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Beta update available

Asset browser search bug fixed: http://www.leadwerks.com/werkspace/topic/11966-searching-for-any-string-in-the-asset-browser-that-includes-a-will-crash-to-desktop/   Low-quality fallback for water on Intel graphics implemented. At this point it is hard-coded to the manufacturer, but in the future an adjustable setting will be added.   Water shaders moved into "Shaders/Water" folder. Make sure you update your project to get the shaders.   Post-processing effects in the editor are disable

Josh

Josh

Beta Update Available

A new update is available on the beta branch. A few months ago, Valve introduced the SteamUGC API to Steamworks SDK. This replaces the original RemoteStorage API, and allows unlimited file sizes and a simpler command set. I also suspect the internals in the Steam client and servers are more reliable, because it is a second-iteration design. The beta build can download Workshop items published with the old legacy API, or with the new one. However, Workshop items published with the beta build

Josh

Josh

Beta Update Available

The creation of our complete tutorial series, written with the help of Aggror, has had a really good effect because it gives us a specification saying "this is how to use Leadwerks". Instead of having different approaches and opinions scattered around, we can all discuss the user experience and be on the same page. This has led to improved user feedback, as we are able to more easily identify any small hangups or inefficiencies in the workflow. I'd especially like to thank the user Malachi fo

Josh

Josh

Beta Update available

Things are very good on the business side of Leadwerks, so I wanted to take some time right now for some research and development so I can give you guys some new and shiny features. It's very interesting to me how the design of Leadwerks 3 has laid a foundation that allows us to do lots of new things that have never been done, and now I am getting to dig into some of those areas and explore.   I've decided the area I want to focus on is all under the banner of "outdoor rendering". The vegeta

Josh

Josh

Beta update available

A new build is available on the beta branch with the following changes: Fixed sidepanel tab switching bug. Improved compatibility with intel graphics. Fixes instance rendering bug with instance count over 256. Added terrain hardware tessellation.   To enable hardware tessellation, select the Tools > Options menu item, select the Video tab, and set the tessellation value. Terrain layers much have a displacement map to display displacement mapping. Each terrain layer has an

Josh

Josh

Beta update available

An update is available on the beta branch. This will improve rendering speed of uncollapsed brushes in-game. You may also see a speed increase in the editor when viewing maps with lots of CSG brushes. You can read about this in detail in this thread.   Lunarovich's suggestion here has also been implemented.   I also tweaked a few stock prefabs and the FPS example map. The crates and boxes will now all use the dynamic shadow setting, and the red cage light prefab is set to only cast stati

Josh

Josh

Beta update available

A new update is available on the beta branch on Steam. This fixes a few problems with brushes that the last update introduced. A grid snap button has also been added in the main toolbar.

Josh

Josh

Beta update available

A new update is available on the beta branch on Steam. This fixes the low-res terrain shader so it compiles on AMD cards. It also fixes a possible brush rendering crash having to do with the recent optimizations made to make uncollapsed brushes draw more efficiently.

Josh

Josh

Beta update available

A new update is available which should fix terrain rendering issues. The project explorer panel is also shown in the script editor on Linux as well. I am not 100% happy with the layout of this and it may change before the final release.   I am also experimenting with Teragen 3 and think I can create some nice high-def skyboxes for us.  

Josh

Josh

Beta Update Available

Leadwerks Editor has been updated to use version 1.35 of the Steamworks library. It also features Workshop improvements that eliminate the need for a local file cache in the app data folder, and should result in more reliable Workshop item downloads.   The update is available now on the beta branch, for Linux and Windows.

Josh

Josh

Beta Update Available

A new update is available on the beta branch. This is a full build that fixes numerous small bugs and prepares for paid Workshop items.

Josh

Josh

Beta update available

An update is available on the beta branch. This adds an optional recursive parameter to the Entity::SetCollisionType command and updates the MonsterAI script so that not so many special settings need to be adjusted to make enemies work.

Josh

Josh

Beta Update Available

An update is available on the beta branch which makes changes to the way DLCs are installed. The SciFi Interior Pack has been added as a paid Workshop item. You can obtain this item by either purchasing it through the Workshop Store interface, or buying the DLC on our Steam Store page. At the time of this writing, the other model pack DLCs have not been added yet.   To install the SciFi Interior Pack DLC you simply browse to it in the Workshop interface. If you own the DLC the "Buy" button

Josh

Josh

Beta update available

An update is available on the beta branch with the following changes: Fixed System::Print() command which was printing char* values as bools. Added optional parameter to the end of Entity::SetInput(). Add optional parameter to the end of Emitter::SetVelocity() Fixed light occlusion culling bug. Fixes a sound source position bug.

Josh

Josh

Beta update available

An update is available on the beta branch. This adds the Window::Center style back into the new refactored Window class, and adds a missing header file in the Professional Edition.   If you'd like to try out a basic implementation of the new GUI, download and extract the attached scripts: Scripts.zip   This code will create a GUI on the rendering context. It simply consists of a solid background filling the screen and a textless button. --Initialize Steamworks (optional) Steamworks:Ini

Josh

Josh

Beta update available

An update is available on the beta branch. This only updates the editor, only on Windows.   The environment probe entity should now be available to create in the editor, for all users.   When shaders are compiled with the "Debug" button (F5) they will now be run through the GLSlang reference compiler first. This can help to catch errors that more permissive hardware lets slide by (Nvidia). The goal of this is to prevent games from not working on AMD and Intel hardware when they use third-

Josh

Josh

Beta update available

An update is available on the beta branch. This includes all recent bug fixes, and is a full build with C++ libs for Windows and Linux.   The following header search path needs to be added to your Visual Studio projects: $(LeadwerksHeaderPath)\Libraries\glslang

Josh

Josh

Beta update available

A new build is available on the beta branch on Steam. This updates everything, C++ and Linux included.   A bug where the editor skipped navmesh calculation on brushes is fixed.   We're updated to the latest version of the Steamworks SDK, which may fix some Workshop upload and download issues.   Animation now calculates more than twice as fast as previously. This was achieved by optimizing the animation code, implementing some inline functions, and by changing the way the matrix updating

Josh

Josh

Beta update available

An update is available which fixes compatibility with newer versions of GCC with the fix discussed here. Thanks to aiaf for finding the solution.

Josh

Josh

Beta update available

I've updated the beta branch with a full build to address the following issues: GI / water bug where everything would get brighter (the blend mode wasn't being reset to "solid"). "Cannot blit backbuffer" bug fixed. VC .usr file added back into template, which contains info on the default working directory. This is why games weren't launching in the right directory. SDK version set to 8.1 since the 10 SDK isn't installing on Windows 7 (what I'm on now).   FYI, I tested on an AM

Josh

Josh

Beta update available

An update is available on the beta branch on Steam. This only updates the compiled executables for Lua, only on Windows. Optimization I've rewritten the way lights and objects affect each other. In the old mobile renderer it was necessary to store a list of lights that affect each entity, because it was using a forward renderer and had to send the information for the nearest four lights to the object's shader to calculate lighting. This was a complicated task and is not needed with a defer

Josh

Josh

Beta update available

A new build is available on the beta branch. The editor and Lua executables are updated, only on Windows at this time. Everything is updated, including the beta branch of Game Launcher, for Windows and Linux.   I believe I have fixed the crashing in the new light management code. I also added a small optimization that checks if a moved light has the same 4x4 matrix it did at the time of the last shadow render. This makes it so if you are standing still and nothing is moving, the flashlight

Josh

Josh

Beta update available

An update is available on the beta branch for Windows, editor and Lua executables only. This fixes a problem in the new light update system: http://www.leadwerks.com/werkspace/topic/15713-shadow-update-editor-issues/ http://www.leadwerks.com/werkspace/topic/15716-43-child-entities-do-not-cast-shadows/   The animation shaders are also modified and they will appear better: http://www.leadwerks.com/werkspace/topic/15710-all-animated-shaders-have-wrongstatic-normals/

Josh

Josh

Beta update available

I've updated the editor and Lua executables on Windows with the following fixes: http://www.leadwerks.com/werkspace/topic/15399-rc4-editor-hints-get-built-in-probe-reflections/ http://www.leadwerks.com/werkspace/topic/15646-prefabs-child-entity-scripts-start-function-not-called/ http://www.leadwerks.com/werkspace/topic/15644-latest-43-beta-causes-crawler-to-rotate-at-wrong-direction/ http://www.leadwerks.com/werkspace/topic/15593-releasecleanup-vehicle-error/   The game launcher beta branc

Josh

Josh

Beta update available

An update is available on the beta branch, which includes the editor and Lua executables, for Windows only. The following issues are resolved: http://www.leadwerks.com/werkspace/topic/14934-materials-go-crazy-when-used-on-a-prefab/ http://www.leadwerks.com/werkspace/topic/15644-latest-43-beta-causes-crawler-to-rotate-at-wrong-direction/ http://www.leadwerks.com/werkspace/topic/15597-wrong-issues-with-z-sort-materials/#entry104462

Josh

Josh

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