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Learn about game development technology

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Workshop page update

The Workshop in Leadwerks Editor has been updated to use the same web interface as the game launcher. Page numbers have also been added to both. In the future, the Leadwerks Workshop interface will probably start to resemble the Game Launcher interface more.  

Josh

Josh

Leadwerks 5 Beta Update Available

A new update is available that improves Lua integration in Visual Studio Code and fixes Vulkan validation errors. The SSAO effect has been improved with a denoise filter. Similar to Nvidia's RTX raytracing technology, this technique smooths the results of the SSAO pass, resulting in a better appearance. It also requires far fewer sample and the SSAO pass can be run at a lower resolution. I lowered the number of SSAO samples from 64 to 8 and decreased the area of the image to 25%,

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

Josh

Josh

Making game launcher work offline

I've got the Steamworks HTML renderer working with Leadwerks GUI now. The current build on Steam uses the Windows HTML renderer, which is part of IE. This isn't cross-platform, which is one reason why game launcher isn't available for Linux right now. The Chromium-based Steamworks HTML renderer is cross-platform but there are some issues.   The HTML renderer works by rendering a web page into a memory buffer and then uploading that buffer to a texture and drawing it onscreen. The visible r

Josh

Josh

Summer props now available

To help with your games in the Summer Games Tournament, Rich DiGiovanni has created a fun set of summer-themed models, including a beautiful sandy terrain texture for laxing out at the beach.     You can install this pack free from the Leadwerks Workshop: http://www.leadwerks.com/werkspace/page/viewitem?fileid=464751401   If you need any custom models made, check out Ancient Idol Studio for quality work at reasonable rates.

Josh

Josh

Leadwerks 5 Beta Updated

The GUIBlock structure now has an iVec4 "clipregion" member. This allows you to set a clipping region around a block to prevent it from drawing outside the region. The region will automatically be shrunk to show only the visible area of the widget, within the visible area of its parent. The purpose of this is to prevent text from overflowing outside of the widget. I found this necessary because the multi-line text area widget involves the dynamic creation of different persistent 2D elements, and

Josh

Josh

Get your credit card out

...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   Source

Josh

Josh

Thoughts on the last game tournament

Most of the prizes are now shipped, and I am just cleaning up a few pieces of missing information for shipping. In order to ship posters, I need a full name, which I have requested from onaid, MDGunn, Evayr, and Graham. I also am missing a shirt size for Garlic Waffle and MDGunn. I have not received any shipping info from MartyJ, or else I missed it.   I found some mailing tubes from ULine to send posters in, at about $0.75 each. If you are receiving a sticker it will be included in the tu

Josh

Josh

GMF2 SDK Update

The GMF2 SDK has been updated with tangents and bounds calculation, object colors, and save-to-file functionality. The GMF2 SDK is a lightweight engine-agnostic open-source toolkit for loading and saving of game models. The GMF2 format can work as a standalone file format or simply as a data format for import and export plugins. This gives us a protocol we can pull model data into and export model data from, and a format that loads large data much faster than alternative file formats.

Josh

Josh

GLTF Materials

I'm now able to load materials from GLTF files. These can use external textures or they can use textures packed into a GLTF binary file. Because we have a standardized material specification, this means you can download GLTF files from SketchFab or Turbosquid, and your model materials will automatically be loaded, all the time. There's no more generating materials or messing around trying to figure out which texture is the normal or specular map. An extension exists for DDS texture support, fort

Josh

Josh

Tighter website Steam integration

Yesterday I tried a plugin I've been meaning to try out for a long time, Steam Sign-in for IPB. It worked without a hitch and I was able to easily figure out how to locate a Steam ID from a forum account, and vice versa. You can sign straight into Leadwerks using your Steam ID, or you can add a Steam ID to your existing account. (See "Edit Profile".)   The gallery, videos, Workshop, and games sections will now correctly link to your Leadwerks profile page. Notice when you click on the auth

Josh

Josh

Plugins and File Formats

At last I have been able to work the plugin system into the new editor and realize my dreams. The editor automatically detects supported file formats and generates thumbnails for them. (Thumbnails are currently compatible with the Leadwerks system, so Leadwerks can read these thumbnail files and vice-versa.) If no support for a file format is found, the program just defaults to the whatever icon or thumbnail Windows shows. The options dialog includes a tab where you can examine each pl

Josh

Josh in Articles

Workshop update

The Workshop interface is updated with new options to let you quickly find items to use in your games.     When you buy an item, you will now be directed to the Steam purchase page in the editor interface itself, without having to sign into an external web browser.  

Josh

Josh

Leadwerks 5 Beta Update

An update is available for the Leadwerks 5 beta. Shadow updating is fixed so the lights no longer turn black during the update whenever a shadow changes. We're now using multiview to draw all six faces of a cube shadow map in one single pass! Point light shadow updates are something that used to be a considerable bottleneck in Leadwerks 4, and their performance impact is now very insignificant. Thanks to Sascha Williams for his excellent Vulkan examples. Joints are finished, a new

Josh

Josh

Getting ready for Game Launcher release

Leadwerks Game Launcher is now marked as "Ready for Review" by Valve and scheduled for release Monday, August 24. I decided to allow one week for final testing of Leadwerks Game Engine 3.6, which will be released at the same time (and to try to get a few more games in before the release). The application will be released as a free "early access" software application (and will remain free). There's a good lineup of games that are pretty enticing, and the price point will gain a lot of enthusia

Josh

Josh

Accidental Masterpieces

Lighting is nearly complete. and it is ridiculously fast! There are still some visual glitches to work out, mostly with lights intersecting the camera near plane, but it's nearly perfect. I turned the voxel tree back on to see what the speed was, and to check if it was still working, and I saw this image of the level partially voxelized. The direct lighting shader I am using in the rest of the scene will be used to calculate lighting for each voxel on the GPU, and then bounces will be performed

Josh

Josh

Leadwerks 5 Beta Update

The Leadwerks 5 beta has been updated. A new FileSystemWatcher class has been added. This can be used to monitor a directory and emit events when a file is created, deleted, renamed, or overwritten. See the documentation for details and an example. Texture reloading now works correctly. I have only tested reloading textures, but other assets might work as well. CopyFile() will now work with URLs as the source file path, turning it into a download command. Undocumented class method

Josh

Josh

4.5 Beta Updated

The beta branch has been updated with a new build of version 4.5 beta.  VR support is implemented and documented here: https://www.leadwerks.com/learn?page=API-Reference_Object_VR Linux C++ projects will currently not build in the beta (working on it now). See this thread on updating your C++ projects: https://www.leadwerks.com/community/topic/16838-upgrading-44-c-projects-to-45/  

Josh

Josh

Update available on public branch

An update is available which fixes a problem when antialiasing is disabled on AMD hardware. You must update your project to get the new shaders and executables for the fix.  

Josh

Josh

Another beta update available

A new build is available on the beta branch on Steam. This fixes a couple of issues. Oculus view projection is fixed. Added VR.AButton, VR.BButton, VR.GripAxis for compatibility with Oculus Touch controllers: https://www.leadwerks.com/community/topic/17052-vive-and-oculus-controls/ Fixed terrain collision bug: https://www.leadwerks.com/community/topic/16985-character-controller-falls-through-terrain/

Josh

Josh

Wrapping up at NASA

I'm in DC this week helping the folks at NASA wrap up some projects. I'm going to move back to a supportive role and focus on development of Leadwerks 4.6 and the new engine, and I am helping them to hire some programmers to replace me. We found some very talented people who I am confident will do a fantastic job, and I can't wait to see what they create using Leadwerks Game Engine. I helped a team using Leadwerks at NASA get through some big milestones and expand. I hope that someday soon

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

Leadwerks 5 Beta Update

A new beta is available in the beta forum. This adds new texture and pixmap features, Basis texture support, and support for customized project workflows. Use of Basis textures brought the download size down to less than 300 megabytes. New Lua examples are included: Build Texture Build Cubemap SetSubPixels

Josh

Josh

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