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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

Leadwerks Game Engine 4.6 Beta Available

A new build is available on the beta branch. This changes the model picking system to use a different raycasting implementation under-the-hood. Sphere picking (using a radius) will also now correctly return the first hit triangle. You will also notice much faster loading times when you load up a detailed model in the editor! Additional parameters have been added to the Joint::SetSpring command: void Joint::SetSpring(const float spring, const float relaxation = 1.0f, const float damper =

Josh

Josh

Digital Reorganization

It's nice to have my big monster computer back, and everything is just the same as I left it. I have a triple-boot machine with Windows 10 and both 32 and 64 bit versions of Ubuntu 16.04. This is easier than trying to set up multi-arch compiling on one install of the OS, though I look forward to the day I no longer have to bother with it. I'm running out of hard drive space on my Windows 10 500 GB SSD so I ordered a 1 TB SSD, and I plan to transfer the 500 GB SSD into my laptop to replace t

Josh

Josh

WE MADE IT! TECH DEMO RELEASED!

We made it, yes, sorry for this delay, but we had big problems with uploading. Now you can download demo here:  Hope you'll like it ? We have come a really big way of development to finally present this to you. Thanks, and join our Discord server: https://discord.gg/ZT9EU65

adams-antology

adams-antology

Basic Scene Benchmarks

I did some work optimizing the new renderer to discrete cards and came up with a new benchmark. This scene is interesting because there is not much in the scene, so the culling does not benefit much xrom multithreading, since there is so little work to do. The screen is filled with a spotlight in the foreground, and in the background a point light is visible in the distance. Both engines are running at 1280x720 resolution. This is really a pure test of deferred vs. forward lighting. AMD R9 

Josh

Josh

Demo will be released in 11 November!

Hello, our dear subscribers! Important news - we are finally announcing the release date of Between The Realities' demo-version! It will be released in Leadwerks Game Launcher on November 11th! In the demo version, which is a technical demonstration of our capabilities, there will be only 5 game levels, 5 types of weapons, 2 types of enemies and as well as 1/4 of the main plot. One of these days will be released a new teaser. Stay tune!

adams-antology

adams-antology

Sample FPS Player Script in New Engine

Here is a script for a first-person player. All of this is actually working now. It's very interesting that physics, rendering, culling, and Lua game code are all executing at the same time on different threads. CPU usage in a simple scene and some physics is about 35% on a quad core processor, which is good. I think the most interesting thing here is that to break the kinematic joint used to control an object the player picks up, you simply set the variable to nil. However, I did run into

Josh

Josh

Sample Sliding Door Script in Turbo / Leadwerks 5

I've successfully converter the sliding door script over to the new API. This will all look very familiar, but there are some cool points to note. The entity mass can be retrieved and set with a property as if it was just a regular variable. Underneath the hood, the engine is making method calls. I decided to prefix most field names with "slidingdoor_" to prevent other scripts from accidentally interfering. The "enabled" value, however, is meant to be shared. The Entity is

Josh

Josh

Leadwerks 4.6 Development

With Christmas approaching I am now turning my attention to finishing Leadwerks Game Engine 4.6. The major features planned are peer-to-peer networking and a new vehicles system, as well as miscellaneous bug fixes. A beta build will be made available early on Steam for testing.

Josh

Josh

Turbo Game Engine Beta Update

A big update for the beta of the upcoming Turbo Game Engine is now available, adding support for VR and Lua script! VR Rendering Turbo Game Engine now supports VR rendering, with support for true single-pass stereoscopic rendering on Nvidia GPUs. Other hardware will use a double-rendering path that is still faster than Leadwerks. To turn VR on simply call EnableVR(). Controllers are not yet supported, just rendering. Lua Scripting Lua script is now supported in Turb

Josh

Josh

Using Multiple Entity Scripts in Turbo Game Engine

During development of Leadwerks Game Engine, there was some debate on whether we should allow multiple scripts per entity or just associate a single script with an entity. My first iteration of the scripting system actually used multiple scripts, but after using it to develop the Darkness Awaits example I saw a lot of problems with this. Each script used a different classname to store its variables and functions in, so you ended up with code like this: function Script:HurtEnemy(amount) if s

Josh

Josh

True Single-Pass Stereo Rendering in Turbo Game Engine

Virtual reality rendering is very demanding on hardware for two reasons. First, the refresh rate of most VR headsets is 90 hz instead of the standard 60 hz refresh rate most computer monitors operate at. This means that rendering must complete in about 11 milliseconds instead of 16. Second, we have to render the scene twice with two different views, one for each eye. Without any special optimizations, this roughly means that we have to pack 16 milliseconds worth of rendering code into five milli

Josh

Josh

Some Road Blocks

I've uploaded a new release last night correcting the player's pickup to be much more reliable. It should be very rare for a case in which the player is in a object and releases it causing the player to fly backward. I could have kept objects solid but that caused another can of worms. I also posted this on my OneDrive due to issues of people not being able to download it from this site. Yesterday I was working on implementation of the power balls and the launcher. I've written a rough draf

reepblue

reepblue

A value for everyone?

Hi Leadwerkers ⚙️, today I have a cool announcement to make. In the past two years I was working on the Phodex Framework, which is a set of helpful tools, utilities and systems, created to unleash Leadwerk's true power and potential, to be able to create the games I had in mind. Now, that I have released my first Leadwerks game Bladequest: The First Chapter and the Phodex Framework has proven its worth in practice, I thought it is time to share some parts of the framework, especially those

Phodex Games

Phodex Games

How to Expose C++ Classes to Lua in Ultra Engine

I'm using the excellent sol2 library to interface C++ and Lua in the upcoming Turbo Game Engine. I've decided not to create an automatic header parser like I did for tolua++ in Leadwerks 4, for the following reasons: There are a lot of different options and special cases that would probably make a header parser a very involved task with me continually discovering new cases I have to account for. sol2 is really easy to use. Each class I want available to Lua will have a stat

Josh

Josh

FBX Converter Updated

A small update has been published to the default branch of Leadwerks Game Engine on Steam. This updates the FBX converter so that the scene units (meters, feet, etc.) are read from the file and used to convert the model at the proper size. Previously, the raw numbers for position, scale, and vertex positions were read in as meters. The new importer also supports both smooth groups and per-vertex normals, so models can be imported more reliably without having to recalculate normals. An error

Josh

Josh

The reincarnation of Vectronic: Vec-Tec

For who those who don't know (or remember) Vectronic was my first person puzzler project I was developing from 2013-2016 starting with the Source Engine and then onto Leadwerks. The goal of the project was to create a puzzle game and allow people the assets to make their own puzzles. Although it never saw it's end, you can still play the demo here. So what happened? Vectronic was how I pretty much learned a lot about programing, art and game design in general. I kept going back working on i

reepblue

reepblue

Ultra Engine Beta Updated

An update is available for the new Turbo Game Engine beta. Fixed compiling errors with latest Visual Studio version Fixed compatibility problems with AMD hardware Process is now DPI-aware Added high-resolution depth buffer (additional parameter on CreateContext()). Subscribers can download the new version here.

Josh

Josh

Luawerks Updated

Luawerks has been updated to 1.2.6, making some small adjustments and fixes to the system. If you have previously purchased Luawerks, this update is available for free on the Leadwerks Marketplace. Following changes include: Fixed flag typo correcting LUAWORKS to LUAWERKS Moved error.mat/tex to the Materials/Common folder Added a useuisystem boolean to disable the menu, Adjusted VR mode not to call any UI elements. At this time, this update is only exclus

reepblue

reepblue

Pre-Alpha v1.1

After three weeks of work, Pre-Alpha v1.1 is ready.   Terrain The terrain has seen some behind the scenes improvements with speed as well as visual improvements to geometry and texturing.  When I manage to get Texture Arrays working I will be able to finish of the new texturing shader that will include Tessellation and over 16 different texture maps as well as various masks that will paint according to erosion and forest locations. An image of one of the mountains randomly pl

SpiderPig

SpiderPig

Leadwerks Software to Assist NASA Building VR Applications

TLDR: I made a long-term bet on VR and it's paying off. I haven't been able to talk much about the details until now. Here's what happened: Leadwerks 3.0 was released during GDC 2013. I gave a talk on graphics optimization and also had a booth at the expo. Something else significant happened that week.  After the expo closed I walked over to the Oculus booth and they let me try out the first Rift prototype. This was a pivotal time both for us and for the entire game industry. Mobi

Josh

Josh

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