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Admin

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  1. Admin
    A few years ago, some folks at NASA asked for my help with some VR projects they were working on. They had switched to Leadwerks and were getting better performance with that, but it still wasn't fast enough for what they were trying to do. I flew from California out to Goddard Space Flight Center to meet with them. When I saw what NASA was doing with my software, my jaw hit the floor.

    Goddard Space Flight Center
    Rendering performance in VR is critical because if the framerate drops, it creates a discontinuity between what your visual and vestibular (sense of balance) systems perceive. This causes instant and severe motion sickness and can result in nausea, vomiting, and dizziness. The work NASA was doing with VR involved loading engineering CAD models with tens of millions of polygons and thousands of articulated sub-objects, and displaying them in VR. Naturally, the VR rendering performance for these types of models absolutely crawled. If we were making a VR game we would just optimize the models and design everything to fit within a polygon budget, but engineering requires complex models with many fine details. We couldn't just "optimize away" important details the engineers wanted to inspect in VR.

    NASA model of International Space Station
    I came away from that meeting thinking it was an impossible problem to solve, and I flew home to California. Over the next weeks I started thinking "I know this is impossible, but if it were possible, what would it look like?" This lead to the development of a new game engine designed specifically to maximize performance for VR.
    Today I am happy to reveal performance benchmarks of the new Ultra Engine compared to Leadwerks and Unity. These tests reveal different performance bottlenecks that can occur in real-time applications that would cause slow performance. Testing was performed on Windows 10 with an Nvidia GEForce 1080 GPU.
    Instanced Geometry Test
    In this test, a 3D grid of 32,768 instanced cubes is created. This evaluates how the renderer handles a large number of objects with CPU frustum culling enabled. Frustum culling on the CPU is important because it allows the engine to discard large parts of the scene from processing in the rendering loop. It also allows the engine to skip animation for offscreen objects.

    In this test, Ultra Engine outperforms both Leadwerks and Unity by 20x, with 95% GPU utilization:

    Animation Test
    In this test, 1024 animated characters are displayed. Each character has a unique skeleton and is animated independently with no instancing.

    In this test, Unity outperforms Leadwerks, but Ultra Engine is still more than 18x faster, with much higher GPU utilization:

    Lighting Test
    This test renders a scene made up of 1000 instanced boxes and 25 point lights. This provides a measure of how efficiently each engine handles the interaction between lights and objects, and simulates the lighting overhead of a complex scene.

    In this test the Leadwerks renderer has a significant performance advantage over Unity, but again Ultra Engine is much faster than either:

    Unique Geometry Test
    In this test 4096 unique (not instanced) boxes are created and drawn onscreen. This simulates a complex scene with many unique objects.

    Unity and Leadwerks both struggled to render this scene in real-time, but Ultra Engine ran at an astounding 6000+ frames per second:

    As you can see, a variety of scenarios that would cause the Unity or Leadwerks renderer to bottleneck run with absolutely no problems in Ultra Engine. This technology is being developed into a full game engine with a visual editor, complete with a plugins and extensions system. Ultra Engine will deliver order-of-magnitude faster performance, to eliminate motion sickness and lower hardware costs for VR applications, as well as general game development. There's no need to spend hours and days optimizing your game, because when you use Ultra Engine your game is already optimized.

    New editor work-in-progress
    If you're in Orlando the last week of November, stop by booth #2341 in the small business pavilion during the I/ITSEC 2021 expo to see a live demo of our game-changing new technology.
    If you would like to be notified when Ultra Engine becomes available, sign up for the mailing list.
    Update
    Benchmarks are now available for download.
  2. Admin
    The foundation of our new game development tools is here, with a close-to-the-metal framework for building desktop applications.
    Close-to-the-Metal Framework for Desktop Applications
    We're approaching the end of a loooooooooong cycle of research and development...several years, in fact, have been spent building the fastest game engine in the world. A great game engine needs a great user interface, and Ultra App Kit provides exactly what we need. This will provide the backbone of our new game editor, as well as a mechanism for user-created extensions. You can get your hands on this technology and start building your own desktop applications by backing our new crowdfunding campaign on Kickstarter. (You have the option to purchase through IndieGoGo or directly through our website at a later date.)

    Usage

    Supported Widgets
    Label Button (push, checkbox, radio, and toggle styles) ProgressBar TextField TextArea ComboBox ListBox Slider (scrollbar, trackbar, and stepper styles) Draggable multi-select TreeView Create your own! API Design
    C++ shared pointers everywhere Extensible widgets system Extensive documentation with examples for each command Can be made to interface with C# and Lua UI Features
    Resolution independent for any DPI (16K+) Load SVG vector images Filter and sort widget items by name Set widget and item image Change mouse cursor Custom color schemes stored in JSON files Other Features
    File I/O File system watcher Memory allocation and management Image loading, saving, processing Package system for loading files from compressed / encrypted archives Plugin system Thread management String manipulation (split, match, conversion, etc.) Message boxes and file / folder requester Stretch Goals
    $20,000: C# and Lua programming support $50,000: Linux and Mac support $80.000: Visual UI Designer Other Ways You Can Help
    Some people just can't contribute, but that doesn't mean you can't help. Get the word out and make some noise about this campaign!
    Thank you for your support!
    About Leadwerks 5
    Leadwerks Game Engine 5 is in development, with an initial release scheduled 2021, with Vulkan graphics and 64-bit floating point support, Join our community and help shape the final design of our most advanced technology yet.
  3. Admin
    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 read using Autodesk's proprietary SDK, glTF is an open specification based on JSON. This makes it easier for us to reliably support import and export of glTF files without worrying about future changes or different versions. Your data remains easily accessible and the files can even be edited in notepad! (For faster-loading files, vertex and indice data can be packed into a second binary file, while the main .gltf file is encoded in text).

    Widely Supported
    glTF aims to be "the JPEG of 3D" and most of your favorites programs already support it! Blender includes import and export capabilities by default, and there are plugins available for 3ds max suppot. Even Windows Explorer includes a glTF previewer so you can just click on a file to view it.

    PBR Materials
    glTF includes a well-defined specification for materials using physically-based rendering techniques, and includes options for transparency, emission, and alpha masking. That means when you load a model from glTF format, you never have to worry about creating new material files. It just works. (A Blinn-Phong material definition is still available for older models.)

    Vast Libraries of Game-Ready Content
    SketchFab, Turbosquid StemCell, and other 3D model stores are adopting glTF as the standard file format for 3D game content. This means you can choose from thousands of game-ready models that will load up in Leadwerks Game Engine 5 without any touch-up or adjustment.

    Making Game Development Easier
    For years, game developers have had to convert their editable source model formats into final proprietary game-ready formats. If the original files were ever lost, or if you forget which version you last saved, you were pretty much out of luck. glTF models, on the other hand, can be easily re-imported into a variety of 3D modeling programs, so saving a 3D model for games is now as simple as exporting a bitmap from Photoshop. This will make game development in Leadwerks Game Engine 5 easier than ever before.
    You can get ready for Leadwerks 5 now by learning the art pipeline for your modeling package. This video about the Blender glTF pipeline is a great start:
    Our glTF loader now supports the following:
    PBR materials.with transparency and alpha masking. ASCII and binary gltf / glb files. Skinning and animation. KHR_materials_pbrSpecularGlossiness extension. KHR_materials_unlit extension. MSFT_texture_dds extension. Additional engine features allow you to automatically load textures from Basis and other texture file formats when they are available.
    About Leadwerks 5
    Leadwerks Game Engine 5 is in development, with an initial release scheduled for the second half of 2020, with Vulkan graphics for fast performance, especially in VR, and 64-bit floating point support for huge worlds. Join our mailing list for updates and special offers.
  4. Admin
    Ultra App Kit 1.1 is now available on our website and on Steam. This free update brings cross-platform development to our fast resolution-independent GUI toolkit. To download the new installers, click on your account purchases.
    In addition to Windows, Mac and Linux are now supported, which means you can code once and compile everywhere to easily create cross-platform GUI applications.
    Builds on Linux use minimal dependencies and will work on virtually any distro without any additional libraries to install. This effectively solves the Linux user interface problem forever and provides us with a strong foundation on which to build new game development tools that look great and run everywhere.

    Ultra App Kit is gorgeous on macOS and works with both Intel-based Macs or running natively on Apple Silicon.

    Along with various small bug fixes, version 1.1 adds the following new commands:
    Display::ClientArea() returns an iVec4 defining the usable area inside the screen, minus any bars the OS uses. Widget::SetFontBold() allows you to display bold text on a widget. Command() allows easy interaction with the system console / terminal. You can get the standalone version now for just $1.99 a month, or get a Steam key for $19.99. Both versions will give you support to build GUI applications for Windows, Linux, and Mac:
    Updating Ultra App Kit 1.0 Projects
    The move to cross-platform and ARM support only requires small changes in your existing projects. In Visual Studio, right-click on the solution name and open the Properties editor. In the Linker > Input field, change "App Kit.lib" (release configuration) and "App Kit_d.lib" (debug) both to "AppKit.lib", with no spaces.

    In the release configuration, change the linker search path from "$(UltraEnginePath)\Libs\Win64" to "$(UltraEnginePath)\Library\Windows\x64\Release".
    In the debug configuration, change the linker search path from "$(UltraEnginePath)\Libs\Win64" to "$(UltraEnginePath)\Library\Windows\x64\Debug".
    If you are using a 32-bit build, repeat this process with the 32-bit platform selected, replacing "x64" with "x86".

    New projects will be generated with correct paths for linking to the engine library.
  5. Admin

    Articles
    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.
  6. Admin

    Articles
    Built to power a new generation of game development tools, Ultra App Kit provides an easy-to-use C++ programming SDK for creating desktop GUI applications.
    Unlike other alternatives like Dear ImGui, the Ultra App Kit GUI renders in retained mode rather than immediate mode, and is specifically designed for desktop GUI applications. This makes applications snappy and responsive when resizing or refreshing a window.
    DPI scaling is baked into the design for resolution-independent graphics on any screen.
    The GUI can be combined with an embedded OpenGL viewport, or combined with a 3D game engine to make custom editors and game development tools.
    Check out the video tutorials and read the documentation to learn more.
    Ultra App Kit can be purchased in our store.

    API Design
    C++ shared pointers everywhere Extensible widgets system Extensive documentation with examples for each command UI Features
    Resolution independent for any DPI scale Load SVG vector images Set widget icons Change mouse cursor Custom color schemes stored in JSON files Supported Widgets
    Label Button (push, checkbox, radio, and toggle styles) ProgressBar TextField TextArea ComboBox ListBox Slider (scrollbar, trackbar, and stepper styles) Draggable multi-select TreeView Create your own custom widgets Additional Features
    File I/O File system watcher Memory allocation and management Image loading, saving, processing Package system for loading files from compressed / encrypted archives Plugin system Thread management String manipulation (split, search, conversion, etc.) Message boxes and file / folder requester
  7. Admin
    Developer @Ghost has released his excellent Leadwerks-powered game Concealment.

    Your life is in your hands
    Go to an abandoned village to find your missing brother. Explore the objects that come in your way. Solve the terrible mystery of this mysterious place.

    Concealment is a first-person psychological horror game. A game in which you need to solve the mystery of an abandoned ancient village.
    Story
    You receive a strange letter from your brother. He asks that you urgently come to an abandoned village where something strange is happening. Your goal is to find your brother and find out what caused the strange events.
    Features
    Open for research location - Go wherever you want, explore the territory to your heart's content. Interactive items - You can pick up and examine items. Non-linear plot - Change the plot with your actions. Get the game now on Steam to enjoy some some horror fun built with Leadwerks!
     
  8. Admin
    Leadwerks Game Engine 4.6 is now available on Steam! This free update adds Steam peer-to-peer networking, lobbies, voice chat, and more. A new multiplayer game template makes it easy to get started with your own multiplayer games, adding new depth and interactivity to the fun.

    We've also added over 100 bug fixes, making this the most stable release ever to build your game on!
    New classes:
    Lobby P2P Voice Other changes:
    New parameters for better control over physics springs. World::Update() now has an optional parameter for number of sub-steps, can be used for improved physics precision. Model editor view range is calculated from model extents, so if you load a model that is huge it won't be invisible. Model editor displays number of limbs as well as vertices and triangles. Settings file is now saved any time changes are made in the options editor. Menu item added for Leadwerks Marketplace. Menu item added for Discord chat. Linux version of engine now built on Ubuntu 18.04.
  9. Admin

    Articles
    I'm pleased to announce that Ultra Engine SDK Early Access is now available. Four years ago, I set out to solve the performance problems I was seeing while working on virtual reality projects at NASA. Ultra Engine is the product of a lot of intense research and development during which I invented a new architecture designed for the way modern graphics hardware works. The results exceeded my wildest expectations, providing Ultra Engine with order-of-magnitude faster rendering performance than Leadwerks or Unity.

    Cyber Samurai by Khoa Minh
    The initial release is a C++ programming SDK for WIndows that provides access to the all new Ultra Engine API. Similar to Leadwerks, but utilizing modern C++ features like smart pointers, the new API features native support for loading all proprietary Leadwerks formats, so you can easily pull your existing 3D content into the new engine with updated graphics and performance.
    In addition to being really fast, Ultra Engine provides a ton of new possibilities:
    The Khronos glTF file format is supported natively, providing an easy way to load thousands of game-ready 3D models. An entity component system provides a formal structure for adding modular game components, and even supports loading and saving of game states. A layer-less terrain system supports up to 256 different materials per terrain. The animation system has a lot of new possibilities you've never seen before, in addition to being incredibly fast. The engine even features documented support for the mythical brush entity, for constructive solid geometry and real-time slicing and dicing. The pathfinding system provides precise creation and control of navigation meshes. Plugins system with plugins for FreeImage, KTX2, and fast BC7 compression. Features that were not very well documented in Leadwerks are clearly laid out with examples, like render-to-texture. Here's a video that goes through some of the new capabilities:
    Continued Development
    We're just getting started! There's a lot more great technology on the way. Here are some of the main features in development:
    New visual editor with customizable extensions VR support Linux and Mac versions C# programming support Lua programming support Advanced global illumination and reflections Box2D physics Newton Dynamics 4 physics Ultra Engine will be licensed at $9.99 a month, with a 20% discount for early adopters. If you would like to join the Ultra Engine journey towards a better tomorrow with maximum efficiency, activate your plan and get started using your new secret weapon.
    See you on the forum!
  10. Admin
    First, so you don't have to read through all my rambling, the website database is set back to November 2010, and there is no way around it.
     
    I was working with the forum software on Sunday, 4-17, and I was just very pleased with how things were working. I saw there was an update for the bug tracker application, and the change list just mentioned some bug fixes, so I felt okay installing it. The new version removed custom issue fields, which we use extensively for listing hardware, drivers, operating systems, etc.
     
    It's not very easy to revert to previous software versions. I had performed a full website backup earlier that day, so I figured the best way to revert the tracker app would just be to have the IT admin revert the server to the backup I had made. I'd downloaded it to my local hard drive and it was intact, and also still available on the server. I also had an earlier full website backup I made on April 2. I figured this would be a minor inconvenience that would take the forum offline for a few hours.
     
    Here's the interface in CPanel:

     
    I also talked to the IT admin and they assured me that the full website backup does includes MySQL databases. I sent the following message to them Sunday afternoon:
     
    My caution in this email might indicate I had a suspicion something was wrong. Did I somehow know something would go wrong? Should I have? This thought is nagging me right now.
     
    I've been on the phone with tech support for a couple days, but you don't need the whole story. The outcome is the server was erased and repopulated with the contents of the backup archive. All files were intact, but the databases were not saved when the backup was performed. The previous backup I had was from April 2, which would not be a terrible loss. It appears the same occurred then. In fact, since I have been dutifully saving full website backups since November, thinking I was making extra effort to be on the safe side, the databases were never being saved in the archive. So the last copy of the forum database I have is from November 2010. I've been quite diligent with backing the site up, but that doesn't mean anything if the backups aren't working. The host automatically backs up sites under 10 gb every 24-36 hours, but that size excludes us.
     
    Although it was easy to bring the forum software up to date, all forum data since November 2010 is gone forever. The loss of this is staggering. To me, and to others here.
     
    You can get your screenshots here in a single package. They're randomly named, but if you really need something you can find it, and it's divided up by month:
    http://leadwerks.com/werkspace/index.php?/topic/3098-screenshot-archive/page__pid__28584#entry28584
     
    I still have all the attached files from posts, blogs, downloads, etc., but they are randomly named and I don't know how possible it is to go through them.
     
    The thing that really hurts is the lost documentation that was created after November. That's going to take time to recover from. We'll recover, but the loss is still sinking in for me. Jorn worked really hard on that at a reasonable pay rate and I feel really bad about it.
     
    I have records of all registered users. If you registered for your Leadwerks account after November of 2010, your account will be recreated and your password will be set to your registration key you received.
     
    The wiki and old forum are fine.
     
    The new forum skin is fine, but not installed at the moment.
     
    This must never happen again.
     
    First, a better backup protocol is needed. The most important thing is that the backups actually be valid backups. Obviously, I've learned that MySQL databases must be backed up individually and that a full website backup from CPanel is not reliable. Data is saved to a 2 TB external hard drive. Additionally, I am opening a safe deposit box where code and site data are regular deposited. I already thought I was doing everything right, so at this point I feel like I can't be too careful.
     
    Second, I am locking the forum software at the current versions, unless a critical vulnerability is discovered. In 2009, all we had was an installation of PHPBB. The idea for Werkspace was something Annika came up with and gradually sold me on. We listed all the features we wanted and found forum software that would allow it. Customizing the look and feel of the software to fit in with the theme of Leadwerks was a long process, but we finally got a suitable skin made. I am satisfied with the features and functionality of the system, and now we can just leave it be, indefinitely. The data loss does not affect the skin we had developed. The skin will continue to get minor improvements, but those kind of changes are easily performed and rolled back, if need be.
     
    Third, semi-annual tests are needed to make sure data can be restored successfully to a test server. Backups don't help if you wait until you need them to find out they don't work. A test server will be used to install the latest backup on every six months, or before any restoration takes place. Maybe this is overkill, but nothing was supposed to go wrong before, and we found out otherwise.
     
    It seems redundant to say I'm sorry about this occurrence. I know we'll get back to normal, but it hurts pretty bad. The key point is my data backup technique was flawed, so all the backups I've been performing were worthless.
     
    -Josh
  11. Admin
    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.
  12. Admin
    Following the successful debut of Leadwerks Game Engine: Indie Edition on Steam, Leadwerks Software today announced the launch of Leadwerks Standard Edition. This DLC on Steam adds support for programming in modern C++11 with Microsoft’s Visual Studio 2013.
     
    C++ is the game industry’s leading programming language, due in large part to its superior performance and flexibility. However, the language is sometimes considered to be too complicated for indie developers to take advantage of. Leadwerks solves this problem by focusing on a useful subset of the C++ language, and providing a simple command library that works the same in C++ and Lua. This makes C++ game development fast and easy to control.
     
    Adding C++ support to Leadwerks Game Engine unlocks access to a massive amount of free third-party game libraries, which are typically written for C++. Indie game developers can include new libraries for physics, AI, and virtual reality into their Leadwerks projects without having to wait for the developers to add an official bridge. This lets indie developers take advantage of the newest technologies and provides a degree of control other languages can’t match.
     
    Leadwerks is designed to make game development easy for Steam’s 75 million users. A new renderer built on OpenGL 4.0 provides advanced graphics at an affordable price. Built-in level design tools make map design easy for users who don’t happen to be expert artists. Game code can be written with Lua, an easy-to-learn script language, or modern C++11. Finally, the royalty-free license means game developers can publish commercial games and keep 100% of the profits, with no additional payments due, ever.
     
    The Leadwerks Game Engine: Standard Edition DLC can be purchased on Steam for $99.
     
    About Leadwerks Software
    Leadwerks Software was founded in 2006 to build game development tools that are powerful and easy to use. The company launched Leadwerks 3, their first multiplatform product, at GDC 2013. Last summer, the company conducted a successful Kickstarter campaign to being Leadwerks to the Linux operating system, reaching over 200% of their goal in just six weeks. A concurrent Greenlight campaign for Steam was also successful, making Leadwerks the first 3D game engine approved for distribution on Steam.
  13. Admin
    Following completion of their successful Kickstarter campaign to bring Leadwerks’ game development software to Linux, Leadwerks has announced the release of Leadwerks Game Engine for Linux on the Steam distribution platform. This provides Linux users with a powerful tool to easily create their own 3D games.
     
    Over the last year, Leadwerks has focused on desktop Linux as a platform for creating and playing games. For many users, Leadwerks provides the last missing application they need to move entirely over to Ubuntu or another Linux-based OS. With Leadwerks for Linux now available on Steam, developers can build and play games without ever leaving Linux.
     

     
    Bringing Leadwerks Game Engine for Linux to Steam means that existing games can be more easily deployed to Linux. The Leadwerks Game Player allows users to play games published through the Steam Workshop. In most cases, games developed for Windows can be played on Linux with no changes and no recompiling, due to Leadwerks’ platform-agnostic design.
     
    Linux support also opens the door for Leadwerks developers to publish games to the living room. Last year Valve Software announced the SteamOS, a Linux-based operating system for game consoles. Although SteamOS is still in development, Leadwerks for Linux and SteamOS promise to provide indie game developers with a way to deploy their games to the living room quickly and easily.
     
    Leadwerks Game Engine is a powerful and easy to use development tool for building 3D games. The software has recently grown in popularity due to its ease of use, royalty-free license, and strong support for C++ and Lua programming. Thanks to the quality of modern Linux graphics drivers, Leadwerks is able to deliver high-end 3D visuals on Linux with an advanced deferred renderer using OpenGL 4.0. The Indie Edition of the software can be purchased on Steam for $99.99.
     
    About Leadwerks Software
    Leadwerks Software was founded in 2006 to build powerful game development tools that are easy to use. The company launched Leadwerks 3 in April 2013 at the GDC expo. Last summer, the company conducted a successful Kickstarter campaign to bring Leadwerks to the Linux operating system, reaching over 200% of their goal in just six weeks. A concurrent Greenlight campaign for Steam was also successful, making Leadwerks the first 3D game engine approved for distribution on Steam. In June of 2014, the Leadwerks Game Player on Steam opened the door for indie game developers to publish their games to the Steam Workshop, with no waiting period and no approval process. Although it’s been available on Steam for less then a year, Leadwerks users already have a dozen games and concepts on Steam Greenlight.
  14. Admin
    Today we are pleased to announce the release of Leadwerks Game Engine 4.5.
    Version 4.5 introduces support for VR headsets including the HTC Vive, Oculus Rift, and all OSVR-based hardware, allowing developers to create both room-scale and seated VR experiences. The Leadwerks virtual reality command set is robust yet incredibly simple allowing you to easily convert your existing 3D games into VR titles. To help get you started the source code for our Asteroids3D game has been updated for VR and is now freely available in the Leadwerks Games Showcase.

    Leadwerks Game Engine is uniquely well-suited for VR because of its fast performance, ease of use, and the availability of C++ programming for demanding VR games. Several optimizations for VR have been made including combining the rendering of both eyes into a single culling step. The stability and accuracy of Newton Game Dynamics means we can have in-depth physics interactions in VR.
    A new VR game template has been added to provide common VR features including teleportation locomotion and the ability to pick up and interact with objects in the environment.
     
    Visual Studio 2017
    We've also upgraded Leadwerks Professional Edition to build with Visual Studio 2017 so you can take advantage of the very latest Visual Studio features. Instructions for upgrading C++ projects from version 4.4 to 4.5 are available here.

    Other Improvements
    Added fog settings in editor and into map file format. New joint scripts and enhancements. Updated to Steamworks 1.41 You can pick up Leadwerks Game Engine with a discount during the Steam Winter Sale.
  15. Admin
    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 of the new Leadwerks. Visit www.leadwerks.com to learn more.
  16. Admin
    Following completion of a successful Kickstarter campaign to bring Leadwerks’ game development software to Linux, Leadwerks and Canonical have joined forces to make Leadwerks Game Engine available in the Ubuntu Software Center. This provides Ubuntu users with a powerful tool for rapid game development.
     
    Bringing Leadwerks Game Engine to Ubuntu also means that existing games can be more easily deployed for Ubuntu. The lineup of featured games on the Leadwerks website covers a diverse range of genres including strategy, action, and simulations. Michael Juliano, developer of the space combat simulation game Rogue System, says that he is now planning on Ubuntu support in his upcoming title due to the ease of deployment Leadwerks provides. “One of the reasons we chose Leadwerks was due to its strong support for Linux”, said Michael. “We’re definitely interested in bringing Rogue System to Ubuntu.”
     

     
    Jono Bacon, community manager for Ubuntu, said that ”Canonical is delighted to be working with Josh at Leadwerks to help further Ubuntu and Linux and in general as a next generation platform not just for consuming games, but building a powerful community of games developers and content creators”. With 25 million users, Ubuntu is widely used by game developers and players alike who enjoy it’s open nature and long term vision of convergence.
     
    Leadwerks Game Engine is a powerful and easy to use development tool for building 3D games. The software has recently grown in popularity due to its rapid development capabilities, royalty-free license, and strong support for C++ and Lua programming. Thanks to the quality of modern Linux graphics drivers from ATI and Nvidia, Leadwerks is able to deliver high-end 3D visuals on Ubuntu. An advanced deferred renderer provides realistic light and shadows on any machine supporting OpenGL 4.
     
    About Leadwerks Software
    Leadwerks Software was founded in 2006 to build powerful game development tools that are easy to use. The company launched Leadwerks 3, their first multi-platform product, in April 2013 at the GDC expo. Last summer, the company conducted a successful Kickstarter campaign to bring Leadwerks to the Linux operating system, reaching over 200% of their goal in just six weeks. A concurrent Greenlight campaign for Steam was also successful, making Leadwerks the first 3D game engine approved for distribution on Steam.
     
    About Canonical
    Canonical is the company behind Ubuntu and the leading provider of services for Ubuntu deployments in the enterprise. With global teams of developers, support staff and engineering centres, Canonical is uniquely positioned to help partners and customers make the most of Ubuntu. Canonical is a privately held company.
     
    Ubuntu is a free, open-source platform for client, server and cloud computing. It is the most widely used Linux on the top 1000 websites by traffic, the reference platform for OpenStack deployments, the most popular guest OS on public clouds, and ships on PCs from Dell, Lenovo, HP and other brands. Since its launch in 2004, it has become the preferred choice for open desktop and scale-out computing, from Fortune 500 companies to hardware makers, content providers, software developers and consumers.
  17. Admin
    Leadwerks Software today announced the release Leadwerks Game Engine 3.2, the newest version of their game development software on Steam. This update brings integration with Workshop, Steam’s system for user-generated content. The Leadwerks Workshop gives developers a head start by launching with more than 50 free packages of content ready to be used to make games.
     
    “Leadwerks was created to give people who love games the freedom to create something of their own”, said Leadwerks CEO Josh. ”With version 3, we basically nailed the workflow. There’s always more features you can add, but we basically have the technology problem solved. Once you get to that point, the next thing that comes up is content. Developers need lots of content to choose from. The Leadwerks Workshop on Steam leverages our community so we can all collaborate more effectively.”
     
    The Leadwerks Workshop has some features similar to existing stores like Turbosquid or the Unity Asset Store. You can browse and install various third-party model and texture packs. However, the Leadwerks Workshop takes collaboration a step further. Derivative works are supported, meaning items in the Workshop can be used to make new items that can be published. For example, it’s possible to take a gun from one author, mount it on a vehicle someone else made, and publish the assembly as a new item. “With traditional content stores, artists are always worried about people ripping off their work,” explains Josh. “This kind of flips the equation. Now you want people to reuse your work, because any derivative items they publish always link back to your original.”
     

     
    Game content isn’t the only thing that can be distributed through the Leadwerks Workshop. Games themselves can be published to Steam via the Workshop, with no waiting period and no approval process. This allows developers to get their game in front of an audience and build a following, without going through the Greenlight process.
     
    Leadwerks Game Engine 3.2 costs $99.99 on Steam, with a 25% discount during the 2014 Steam summer sale.

    About Leadwerks Software
    Leadwerks Software was founded in 2006 to build powerful game development tools that are easy to use. The company launched Leadwerks 3, their first multi-platform product, in April 2013 at the GDC expo. Last summer, the company conducted a successful Kickstarter campaign to bring Leadwerks to the Linux operating system, reaching over 200% of their goal in just six weeks. A concurrent Greenlight campaign for Steam was also successful, making Leadwerks the first 3D game engine approved for distribution on Steam.
  18. Admin
    A preview build of Leadwerks Game Engine 4 is now available on the default branch on Steam, with a new vegetation management system and other features.
     
    We completely rethought how large-scale scene management should work to bring you a one-of-a-kind vegetation system for handling massive amounts of foliage. Instead of storing each instance in memory, our new system uses a distribution algorithm to dynamically calculate all relevant instances each frame for rendering and physics. This allows enormous densely packed scenes with minimal overhead. The results are blazingly fast, efficient, and easy to use. In fact, the new system is so advanced it's featured in the upcoming book Game Engine Gems 3. Other features include autocomplete in the built-in script editor and integration with Steam Leaderboards.
     

     
    To help you make the most of the new vegetation system, we're also introducing the Nature Model Pack DLC. This includes trees, plants, grass, and rocks, to make a variety of outdoors settings with.
     
    Leadwerks Game Engine 4 is a free update and allows publishing of games for the PC and Steam Machines.
     

     

     

  19. Admin
    Leadwerks Software has released an official Blender exporter for the Leadwerks model format. This allows Blender artists to export their models to Leadwerks with automatic materials generation and full animation, without going through the FBX format. The Blender exporter comes as the fulfillment of a stretch goal reached during the Leadwerks for Linux Kickstarter campaign, which achieved over 200% its goal of $20,000.
     

     
    The Leadwerks exporter for Blender can be downloaded on the Leadwerks forum. A free forum account is required.
     
    About Leadwerks Software
    Leadwerks Software was founded in 2006 to build powerful game development tools that are easy to use. The company launched Leadwerks 3, their first multi-platform product, in April 2013 at the GDC expo. Last summer, the company conducted a successful Kickstarter campaign to bring Leadwerks to the Linux operating system, reaching over 200% of their goal in just six weeks. A concurrent Greenlight campaign for Steam was also successful, making Leadwerks the first 3D game engine approved for distribution on Steam.
  20. Admin

    Articles
    Ultra Engine unlocks the full power of your GPU to deliver up to 10x faster performance for your game. Ultra Engine is now available in Early Access, both in our store and on Steam. Use coupon code "LAUNCH" to receive a discount before January 1.
    Ultra Engine is a huge leap in technology that provides a new future-proof foundation, while keeping the strengths and general design philosophy we developed in Leadwerks. There were many major underlying changes made to create a better development platform for your games:
    Leadwerks
    Ultra
    Benefit
    Editor written in BlitzMax
    Editor written in C++
    Better compatibility, extensions system
    x86
    x64
    More addressable memory
    Win32 / GTK / Cocoa
    Custom UI
    Consistent UI across platforms
    Raw pointers
    Shared pointers
    No invalid pointer errors
    ToLua C++/Lua binding
    Sol
    Support for shared pointers
    Blinn-Phong lighting
    PBR lighting
    Better graphical quality
    FBX asset pipeline
    glTF asset pipeline
    PBR materials
    Single-threaded
    Multi-threaded
    Faster performance
    OpenGL
    Vulkan
    Future-proofing

    10x Faster Performance
    Have you ever tried to develop a game, only to have the framerate get slower and slower as you add more content and features? This is especially problematic in virtual reality because low framerates cause motion sickness and can make your game or experience unplayable. Ultra Engine is designed to achieve ultimate scalability and deliver blazingly fast performance as your game grows, with a revolutionary new Vulkan-based architecture that unlocks the full power of your GPU to deliver up to 10x faster performance.
    Code Games with C++ and Lua
    Ultra Engine provides an easy-to-learn programming API that can be used with Lua, integrated into Visual Studio Code. Documentation is extensive, with hundreds of code examples demonstrating how to use graphics, physics, raycasting, pathfinding, and other systems to build games and VR applications. Your game code runs on its own thread, so there's no performance penalty for using an interpreted language.
    Royalty-Free License
    What you create is yours to play, sell, or give away. You will never be charged royalties or install fees for any application you make. And because we only rely on free open-source middleware libraries, you never have to worry about purchasing expensive licenses from third parties.

    Physically-based materials

    Entity component system with multiple components per entity
     

    Scriptable editor with plugins system

    glTF model pipeline

    AI-powered texture generation

    Re-projected screen reflections

    Detailed asset inspection tools
    You can get Ultra Engine Early Access now. Use coupon code "LAUNCH" to receive a discount before the end of the year. Please see the development roadmap for detailed information about the software's current capabilities.
    Join us on Discord on Saturday December 23 at 6 PM GMT (10 AM PST) for a special live streaming event!
     
     
  21. Admin
    Visual Studio gives two options for creating C++ applications. Console applications use printed text to communicate with the user, harkening back to the pre-GUI days of DOS. The other option is a windowed application with a GUI interface, simply called "Win32 Project" in the Visual Studio project creation dialog.
     

     
    A console application will use the regular old main function you know and love:

    int main(int argc,const char *argv[])  
    This is cross-platform compatible and runs on any operating system. A "Win32 Project", however, will use a special WinMain() function that only works on Windows:

    WinMain(HINSTANCE hInst, HINSTANCE hPrevInst, LPSTR, int)  
    So if you don't want a black rectangle printing a bunch of lines of text, you have to use the WinMain() function. But, there is a way to fix this. We can change a console application to a windowed application in the Linker settings in the Visual Studio project settings. Change the Linker > System > Subsystem property to a windowed application.
     

     
    There's also a way to force the program to use the cross-platform main() function. Change the setting Linker > Options > All Options > Entry Point to mainCRTStartup.
     

     
    Although the application will no longer show a black text box, the printed output is still detectable by a parent application like the Leadwerks script editor.
     

     
    However, if you create a .bat file to run your application, you can only pipe the output to a text file. The text will not be shown when the .bat file runs:

    MyGame.exe > output.txt  
    Of course, any Leadwerks game will automatically write it's output to a text log already, so this is sort of redundant. Another consideration is you will not be able to see the output when you run your application from Visual Studio. Strange that VS doesn't support one of the most basic needs of an IDE, and has no known method of viewing the printed output of your program when you run it. However, if you want to get rid of that annoying black popup box, and you want your code to be cross-platform compatible, this is the way to do it.
  22. Admin
    Steam Workshop was a compelling idea to allow game asset authors to sell their items for use with Leadwerks Game Engine. However, the system has turned out to have some fundamental problems, despite my best efforts to work around it.
    Free items are not curated, causing the store to fill with low quality content. Some people have reported trouble downloading items. The publishing process is pretty tedious. The check-out process requires adding funds to Steam Wallet, and is just not very streamlined. At the same time, three new technologies have emerged that make it possible to deliver a better customer and seller experience through our website.
    Amazon S3 offers cheap and reliable storage of massive amounts of data. Paypal credit card tokens allow us to safely store a token on our server that can't be used anywhere else, instead of a credit card number. This eliminates the danger of a potential website hack revealing your information. Invision Power Board has integrated both these technologies into our commerce system. it would not have been possible to build a web store a few years ago because the cost of server space would have been prohibitive, and storing hundreds of gigs of data would have made my website backup process unsustainable. So at the time, the unlimited storage of Steam and their payment processing system was very appealing. That is no longer the case.
    To solve the problems of Steam Workshop, and give you easy access to a large library of ready-to-use game assets, I am happy to introduce Leadwerks Marketplace.

    The main page shows featured assets, new content, and the most popular items, with big thumbnails everywhere.

     
    When you view an item, screenshots, videos, and detailed technical specifications are shown:

    How does Leadwerks Marketplace improve things?:
    Easy download of zip files that are ready to use with Leadwerks. You can use File > Import menu item to extract them to the current project, or just unzip them yourself. All content is curated. Items are checked for compatibility and quality. Clear technical specifications for every file, so you know exactly what you are getting. Cheap and reliable storage forever with Amazon S3. Any DLCs or Workshop Store items you purchased can be downloaded from Leadwerks Marketplace by linking your Steam account to your profile. Easy publishing of your items with our web-based uploader. We're launching with over 50 gigabytes of game assets, and more will be added continuously. To kick off the launch we're offering some items at major discounts during the Summer Game Tournament. Here are a few assets to check out:
    Get "The Zone" for just $4.99:
    Or download our Mercenary character for free! Just create your free Leadwerks account to gain access.
    Other items will be featured on sale during the Summer Game Tournament:
    After purchasing an item, you can download it immediately. All your purchased items will be shown in the Purchases area, which you can access from the user menu in the top-right of this the website header:

    Here all your purchased items will be available to download, forever:

    If you are interested in selling your game assets to over 20,000 developers, you can upload your items now. Sellers receive a 70% royalty for each sale, with a minimum payout of just $20. See the content guidelines for details and contact me if you need any help. If you have a lot of good content, we can even convert your assets for you and make them game-ready for Leadwerks, so there's really no risk to you.
    Browse game assets now.
     
  23. Admin
    A beta build of version 4.5 is now available on the beta branch on Steam.  This updates the engine to the latest Newton 3.14.  Versions 4.5 and 5 beta are now compiling side-by-side with the same source code.  Because of major engine changes in version 5, some bugs may need to be resolved before the final release.  Some preliminary information on updating C++ projects can be found in this thread.
    Version 4.5 is planned to include official support for VR (both Vive and Oculus) and a new improved vehicle system.

  24. Admin
    Now that you've had time to get acquainted with Leadwerks, it's time for the Summer 2016 Game Tournament.

     
    WHEN: The tournament will start Monday, July 25, and end Sunday, August 21th at 11:59 P.M. (Pacific Standard Time).
     
    HOW TO PARTICIPATE: Publish your summer-or-other-themed game to Steam Workshop or upload it to the games database before the deadline. You can work as a team or individually. Use blogs to share your work and get feedback as you build your game. If you need models for your game, we've got a summer model pack for you to use for free from Leadwerks Workshop.
     
    Games must have a preview image, title, and contain some minimal amount of gameplay (there has to be some way to win) to be considered entries. It is expected that most entries will be simple, given the time constraints.
     
    PRIZES: Rather than a competition, this tournamant is a "co-opetition". Everyone who participates gets a prize!
     
    If this is your first game tournament entry, you will receive a cool Leadwerks sticker in the mail.
     

     
    If this is your second game tournament entry, you'll receive a collection of three limited-edition professionally printed postcards featuring beautiful Leadwerks screenshots. Send them to a friend or put them on the wall.
     

     
    If this is your third game tournament entry, you'll receive a rockin' Leadwerks T-shirt in the mail. Wear it to show how cool you really are.
     

     
    If this is your fourth game tournament entry, you'll receive the new Leadwerks hoodie! This gorgeous garment makes you look like a Silicon Valley startup geek. This light jacket is perfect for air-conditioned spaces that are just slightly chilly.
     

     
    If this is your fifth game tournament entry, you will receive a Steam Controller. The Steam Controller lets you play your entire collection of Steam games on your TV—even the ones designed without controller support in mind.


    Bonus Prize
    All participants will receive an 11" x 17" printed poster for the Summer Games 2016 Tournament! This limited-run item will be printed only once, only for this event. This is your only chance to get this poster, ever. 

     
    Make games and have fun!
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