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Leadwerks Company Blog

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Leadwerks for Linux

Last week we launched our Steam Greenlight campaign to get Leadwerks into the hands of the Steam community. This week, we're rolling out the second stage of our plan with a Kickstarter campaign to bring Leadwerks to Linux. This will let you build and play games, without ever leaving Linux. The result of this campaign will be Leadwerks 3.1 with a high-end AAA renderer running on Linux, Mac, and Windows, with an estimated release date before Christmas.   Valve has given Linux users a taste of

Josh

Josh

Leadwerks Enterprise Edition Updated

The standalone enterprise edition has been updated to the now-stable version 4.5. The new installer is available in the client area when you are logged into your Leadwerks account on our website.

Admin

Admin

Leadwerks Engine SDK 2.31 released

Leadwerks Engine SDK 2.31 is now available. A new SDK installer in the download area allows you to download different versions of the SDK. You must have an activated Leadwerks account to download the new SDK installer.   New features include lighting optimizations for point and spot lights. You can read about this feature in detail here. Another new feature is character controller crouching behavior. Note that the origin of character controllers has been moved to the very bottom of the co

Josh

Josh

Leadwerks Engine SDK 2.3 released

Leadwerks Engine 2.3 has been released. This major update includes a new editor, Lua script integration, forest rendering, roads, and more.   Lua Script Integration: Write object scripts and write your game in any programming language, or you can write your entire game in Lua.   New Editor: Leadwerks Editor is our new tool for creating enormous terrains, placing objects, and creating worlds. You can even edit scripts and see the results instantly.   Forest Rendering: An advanced new r

Josh

Josh

Leadwerks Engine Evaluation Kit 2.3 released

Finally, the evaluation kit for Leadwerks Engine 2.3 is released. Get it here. The evaluation kit allows saving and script editing for a period of 30 days. C/C++ programming is not possible with the evaluation kit. An NVidia GEForce 7000 or ATI Radeon 2000 series graphics card is required. An NVidia GEForce 8800 or ATI Radeon 3870 graphics card is recommended.

Josh

Josh

Leadwerks Engine 3 Forums now open

The Leadwerks Engine 3 Forums are open to all Leadwerks developers so you can post your ideas and get information on the development of Leadwerks Engine 3. Additionally, forums are now divided up by product, with forums for Leadwerks Engine 2, Leadwerks Engine 3, and 3D World Studio. We think this organization will provide more room to grow in the future.

Admin

Admin

Leadwerks Engine 2.5 Update Available

Leadwerks Engine 2.5 has been updated with a few small fixes and added commands. -Added GetModelLODEntity(), CountModelLODEntities(). -Added vegetation index in pick structure. -Improved vegetation terrain coloring. -Fixed terrain color map.   You can download the update by running the Leadwerks Engine sync tool.

Admin

Admin

Leadwerks Engine 2.43 Released

Leadwerks Engine 2.43 is now available. This version features improved raycast performance, a new DRAWEACH entity callback, and a few small bug fixes. Registered developers can download the update by running the Leadwerks Updater.

Admin

Admin

Leadwerks Engine 2.32 Released

Leadwerks Engine 2.32 is now available.   2.32 -"Render" Lua object function renamed to "Draw". -Added Draw entity callback. -Entity draw callback and Lua "Draw" object function will only be called at most once per frame. Perform animation in this function. -Entity LOD distance parameters changed for better performance. -LoadAnimation now works without exact hierarchy matches, so LOD meshes can all use the full-res animation. -Implemented entity octree with hierarchical culling and pick

Josh

Josh

Leadwerks at Cereal Hack 3

Leadwerks is a prize sponsor for Cereal Hack 3 at the Sacramento HackerLab. I stopped by in the morning to listen to the pitches and say hi. Here are a few photos from the event:        

Josh

Josh

Leadwerks Adds Native Support for Steamworks SDK, Steam Controller

Leadwerks has added new features that allow users to take advantage of Steam features. Steamworks Integration Leadwerks now has native support for the Steamworks SDK. You can make your game ready to publish on Steam by calling Steamworks:Initialize(). This also enables the in-game overlay so you can take screenshots, chat with friends, and access the entire Steam community in-game. Screenshot Publishing The new screenshot publishing window allows you to upload rendered images directly to

Admin

Admin

Leadwerks 5 Feature Spotlight: glTF Models

Leadwerks Game Engine 5 will be backwards-compatible with asset file formats used in version 4. In addition, we are adding support for glTF 2.0 (GL Transmission Format), a new open-spec model format from Khronos with support for skinned animation and PBR materials. glTF will be our main 3D model format, for both development and final published models. What's so great about the glTF file format? Documented and Human-Readable Unlike the "black box" FBX file format, which can only be re

Admin

Admin

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

Leadwerks 3.3 Released

Leadwerks 3.3 is now available. This update adds usability improvements and a few new features.   Two new entity classes that extend the model class are present. Sprites are a quad that can face the camera, a specific direction, or can rotate around one axis. These are useful for lighting effects and the axis rotation is great for making laser beams or tracer rounds.   The Lensflare class extends the sprite class and adds a simple glow effect for lighting.   The editor now support shift

Admin

Admin

Leadwerks 3.1 Pre-orders Now Available, Indie Edition coming to Steam January 6th

Leadwerks 3.1 is nearly ready for release! In Leadwerks 3.0, we focused on making a solid cross-platform art pipeline and editor. In 3.1 we're adding graphics that go above and beyond the capabilities of Leadwerks 2.   New Features in 3.1 OpenGL 4.0 deferred renderer with up to 32x hardware MSAA. Geometry and tessellation shaders. Support for the Linux operating system, for both the engine AND editor.   Leadwerks 3.1 is now available for pre-ordering in the Leadwerks s

Josh

Josh

Leadwerks 3.1 Enters Beta; Heading to Steam Dev Days

Leadwerks 3.1 has entered the beta testing phase on schedule according to our development plan laid out in the Leadwerks for Linux Kickstarter campaign. Supporters who chose the SUPER BACKER reward have been granted access to try the early builds of Leadwerks for Linux.   We chose to use the excellent Code::Blocks IDE for Linux development. Beta testers can access the full Leadwerks API to program graphics, physics, and gameplay, along with a few new functions like Camera::SetMultisampleMode

Admin

Admin

Leadwerks 3.0 Update Available

Leadwerks 3.0 has been updated with bug fixes and productivity enhancements. To get the update, run the Leadwerks Updater. Use the Project Manager to update your project with the latest files.   Resolved bug reports are listed in the Bug Report Forum. This release fixes a few issues including Android multitouch indexes sometimes not working right, sphere casting that was sometimes wrong, and several other small problems.   Some new enhancements have been made to improve productivity. Cam

Josh

Josh

Leadwerks 3 Update Brings Rendering Enhancements to Mobile

An update for Leadwerks 3 has been released, bringing new graphical enhancements to mobile games. Building on the efficient art pipeline and user-friendly tools of Leadwerks 3, the engine now supports projected shadows for characters and other dynamic objects. This technique works by casting a shadow onto the surrounding world geometry, to provide real-time shadows that run fast on all platforms.     To enable dynamic shadows on a single object, just select it in the editor and choose the

Admin

Admin

Leadwerks 3 Update Available

This update brings the addition of lightmapping across curved surfaces with smooth groups. The image below is a set of lightmapped CSG brushes, not mesh lighting. You can read a detailed account of our implementation of this feature here.     The project manager now includes an "Update" button, so you can easily update your project any time we modify files in the template folders. Although we tested with no problems, it is recommended you back up your project before using this feature.

Josh

Josh

Leadwerks 3 Brings Native Code to Mobile Games

Leadwerks Software announced today the release of Leadwerks 3, their new development platform for building mobile games with native code. Based on the technology developed for their successful game engine for PC, Leadwerks 3 brings a totally new approach to mobile game development.   While environments such as Unity and MonoDevelop use managed code...that is, code that is designed to be easily run on multiple devices...Leadwerks uses an approach called native code. Applications built with na

Admin

Admin

Leadwerks 3 begins closed beta test

Leadwerks 3 is a new game engine purpose-built for mobile. By building the entire platform on pure native code, Leadwerks aims to bring a new level of performance and flexibility to 3D mobile games.   After two years of development, the team is now beginning a closed beta test. Select members of the community will provide feedback and testing so that final bug fixes and refinements can be made.   You can sign up to our mailing list for up to date information as we finish up development o

Admin

Admin

Introducing Voice Chat in Leadwerks 4.6

The next update will include a new networking system with built-in voice chat for multiplayer games. Voice communication is built into your game and can be enabled simply by turning it on when a specific key is pressed: void Voice::SetRecording(window->KeyDown(Key::T)) You can selectively filter out users so your voice only gets sent to your own team or to a specific player: void Voice::SetFilter(const uint64 steamid, const bool state) When another player sends their voice

Josh

Josh

Introducing the Workshop Store

Leadwerks Workshop provides a repository of free game items for game developers to use in their projects. Workshop content has been heavily used in several game tournaments to make many different games of different genres.   Today we are rolling out the Leadwerks Workshop Store. This allows us to add new and better quality content for you to use in your games. All assets are curated and verified to work correctly with Leadwerks Game Engine. This includes material setup, sizing, and correct

Admin

Admin

Introducing the Lobby System in Leadwerks 4.6

The new Lobby system in Leadwerks 4.6 allows you to create a public listing of your multiplayer game for others to join. This uses the Steamworks library. You can tap into the Steamworks lib by piggybacking on the default "SpaceWar" example game, which uses the Steam app ID 480. This is set up by default when you create a new Leadwerks project. Now you might think of a lobby as a place where people hang out and chat before the game starts. You can treat it like this, but it's best to keep t

Josh

Josh

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