I finally found a good reason to upgrade the renderer to OpenGL3. This will allows MSAA with deferred lighting. It might possibly also yield some performance gains, but that is speculation. This will occur some time in 2010.
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I am working out the advanced logic and interaction by applying it to different problems. Messaging the way the original Quake engine was set up is pretty straightforward. Half-Life 2's input-output system is interesting, but requires an additional mechanism beyond the existing keyvalues system. Lua allows some really powerful stuff. You could enter a string in the property editor, and the script itself could execute this string! But if it's confusing for me, it's going to be really confusing fo
...and head over to www.dexsoft-games.com to buy the Northern vegetation pack. I don't care if you don't even need it, just give them money so they will continue making incredible media. This is the artistic savior independent developers have been waiting for.
http://forum.leadwerks.com/viewtopic.php?f=32&t=5509
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This is my opinion of Windows 7. When I tried Vista, I immediately disliked it, but used it for eight months. At the end of that period I still disliked it for all the same reasons.
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I was sorry to hear the news of Stonetrip's liquidation earlier this month. Shiva3D pioneered multi-platform publishing, and I enjoyed killing zombies in "The Hunt". I know that many of you are wondering what to do next. So, let me just get it out on the table that Leadwerks might be an option for your team.
We just released Leadwerks 3, our first cross-platform product for mobile. Leadwerks 3 is completely redesigned to accelerate developer productivity with new advances in tools and wo
Compatibility testing for the new terrain system ended up taking an entire week. Most of the problems revolved around OpenGL ES and some iOS driver bugs. Once I got it running on iOS, Android was able to run it with only one small change. The quality settings in this video are lowered for mobile, but the new Google Nexus 7 can actually handle quite a lot, at an impressive 1920x1200 resolution! With a price tag of only $200, this is a great choice for an Android tablet.
A bug fix patch has been uploaded. Run the Leadwerks updater to download the new files. You may need to update projects (see File > Project Manager) and recompiled.
Recent bug fixes can be viewed here:
http://www.leadwerks.com/werkspace/forum/80-bug-reports/
Additionally, the following improvements were made:
Physics interpolation will be much smoother now.
Character controller was adjusted, works great on terrain.
A bug in the PhysicsSetRotation() command was fixed, though
All stickers have been shipped, and they look absolutely fantastic:
I've never been a "sticker on my laptop" kind of guy, but I am putting one of these on mine as soon as I get home.
Physical items are a little different from getting software to customers. With software, there is at most a delay of a couple hours between the time I have it ready to go, and the customer is using it. I did not anticipate much of a turnover time for the shirts, and I still don't have all the ones I need
The OpenGL 4 renderer for Leadwerks 3.1 is well underway. I began implementing deferred lighting in earnest last Friday. Previous work included setting up MSAA on deferred buffers, as well as implementation of the Leadwerks Buffer class, which functions as a thin wrapper around OpenGL FBOs (frame buffer objects). The engine already tracks relationships between objects and lights, and this system was able to be used to provide a list of shadow-casting objects for each point and spot light.
Things have gone so remarkably smoothly so far in the process of building Leadwerks Linux, that it makes sense we would encounter some issues sooner or later. In this update I will talk about some of the challenges recently encountered.
GDB
I was able to get GDB to debug an application built with the Leadwerks static library, in this case our editor. It took me a while to realize you have to hit "continue" once or twice when the application starts, because GDB pauses the program when it conn
An update has been posted with the following fixes:
http://www.leadwerks.com/werkspace/topic/7847-undo-does-not-refresh-gizmos/
http://www.leadwerks.com/werkspace/topic/7842-bsp-mesh-export/
Following my previous update about correcting file path cases, I am now able to load all our maps in Leadwerks. The power of this tool running natively on Linux is starting to show:
The next step is to implement a file system watcher to detect file changes. Leadwerks automatically monitors the current project directory, and will reload assets whenever the file changes. This allows you to keep an image open in an image editor like GIMP, and any time you save your changes will be refle
About a year ago, before I even had my cool hat, I wrote a blog post called What's the Big Idea? that talked about some big-picture ideas about where Leadwerks is going:
Well, a year later, this idea is coming to fruition. I previously broke down the user journey into Education, Collaboration, Promotion, and Distribution. This has now been distilled down to the new Leadwerks tagline: Learn, Build, Play. I had our logo reworked and I am very proud to present to you this beautiful design:
In order to get ready for the Workshop, and to get ready to implement texture locking, some preliminary work needed to be done. First, I needed to improve the CSG texture mapping routine. It was modified to take into account a texture's dimensions. This means that wide flat textures like this trim piece will be mapped to their texel area, not with the same aspect ratio as a square image:
The default mapping scale is that 1024 texels maps to 256 centimeters. This ensures it is easy to l
It's pretty clear that constructive solid geometry modeling is a high priority for our community. I like being able to easily sketch out my ideas. In fact, when this feature went away in Leadwerks 2, that was when I just stopped making game levels. It's not that I don't know how to use 3ds Max and other programs, it's just that they're not fun. The upcoming release of Steam Workshop also fulfills my long-held dream of building a shared repository of textures and models scaled correctly to wo
Since it's not a competition, I'm actually going to enter the game tournament and publish a simple game to the Workshop. The game will be a third-person corridor space shooter like Starfox in which you simply shoot and dodge meteors. There are two types of meteors flying at you; red ones can be shot, whereupon they break into smaller pieces that can still damage you. Gray ones cannot be shot, and must be avoided. The longer you live, the more points you get, and it just gets progressively ha
A launch option has been added to Leadwerks on Steam that allows you to launch the Leadwerks Game Player outside of the editor. When you launch Leadwerks Game Engine from Steam, a dialog box appears and lets you choose whether to run the editor or the Leadwerks Game Player. (If you just launch the app from a desktop or start menu shortcut, the editor is run automatically.) You can subscribe to other users' games in the Leadwerks Workshop on Steam, and play them by launching the game player.
I've added display pages to the games database, so you can now fill in more information about your game, receive comments, post a video, and add additional images if you wish:
http://www.leadwerks.com/werkspace/page/games/_/rogue-system-r17
In the future I will add a file upload option so you can distribute your games here if you want to. Some games in the Downloads section have received a pretty high number of downloads, even though they were hidden away and weren't promoted at all:
http
You can now try out the new Workshop Browser by opting into the beta branch. This makes it simpler to install Workshop items, and allows you to browser, install, and uninstall items without having to switch to the Steam window.
A new update is available on the beta branch. This adds automatically generated hitboxes for animated characters, and a new tool to calculate physics shapes using convex decomposition.
Existing C++ projects require a small modification due to the addition of the VHACD library. The VHACD includes directory must be added to the project header search paths.
Visual Studio:
$(LeadwerksHeaderPath)\Libraries\VHACD\src\VHACD_Lib\inc
Code::Blocks:
$(LeadwerksPath)/Include/Libraries/
A new update is available on the beta branch on Steam.
Changes
Temporary slowdown from last beta is fixed.
Bone picking behavior now matches default branch's original behavior (for compatibility with existing code).
All recently locked bug reports fixed.
Please see this note about updating C++ projects to accommodate the addition of the VHACD library.
I like how a sequence of decisions can lead in one overriding direction. It's very fun.
The FPS weapons and zombie packs were released because I felt there needed to be a little more built-in gameplay available to users.
The Steam Community Choice sale resulted in a large number of new users, most of whom are completely new to game development.
The Winter Games tournament resulted in ten new games that were fun and very creative.
This finally gave me the ammo I needed to launch