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Blog Comments posted by Josh
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Eric's a smart chap, who actually lives in the same city as me.
Can you explain why this format would be an advantage over the existing FBX pipeline, as all these tools already support that?
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Leadwerks Standard Edition Brings C++ Game Development to Steam
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
I still don't understand, why would anyone buy the one on the site for $199 and they could get it for $99 on steam also why would someone buy the inde version on steam for same price as the standard version on steam if the standard one had more features. Please I need a good explanation because the description does not give enough information about the versions . thanks
Well, technically it's $1 cheaper if you get indie + standard DLC on Steam. But some people prefer a standalone version.
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Nothing is absolute. If Linux users respond well after we launch the Linux version on the Ubuntu Software Center and Steam, then we can build up the number of users there, and Android development on Linux would be an obvious niche to go after.
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These are really interesting to read.
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If you want 3.0 for Android, I can make that available in some way, but I would not count on it for long-term support. I don't particularly want to sell it, but if I make it free then people who bought it will not be happy. So let me think about that.
I don't see Linux or SteamOS as having this problem because they pretty much work the same as Windows and Mac, so it's not hard to keep those going, and I don't really have to worry about cost/benefit like I do with mobile. Mobile development is just sooooooooo incredibly slow. Provisioning profiles, having to kill the adb.exe task, waiting for Eclipse to perform a five-minute build, waiting for devices to start up...
I'm sorry. That sucks. I hate to let anyone down like that.I am one of disappointed for dropping mobile.- 2
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How do load a workshop item (ie a texture) from code (lua or cpp) ?
Load commands have a new optional parameter for the package GUID:
http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/texture/textureload-r341
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The Workshop will only be for free items, for a while. When paid items are added, you need to own the item to use it. So yes, that means you can't give files away to other people. I would consider that piracy, but it's been impossible to enforce in the past.
Because content authors can publish their items with the knowledge that the files won't be passed around, theoretically that means they can charge a lower price, because they don't have to cover the losses they incur from piracy.
I'm not going to put any rules on pricing because I think the marketplace will work to determine value. The people publishing their work will get a feel for where the right price is.
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To load the level completely, you need to be subscribed to the item. Protection of intellectual property rights is one of my design goals. The system I designed actually allows more freedom to work together by supporting derivative works, and at the same time has strong copyright protection to make sure your content doesn't wind up on bit torrent.
This basically flips the equation; previously content authors did not want their work reused to create new content. There's usually a clause in the license like this for assets on Turbosquid. However, since we support derivative works and have strong copyright protection, content authors will want their items to be reused, because it means more sales for them.
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That's for part 2 to discuss.
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Leadwerks 3.1 Pre-orders Now Available, Indie Edition coming to Steam January 6th
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
I guess you forgot to add the not-already-customers of Leadwerks 3.0 who pledged $200+ to the section for the receivers of the 3.1 upgrade.
Kickstarter backers are receiving version 3.1 as was promised in the campaign. Is that what you meant?
If one were currently developing a game for PC using a version of Leadwerks 2, would it be a good idea to switch to 3.1 now, since 3.0 was mostly for smartphone games?The new features in 3.1 are focused on PC development, and the renderer is more similar to the one from Leadwerks 2, so I think you will be comfortable on that.
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Leadwerks 3.1 Pre-orders Now Available, Indie Edition coming to Steam January 6th
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Our business model is to maintain a low price and charge for upgrades on a roughly annual basis. This ensures that development is inline with what the customer base wants; the upgrade rate gives me a metric that tells me how well development is meeting everyone's needs.
Products that take the "free upgrades for life" approach always fail because they are 100% reliant on new customers, and eventually that slows down. There are lots of software applications I own that eventually died out because they never charged for updates, when I would have been happy to pay to get more out of them.
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There's about 6 to 8 new lessons.
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The Steam version is Lua-only and will just be on Windows, to begin with.
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Leadwerks 3.0 Update Available
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
lol
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I know you like making absurd assertions, but they can be damaging to the reader who is unfamiliar with the subject and doesn't know any better.
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That is a terrible method of debugging.
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They're both using AMD APUs, which are AMD's version of Intel integrated graphics:
http://techreport.com/news/24391/amd-sheds-more-light-on-the-ps4-custom-apu
I have one right here, it's just a graphics chip built into the CPU:
http://www.kickstarter.com/projects/1937035674/leadwerks-build-linux-games-on-linux/posts/617271
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I'd like to set it up with LLVM and Valve's new debugger. The GCC debugger is unfortunately unusable.
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The new consoles use integrated graphics, so their system memory is all they have. Discrete graphics cards have their own separate video memory. It is not my purpose to speculate on what hardware games that have not been developed yet might benefit from.
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For a budget machine, I would probably get a socket FM2 motherboard:
http://www.newegg.com/Product/Product.aspx?Item=N82E16813138370
$44.99, same price.
With an AMD APU:
http://www.newegg.com/Product/Product.aspx?Item=N82E16819113288
$98.99, with OpenGL4 / DX11 graphics.
You would save $10 on the CPU and $95 by not having a GPU, with the option to add one at any time. Total cost: $325.
However, I haven't verified how well AMD APUs run Leadwerks on Linux yet.
Are you using a SSD hard drive?I bought one 128 gb but end up not using it for anything because it's too small and I run out of space. Go 200 gb, minimum.
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In the future we will use a combination of static and dynamic navmesh data. For the present, navmeshes are pre-calculated and should be treated as static. Crowd avoidance will still work dynamically, of course, so moving entities will plot routes around one another.
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Existing projects need to be updated. (See the project manager.) This will add the new terrain shaders to your project.
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On one hand I don't think mobile should be our primary focus, but on the other hand I'm seeing a lot of creativity coming out of Leadwerks 3 developers, so that's definitely cool.
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The One Thousand Backer Challenge
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Made by Michael Betke and featuring Shadmar's ocean shader.
Leadwerks Standard Edition Brings C++ Game Development to Steam
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Posted
It's not possible to buy the DLC without owning the base product.