera(world); camera->Move(0,0,-5); camera->SetClearColor(

Josh

Josh

Say Hello to Leadwerks 5 Shared Objects

All classes in Leadwerks are derived from a base Object class.  In Leadwerks 5 we separate simple and complex objects with the new SharedObject class. Simple objects like a Vec3 ( a three-dimensional vector), an AABB (axis-aligned bounding box), and other items are all derived from the Object class.  Simple objects are created with constructors.  When we make one object equal to another the value is copied from one variable to another, but the two variables are still separate objects.  Belo

Josh

Josh

3 Ways Leadwerks Game Engine 5 Makes Game Programming Easier

Leadwerks Game Engine 5 moves Leadwerks forward into the future with massive performance increases and more advanced features, it also makes game development easier than ever before with three great new programming features. Shared Pointers I could write a whole article about the benefits of shared pointers.  Shared pointers are basically a simple form of garbage collection that relieves you from the need to manually delete objects, but doesn't suffer from the slow speed of full garbag

Josh

Josh

10 Min. relaxing and artistic moment with LE

Here I want to present what the "Tower game" is doing becoming ! I got the idea to make a relaxing puzzle 3D game where the player will have to find/build/assemble different elements to discover arts. Here a picture I found that inspired me this: Now, I made a little demo video for this, I found the experience somewhat meditative, looking at this floating colorfull infinite world and listening to the sounds. You can turn the music off and listen at your own or just let it pl

Marcousik

Marcousik

Restarted my networking framework yet again

Restarted my networking framework yet again. This time I gave it a new name 'Hexe'. The old name was 'Overwatch'. It was named long before the Overwatch game came out. It was based off the Half-Life Overwatch. It oversaw the players, ai spawning, contained a secondary path-finding system, but had no networking as it was not native to the LUA side of Leadwerks. 'Hexe' is German for 'witch'. I don't really know why I chose the name but I have the feeling I will be able to put it to good use. Maybe

Einlander

Einlander

Leadwerks 5 Beta Rollout

Today I am excited to announce plans for the release of the first Leadwerks 5 beta version.  Leadwerks 5 will roll out sooner rather than later, employing an extended beta period during which versions 4 and 5 will live side-by-side, using the same code base, with preprocessor definitions to compile each version.  This allows me to fix small problems without forking the code, while I can implement new changes in version 5.  The first features implemented will be the use of smart pointers for all

Josh

Josh

News from Burgelkat

I work really hard on my new projekt. With the next Event from Josh i would show the first Alpha. Meanwhile, I can also program more in LUA. I am really happy because i modified Hancinators "MeleeScript" with patrols. I put in a search function so the NPC continue his Path if he lost sight to you. Also i programmed a "Effect Script" so the NPC make "something" if the Effect is "true" Also i try to voiceacting but this is in test at the moment   (Jorn is busy at the moment ) Here

burgelkat

burgelkat

3 Ideas You Must Understand to Use C++11 Shared Pointers in Leadwerks Game Engine 5

Leadwerks Game Engine 5 is being designed to make use of shared pointers.  This eliminates manual reference counting, which has probably been the most difficult part of programming games with Leadwerks.  Here are three concepts you must understand before you start using smart pointers in Leadwerks 5, Don't Create Multiple Shared Pointers from One Object When a shared pointer goes out of scope, it deletes the object it references.  If another smart pointer was created separately that re

Josh

Josh

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