Code
7 files
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Infinite World generator
By Slastraf
I have not much time to make this more accessible as it is.
Here is a screenshot of my App.cpp as use example.
bool App::Start() { window = Window::Create("Game Test",0,0,1800,950); context = Context::Create(window); world = World::Create(); //context:DrawText("FPS: "..Math:Round(Time:UPS()),2,2) worldGenerator = new WorldGenerator(); worldGenerator->setMaxChunksLoaded(9); //player = Prefab::Load("Prefabs/freelook.pfb"); //player->SetPosition(0, 0, 0, true); player = new Player(window, world); worldGenerator->setPlayerPos(player->GetPosition(true)); worldGenerator->terrainChunk = Model::Load("Models/t_plane_v2.mdl"); worldGenerator->_world_DEBUG = world; worldGenerator->terrainChunk->SetPosition(0, -1000, 0); worldGenerator->materials.push_back(Material::Load("Materials/Nature/forest01 diffuse 2k.mat")); worldGenerator->materials.push_back(Material::Load("Materials/Nature/stone_01.mat")); ///worldGenerator->terrainChunk = Model::Load("Models/Grass/grass01.mdl"); //worldGen=std::thread(&App::updateTerrain, this); worldGenerator->makeTerrain(); return Map::Load("Maps/worldGenerator.map"); } bool App::Loop() { Leadwerks::Time::Update(); player->UpdatePlayerMovement(); worldGenerator->setPlayerPos(player->GetPosition(true)); worldGenerator->makeTerrain(); //if(worldGen.joinable()){ //worldGenerator->setPlayerPos(player->GetPosition(true)); //worldGen.join(); //worldGenerator->makeTerrain(); //worldGen = std::thread(&WorldGenerator::makeTerrain, worldGenerator); //} //worldGenerator->updateTerrain(player->GetPosition(true)); world->Update(); world->Render(); //worldGenerator->drawStuff(context); context->Sync(); return true; } I may furbish and make tutorials for a paid version later. This is for intermediate c++ users.
2 downloads
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Submitted
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Leadwerks + Ultra App Kit project
By Josh
This project demonstrates a Leadwerks 3D rendering context embedded in a GUI application.
See the documentation here for more details.
10 downloads
0 comments
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Gravity Gun Script
Enhance your games with a Gravity Gun and go all Gordon Freeman on your enemies.
This Script was written by PerWspen00 and won the Fourth Leadwerks Monthly Script Challenge.
The file includes a model of the Gravity Gun and a sample map to show it in use. The Script also has comprehensive explanations so that you can learn how it was done.
2 downloads
0 comments
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Anima - The Clever Animation System
By Phodex Games
Introduction:
Do you feel the animation capabilities of Leadwerks are not powerful enough for your needs? You finally want to be able to call functions at any frame of your animation to create the gameplay logic you have in mind? Then Anima - The Clever Animation System is for you! It not only supplies you with the mentioned function calling, it also provides you with many use- and powerful commands Leadwerks is missing!
How It Works:
Everything is explained in detail in the documentation you can find below (also included when purchasing Anima)
Anima - Installation & Usage.pdf
Key Features:
About The Phodex Framework:
The Phodex Framework is a set of helpful tools and systems created to make working with Leadwerks more powerful and easier to handle. The Phodex Framework was also used to develop "Bladequest: The First Chapter", which I recently released on Steam. I thought now that my systems have proven to work, it is time to share them with you. I will release more parts of the Phodex Framework in the future so stay tuned!
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Follow my blog so stay up to date!
Questions or problems? Directly write me here or at contact.phodex@gmail.com!
0 comments
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Eventor - The Powerful Event System
By Phodex Games
Introduction:
Having trouble communicating between scripts? Tired of creating references to make scripts globally work together? Then Eventor, which is part of the Phodex Framework, is what you have searched for. Add it to your project for FREE and unleash the power of Lua, with this poweful code design pattern!
How It Works:
With Eventor, different sources can subscribe to an event. Whenever the event gets called, all subscribers get notified and a function, you can define, gets called. This is very helpful in many cases. You could for example create an event which gets called every time an enemy starts combat, to notify surrounding allies to help him. You can send his position as an argument, so only allies within range will get active.
Key Features:
About The Phodex Framework:
The Phodex Framework is a set of helpful tools and systems created to make working with Leadwerks more powerful and easier to handle. The Phodex Framework was also used to develop "Bladequest: The First Chapter", which I recently released on Steam. I thought now that my systems have proven to work, it is time to share them with you. I will release more parts of the Phodex Framework in the future so stay tuned!
________________________________________________________________________________________________________________________________________________
Follow my blog so stay up to date!
For questions directly write me here or at contact.phodex@gmail.com!
201 downloads
0 comments
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Spline Tools
By AggrorJorn
With the Spline Tools package you can create awesome splines inside your Leadwerks game. No coding required, but if you want you can do everything by Code. All documentation can be found here: https://bitbucket.org/Aggror/splinetools/wiki/
Tutorials Getting started Example maps Setting up a spline Roads Editor scripts Paths
Camera paths VR/Objects on rails: airplanes, trains, factory belts, rollercoasters etc Moving platforms with physics Several helper scripts: Free look, Look at, Spawner Either use drag and drop Editor scripts or create everything by code. Special spline follower scripts that follow the spline. Example maps included Roads
Set road width per node Road texture (road are automatically textured) Various tweakable settings Terrain alignment options Side geometery generation like banks (more types will be added later depending on demand) Either use drag and drop Editor scripts or create everything by code. Example maps included Wires
Wires Create wires from scratch Set radius and side count Set a texture Physics type: none, static, joints (experimental) Example maps included0 comments
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Luawerks
By reepblue
Luawerks is a Lua framework for video games developed on the Leadwerks Game Engine. It supplies developers with additonal functions, handles the game loop and allows them to debug their code with a developers console. With all that out of the way, you can focus on making your game fun!
Features:
The Window, Timing, World, are taken care of within the framework. Correct resolution settings when the game is launched in fullscreen. Debug, load maps and even add your own commands with the built-in developer console. Built in methods to prevent loading invalid assets. Easily precache sounds, models, textures, and prefabs to increase load times! Graphic setting controls are implemented and can be changed on the fly by the console! Luawerks knows when you're launching from an editor and will go into a 'developer mode' which enables the developer console and force the game to go into a windowed mode. You can change some of these settings and manually call the mode with a batch/bash file. It's written in Lua. Change it to fit your needs without recompiling!
Learn how to intergrate Luawerks with your game, along with other tricks:
https://github.com/reepsoftworks/luawerks/wiki
Report any issues/bugs with the Issue Tracker:
https://github.com/reepsoftworks/luawerks
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