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Admin

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  1. 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.
  2. Admin
    Leadwerks Game Engine on Steam has been updated with bug fixes and a host of new features that are now out of beta.

    Crowdsourcing Post-Processing Effects
    Although Leadwerks 2 featured an extensive set of post-processing effects, they were all hard-coded into the engine. This limited the ease with which new effects could be added, and caused all Leadwerks screenshots to look similar. In Leadwerks 3 we decided to implement a post-processing stack of shaders. You can attach post-processing effects to the scene root in the editor and move them around to get different appearances. 
    We're already seeing a greater diversity of looks and effects than what Leadwerks 2 could render. By effectively crowdsourcing post-effects, we're creating a stronger platform for innovation of new plug-in effects, from the realistic to the fantastic. The post-processing features are included in both the Indie and Standard editions of Leadwerks 3.1.
     

     

     


    Built-In Screenshot and Video Publishing
    You can now publish screenshots and videos straight to your Steam profile from the Leadwerks Editor. To render a screenshot, select the Render > Render Screenshot menu item. After your image renders, press the Publish button to send it to Steam, where it will appear in your Steam profile and in the Leadwerks Community Hub.
    Improved Project Management Tools
    To avoid confusion with outdated projects, the project's status will now be displayed in the project manager. If the project is older than the template folder, a warning icon will be displayed. In addition, the script editor will now warn once about an out-of-date project before running. 

     
    Leadwerks Game Engine is available on Steam for $99.
  3. Admin
    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 your online screenshots library, where it will show up on your Steam profile and the Leadwerks community hub.

    Steam Controller
    We've added native support for the new SteamOS Controller. You can get input from the controller and even send haptic feedback back to the device.  

     
    You can learn more about these new features in the documentation here.
  4. Admin
    Linux is a solid and secure operating system that’s perfect for gaming, but at this time Windows remains the lead platform for PC games. One company wants to change that by putting the game development process right on Linux. Leadwerks Software has launched a Kickstarter campaign to bring their game development software to the Linux operating system. The company says this will allow users to build and play games without ever leaving the Linux operating system.
     
    The company's Kickstarter page lists three goals for the campaign. First, they point out that most Linux games are ported over from Windows, rather than being developed natively on Linux. The company wants to change this by putting the game development process on Linux.
     
    Second, the company hopes to expand the Linux library of games. They say that putting game development tools in the hands of Linux users will allow more Linux games to be built, and can even lead to Linux-exclusive titles.
     
    Leadwerks is known for advanced graphics, and the company says they want to bring this to Linux. This will let Linux users play AAA games that run natively on Linux, instead of going through emulators like WINE. The company points out that the superior performance of OpenGL on Linux makes it the perfect platform for AAA games.
     
    Leadwerks is also running a Greenlight campaign to put Leadwerks on Steam and integrate Steam features to streamline the game development process.
     
    Leadwerks Software aims to raise $20,000 in 45 days to build Leadwerks for Linux. "We're really excited to be working with Steam and the Linux community," said Josh, founder of Leadwerks Software. "We think there's a unique opportunity here. The timing is right. I think Linux is really ready for mainstream PC gaming, and we really just want to take Linux gaming to the next level".
  5. Admin
    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 new "Dynamic" option in the "Cast Shadows" property. You can also do this in code by calling Entity::SetShadowMode(Light::Dynamic).
     

     
    Leadwerks 3 has also gotten a visual upgrade with the addition of post-processing effects. In Leadwerks 2, all post-processing effects like volumetric light scattering, screen-space ambient occlusion, depth-of-field, and bloom were hard-coded. That is, they were written into the core engine and it was difficult to customize the renderer. Leadwerks 3 has added a new command, Camera::AddPostEffect(), which allows the user to attach a shader right to a camera, to automatically render post-processing effects.
     
    The new update also includes features to make it easier to share projects. The Project manager has been outfitted with new Import and Export buttons. You can export an entire project as a single ZIP archive. You can also import a project from a .zip or .werk project file. This makes it easy to share projects and collaborate with other Leadwerks developers as a team.
     
    Leadwerks is a fast and flexible development platform for building mobile games with native code. You can download a 30-day trial version on the website here.
  6. Admin
    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 native code are optimized to work with each platform. That means games written with Leadwerks will run faster and be more powerful than their managed code counterparts.
     
    Mobile is growing rapidly, but there still exists a gap between mobile gaming and the larger game industry, which has traditionally focused on consoles. Professional game studios overwhelmingly favor native code because of its speed and flexibility. By focusing on the standard the game industry already uses, Leadwerks provides both professional studios and indie developers with an easy pathway into mobile. Games written in C++ can be ported to Leadwerks 3 without having to rewrite them in a new programming language.
     
    Leadwerks 3 brings some innovative new approaches to the table:
    The editor features tools for building game levels using a technique called constructive solid geometry. This streamlines the process of creating games, and makes it easier for artists to see what their games will look like as they build them.

    Leadwerks 3 uses automatic asset conversion. This means that images and objects can be reloaded on-the-fly, so an image file can be modified in Photoshop and the result will show up in the editor right away. This removes tedious steps from the game development workflow.

    AI is supported out-of-the-box. The traversable areas AI can travel within are highlighted in the editor as you build your game level. Pathfinding is dynamic, meaning that if a door opens or a drawbridge lowers, the AI is smart enough to take the new routes that appear.

    The script language Lua is also supported, and can be combined with games written in native code. Scripted objects can be linked together in a visual flowgraph editor. This makes it easy to set up game interactions, something that can be a challenge when working with development platforms based solely on code.

     
    Leadwerks CEO Josh said that “Leadwerks 3 is a big step forward for our company and our users. We’re bridging the gap between mobile gaming and the traditional game industry.” The product received a favorable response at the GDC 2013 expo. ”C++ is the game industry standard. Our market research at GDC 2013 revealed a huge demand for a cross-platform game engine built on native code. We found the design philosophy of Leadwerks resonates with a lot of developers.”
     
    Leadwerks 3 can be purchased from the company’s website for $199, with add-ons for iOS and Android publishing available separately. A source code license is available for professional studios. A 30-day trial can be downloaded from the company’s website.
     
    Leadwerks Software has provided game development tools to thousands of developers worldwide since 2006. It’s technology has been used in commercial games, education, training simulations, and military applications. To find out more, please visit www.leadwerks.com.
  7. Admin
    After a wild week at GDC 2013, it's nice to be back doing what I do best...writing code!
     
    A new build of Leadwerks 3 is now available. We've added light vector maps so that lightmapped surfaces can display normal mapping effects. Lightmapped materials with normal maps should use the texture "Common/lightvectormap.tex" in slot 4. (If you create a new lightmapped material, this will be done automatically.)

     
    This technique works by calculating the average light vector that influences each luxel in the lightmap. Each vector is weighted by the light's intensity and range to get an overall vector representing the direction most light is coming from. The light vectors are encoded in a secondary light map that looks like this:

     
    This effect will even work with specular reflection, as seen in this totally over-the-top screenshot:

     
    We also made about a dozen small fixes to the engine and editor. For more detail on recent issues resolved, visit the bug reports forum. Like any new software, we've had some teething problems, but it's pretty easy to resolve those issues as they arise. Bugs can be fixed as they are identified, but bad design is forever. Fortunately, I think we've got a great design and a good and stable development system.
  8. 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.
  9. Admin
    The Leadwerks team will be hosting our next Google Hangout on Sunday, September 16, at 17:00 GMT (that's 10:00 AM in California). Aggror will talk about his experience leading the Leadwerks Community Project, and we'll provide a sneak peak at the new Leadwerks game engine.
     
    Follow us on our Google+ page before Sunday and check back to join the Hangout. We're limited to ten participants, so first come, first serve. See you then!
  10. Admin
    The Leadwerks team will be hosting our second Google Hangout on Sunday, July 22, at 17:00 GMT (that's 10:00 AM in California). We'll spend 30 minutes talking about all the cool things happening in the community, and answer your questions about our upcoming new game engine.
     
    Follow us on our Google+ page before Sunday and check back to join the Hangout. We're limited to ten participants, so first come, first serve. See you then!
  11. Admin
    The Leadwerks team will be hosting our first Google Hangout on Sunday, July 1, at 17:00 GMT (that's 10:00 AM in California). We'll spend 30 minutes talking about all the cool things happening in the community, and answer your questions about our upcoming new game engine.
     
    Follow us on our Google+ page before Sunday and check back to join the Hangout. We're limited to ten participants, so first come, first serve. See you then!
  12. Admin
    Leadwerks has been accepted into the Sacramento State University Center for Entrepreneurship. The mission of the Center for Entrepreneurship in the College of Business Administration (CBA) is to develop and nurture innovative business ideas and to capitalize potential entrepreneurial opportunities, both from CSUS and local entrepreneurship communities.
     
    The Center will provide entrepreneurs with the skills and resources needed to launch a venture and to identify and cultivate solutions to entrepreneurial problems, the network structure to bring the plan to fruition, and the technical training to grow the enterprises.
     
    This means Leadwerks now has a physical office right here in California and a vital link to the local technology and business communities as we complete the last leg of Leadwerks3D, our upcoming game development software for iPhone, iPad, Android, Windows, and Mac.



  13. Admin
    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.
  14. 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.
  15. Admin
    Leadwerks.com is now hosted on our own dedicated server located in Chicago, Illinois. It was found that this location gave the best overall results for our worldwide user base. We tested the new server in advance for a couple of days, and transferred the database right before switching the DNS, so no data should have been lost. Please submit a bug report if you experience any problems.
     
    The Leadwerks server has a 500 gb secondary hard drive where site backups are automatically saved to, in addition to the manual backups I perform. The main site database is being downloaded manually every 3 days and saved on a 2 terabyte hard drive. Additionally, the databases are being uploaded to another remote server. Once a month the entire site will be downloaded (individual files) and burned onto several DVDs, as the ultimate fail-safe. Leadwerks.com and Werkspace are a website for you, the Leadwerks community. We will go to any lengths necessary to make sure your data is safe and protected.
     
    We also have a new version of the website skin with an added search bar, visual improvements, and bug fixes. I'll be fixing up parts of the site and adding the documentation system back in, so keep an eye out for that.
     
    Thanks to WiredTree and Invision Power Services technical support teams for their great support, and to Tom Christian for his work with the website skin.
  16. 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
  17. 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.
  18. 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!
     
  19. Admin
    An update to version 4.3 is now available on the default branch. This fixes it so the editor is not DPI-aware and will be scaled correctly if scaling on Windows is used. Some small shadow update bugs were fixed, and the animation shaders were improved.
     
    If you are having trouble running your game from the editor in debug mode, you need to install the latest VC++ redistributable from Microsoft found here:
    https://www.microsoft.com/en-us/download/details.aspx?id=53587
     
    The version distributed with Steam is outdated and will not work correctly. Valve has been notified of this issue.
  20. Admin
    Leadwerks Game Engine 4.3 is now available.
     
    This release adds support for Ogg Vorbis audio files. Ogg Vorbis is a compressed audio format specially designed to shrink the size of large audio files. Using Ogg for large music files can significantly reduce your game's size.
     

     
    Leadwerks Game Engine 4.3 features numerous performance updates, with performance improvements up to twice as fast as Leadwerks 4.2.
     

     
    Finally, numerous small bugs have been squashed to make Leadwerks more reliable than ever.
     
    Version 4.3 is a free update and is available on Steam now. C++ projects made with Leadwerks 4.2 can be updated by adding the following header search paths:
    $(LeadwerksHeaderPath)\Libraries\libvorbis\include
    $(LeadwerksHeaderPath)\Libraries\libogg\include

  21. Admin
    Leadwerks Game Engine 4.2 is now available on Steam. This update adds new features to make game development easier than ever. The free update goes out today to over 10,000 paid users on Steam.
     
    Version 4.2 integrates analytics into Leadwerks games with a free gameanalytics.com account. This allows developers to view statistics on player behavior and identify any trouble spots their game might have as players progress through levels. By viewing a summary of all player behavior, developers can make data-driven decisions and get real-time information instead of relying solely on written feedback.
     

     
    New graphical features make Leadwerks games more beautiful, including fast ray-traced reflections with a new post-processing effect called screen-space reflection (SSR). Easy heat haze, glass refraction, and soft particles can now be added to games just by dragging a prefab into the scene. Textures can now be added to spotlights to project an image onto walls.
     

     
    New animation commands and a built-in animation management system make it easier to display game characters with fluid movements. Just set the sequence to play, add a transition time, and the engine will auto matically manage and play a queue of blended animations. A bug that sometimes caused animated characters to render incorrectly on Linux has also been fixed.
     
    It's now easier to purchase items in the Leadwerks Workshop Store. Clicking on the buy button in the editor will open the selected item in the Steam client, instead of requiring you to log into the Steam website through a web browser.
     
    The professional edition has been upgraded to Visual Studio 2015, and is now compatible with the latest version of GCC with C++11 support.
     
    The Leadwerks Winter Games Tournament is running until January 15th, and there’s still time to create a mini-game and publish to Steam Workshop. All participants receive a prize, including stickers, posters, shirts, hoodies, and even Steam controllers.
     
    Leadwerks Game Engine and the Professional Edition DLC are both on sale during the Steam Winter Sale with an 80% discount. Leadwerks Game Launcher can be downloaded for free on Steam.
     
    ABOUT LEADWERKS SOFTWARE
    Leadwerks Software was founded in 2006 to make game development easy and fun. The company launched Leadwerks Game Engine on Steam in January 2014 and has experienced steady growth with over 10,000 paid users. Leadwerks Game Launcher was released as an early access title in September 2015, allowing developers to publish games to Steam Workshop for free, with no waiting period and no approval process.
  22. Admin
    Today we are releasing three new model packs in the Workshop Store.
     
    The Candles Pack provides beautifully detailed candles and sconces to bring atmosphere to any horror game.
     

     
    The Modern Furniture Pack includes numerous chairs, sofas, and a bar stool to populate any residential setting with.
     

     
    The Old Wine Bottles Pack gives you a variety of bottles with two texture variations. Decorate your map with them or use them for target practice.
     

     
    You can get these items by opening the Workshop interface in Leadwerks by selecting the Workshop > Browse Workshop menu item in the main window.
  23. Admin
    Today we've got four new texture packs available for purchase in the Workshop Store.
     
    The Blood Decals pack provides 30 hand-painted textures for spatters, drips, and puddles of human, animal, or alien blood. This is perfect for adding atmosphere and a sense of foreboding to an otherwise ordinary scene. You can even create trails of blood going down hallways and around corners.
     

     
    Another creepy addition is the Spiderweb Materials pack. Create a sprite and use these materials to instantly age your level and the show years of neglect and abandonment your game setting has endured.
     

     
    The Industrial Materials pack provides a set of high-quality high-definition materials for building an old factory setting. Combine them with either of the packs above to make a rich atmospheric scene.
     

     
    Finally, Fire's Decal Pack provides additional bulletholes, cracks, and gore to decorate your scene with new decals.
     

     
    You can get these items by opening the Workshop interface in Leadwerks by selecting the Workshop > Browse Workshop menu item in the main window.
  24. Admin
    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 grid alignment of modular pieces.
     
    You can purchase items from the Workshop interface in the Leadwerks Editor. When you find a paid item you would like to purchase, click on the "Buy" button and you will be taken the purchase page for that item.
     

     

     
    You can checkout of the store page by adding funds to your Steam Wallet. The item will then be available to install in the editor, just like a free Workshop item. You can also purchase items from their page on our website. Your purchase will always be associated with your Steam account, so you never have to worry about backing up files or losing them.
     
    If you have any feedback on the purchasing process, content, or requests for future items, don't hesitate to let us know how we can improve. If the community finds this useful we will keep growing the library of available content ready to use with Leadwerks.
     



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