You did it! Leadwerks 3.1 is coming to Linux.
As traditional gaming platforms are becoming more and more restrictive, software developers, hardware vendors, open-source coders, and gamers are working together to build a better future for gaming on the open platform Linux. I count myself fortunate to have found my place in this movement, and am very grateful that over 700 Linux gamers believed in this idea.
I'm driving over to the IGDA Summit today to sit in on a few sessions. The
I'm pleased to announce the full stretch goals for the Leadwerks for Linux Kickstarter campaign:
$26,000 - Android + Ouya for All: We will provide all backers who pledged $100 or more with Android support. We’ll also add support for OUYA, the Android-based open game console. This will let you build games for Android and OUYA, without ever leaving the Linux operating system.
$30,000 - Blender integration: We want to integrate Leadwerks with the free 3D modeling package Blender. We’ll star
Leadwerks Game Engine 4.4, scheduled for release soon, features some updated and enhanced visual effects. In this blog I will talk about some of the adjustments I made. Having "The Zone" scene that Aggror recreated actually helped a lot to see how shaders could be improved.
Bloom / Iris Adjustment / HDR
The bloom and iris adjustment shaders have been updated to give bloom a wider and softer blur. Iris adjustment is faster and more intense now, which will make the outdoors areas seem
In collaboration with Arteria3D, we are pleased to announce the release of the SciFi Interior Construction Kit for Leadwerks Game Engine on Steam. This DLC provides all the props and textures you need to create your own high-tech sci-fi game environments. All content is ready to use with Leadwerks Game Engine, with no tweaking or adjusting required. Objects are designed to be easily aligned so you can build your scene quickly and revise it as often as you like. The included objects can be reuse
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
An update is up which saves all menu settings into your game's config file. When your program calls System:SetProperty() the inputted key-value pair is saved in a list of settings. Your game automatically saves these settings to a file when it closes, located in C:\Users\<USERNAME>\AppData\local\<GAMENAME>\<GAMENAME>.cfg.
The contents of the config file will look something like this:
The 2015 Steam Summer Sale begins today! Save on tons of games and software including all Leadwerks products.
If you're new to game development, now is the perfect time to get Leadwerks and start making a game for the Leadwerks Summer Games Tournament.
The Rocks and Stones Model Pack by Pure3D is now available here:
You can also still get the Industrial Cargo Model Pack for the low introductory price of just $9.95 until Monday, September 6, before the price goes up:
Since you guys are my boss, in a way, I wanted to report to you what I spent the last few days doing.
Early on in the development of Leadwerks 3, I had to figure out a way to handle the management of assets that are shared across many objects. Materials, textures, shaders, and a few other things can be used by many different objects, but they consume resources, so its important for the engine to clean them up when they are no longer needed.
I decided to implement an "Asset" and "AssetRe
You may recall a few weeks ago we added consideration of smooth groups in the lightmap calculations. (Explanation for new people: we use a forward renderer with static lighting as a fallback that runs across-the-board, and are working on a deferred OpenGL 4 renderer for the next major update. I've been working with deferred rendering since 2006, so this is relatively easy to add.)
You may recall the case of luxels (lightmap pixels) that fall outside a face were problematic, and I used a bi
Pure3D has launched their realtime division for producing high-quality real-time assets ready to use in Leadwerks Engine. The first vegetation model set Groundplants 1.x is now available. It features 20 digital vegetation and foliage models. More file formats and engines will follow. This pack is available at a special introductory price of only €19. You can browse the contents of the pack in this pdf file.
Congratulations to Type Advantage for the release of Pump-Action Captain on Steam. This title began as a Kickstarter project clearing 170% of their modest $500 goal. The team used that momentum to fuel a successful Greenlight campaign, gaining approval in just ten days. Today marks the release of the game as an "Early Preview" title, which means it's a playable work in progress. You can play it now for just $4.19.
From the store page:
Be sure to support your fellow Leadwerkers. Buy
I wanted to add some default procedural generation tools in the Leadwerks 3.1 terrain editor. The goal is to let the user input a few parameters to control the appearance of their terrain and auto-generate a landscape that looks good without requiring a lot of touch-up work.
Programmers commonly rely on two methods for terrain heightmap generation, Perlin noise and fractal noise. Perlin noise produces a soft rolling appearance. The problem is that Perlin noise heightmaps look nothing like re
Internally, Leadwerks Editor uses an EventHandler class for every interface in the program. The material editor is a class extended from the EventHandler. So is the little window that has all the controls to calculate normals. So is every viewport.
The event handler class has one important function:
Every EventHandler has access to events as they occur. This is how all program actions are handled in the editor.
The plugin system will work by hooking int
The GMF2 file format provides the fastest possible load times for 3D models. A preliminary specification and SDK for loading and saving files in the GMF2 file format is now available on GitHub here:
A Quake 3 MD3 model loader is included as an example.
I'm wrapping up the new multiplayer capabilities for Leadwerks 4.6, and I am very excited about what this offers developers.
We saw previously how the lobby system is used to create or join games, and how to retrieve Steam IDs for messaging. Once we have joined a game we can start sending messages with the P2P::Send command, which includes a few overloads:
static bool P2P::Send(uint64 steamid, const int messageid, const int channel = 0, const int flags = 0);
static bool P2P::Send(uint64
Leadwerks Game Engine 4.4 features an upgrade to the latest version of Newton Dynamics, along with a bunch of new features to enhance physics.
The new kinematic controller is a joint that lets you specify a position, rotation (Euler or quaternion), or a 4x4 matrix to orient the body to. You can set the maximum linear and angular force the joint may use to orient the entity. This allows you to create a kinematic controller that only affects position, only affects rot
I've added new rewards including international shipping for our T-Shirt and sticker, as well as an indie team and professional site license. A lot of people have been asking for international shipping for the T-shirt and sticker rewards, but I wanted to make sure I knew what the shipping would cost first. It's a good thing I checked because it costs $16.75 to ship. The good news is its a flat rate for any country, so I can rely on that cost when I price things. To sweeten the deal, I am incl
The Mercenary Action Figure is now available for purchase in the Workshop Store. This custom-made high-quality character includes high-res 4096x4096 textures, an assault rifle, and a prefab set up to work with the new soldier AI script. Drop him into your game, set his team to "good" or "bad", and watch him fight!
The new soldier AI script adds a new dimension of gameplay to Leadwerks games. You can now easily add enemies that shoot back. Set the character up as an ally, an enemy, or crea
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
I'm a big fan of constructive solid geometry because it allows people without advanced modeling skills to design a game level that looks great. In fact, I originally got my start in game development using the Quake and Half-Life modding tools, making game maps.
One of the criticisms of CSG has been that it only allowed creation of faceted objects. (Valve's Hammer Editor has a workaround for this that lets you set smooth groups, but you can't see the results until they are run in the game.)
After a wild week at GDC 2013, it's nice to be back doing what I do best...writing code!
A new build of Leadwerks 3 is now available. We've added light vector maps so that lightmapped surfaces can display normal mapping effects. Lightmapped materials with normal maps should use the texture "Common/lightvectormap.tex" in slot 4. (If you create a new lightmapped material, this will be done automatically.)
This technique works by calculating the average light vector that influences eac
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:
using namespace Leadwerks;
int main(int argc, const char *argv)
auto window = CreateWindow();
auto context = CreateContext(window);
auto world = CreateWorld();
auto camera = CreateCamera(world);
Leadwerks.com now features a video gallery where our members can post movies of their games made with Leadwerks Engine. Instead of slowly uploading a huge video file, you can simply enter a YouTube video ID to submit movies. Check out some of the cool videos like Legos falling over to a techno soundtrack, fly through floating islands in Aerora, and of course there's Dave Lee's excellent Chernobyl Exclusion Zone.
We've also created a random rotating banner image in our website header. Lead