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Admin

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  1. 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.
  2. 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".
  3. Admin
    Dexsoft Games, producers of game content with a library of thousands of game assets, have released five new material packs in the Workshop Store. All materials and textures are ready to use with Leadwerks, with source image files included in TGA format.
     
    All of these can be purchased now through the links below, or through the Workshop interface in Leadwerks Editor. See the links below for more information and additional preview images.
     
    Sci-Fi Materials 1
     

     
    Sci-Fi Materials 2
     

     
    Sci-Fi Materials 4
     

     
    Sci-Fi Materials 5
     

     
    Sci-Fi Materials 6
     

  4. 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.
  5. Admin

    Articles
    Ultra Engine 0.9.3 is here, with usability improvements, bug fixes, and new AI-powered features to make game development easier. You can get a discount now in our store or on Steam all week.

    "Futuristic Room" by Dennis Cliofis
    Object creation has been overhauled with a more visual approach that lets you easily select the object you want to add to the scene.

     
    You can also insert a new object into the scene tree, under the selected node, or in the scene root.

    A new component creation tool simplifies new component creation for C++ and Lua.

    A new smoked glass effect will appear behind some windows. Besides looking great, this provides additional visual cues about the transparency of an image or model. It's disabled by default, so just go to the Tools > Options menu and you'll see an option to enable this effect.

    AI-powered features are now available on the Steam build with support for text-to-image and seamless texture stitching.

    Additionally, more than 60 bug reports have been resolved since initial launch.
    New commands:
    Camera::SetOrder Camera::SetSweptCulling You can get a discount now in our store or on Steam all week.
    About Ultra Engine
    Ultra Engine was created to solve the problems we saw while working on virtual reality projects at NASA. We are developing game engine tools to provide order-of-magnitude faster performance for 3D and VR applications in entertainment, defense, and aerospace.
  6. 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.
  7. 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.
  8. Admin
    Summer is here, which means the beach, barbecue, and the first Leadwerks Summer Games Tournament.
     
    WHEN: The tournament will start Monday, June 15, and end Sunday, July 19th 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.
     
    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 rockin' Leadwerks T-shirt in the mail.
     

     
    Entries will be reviewed Monday, July 20th. See the official forum thread for more information and discussion.
  9. Admin
    Fall is in the air, which means evil spirits, good beer, and the annual Leadwerks Halloween Game Tournament.
     
    WHEN: The tournament will start Thursday, October 8, and end Thursday, November 5th at 11:59 P.M. (Pacific Standard Time).
     
    HOW TO PARTICIPATE: Publish your Halloween-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, check out the Halloween Model Pack, and Graveyard Props, both available for free in the Leadwerks Workshop. And there's a Zombie Pack DLC available if you need it.
     
    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 rockin' Leadwerks T-shirt in the mail.
     

     
    If this is your third 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. (Pictures coming soon!)
     
    Entries will be reviewed Friday, November 6th. See the official forum thread for more information and discussion.
  10. Admin
    The book "Game Engine Gems 3" by Eric Lengyel is now available for purchase at Amazon.com (ISBN #978-1498755658). This title, set for release April 21, 2016, features 22 chapters of game programming knowledge, including a chapter by Leadwerks founder Josh titled "Vegetation Management in Leadwerks Game Engine 4". The accompanying CD even includes source code for an early version of the Leadwerks vegetation system, so you can see exactly what is going on under the hood of the engine. Pick it up now on Amazon.
     

  11. Admin
    The Mercenary Action Figure is now available for purchase in the Workshop Store. This custom-made high-quality character includes high-res 4096x4096 textures, an assault rifle, and a prefab set up to work with the new soldier AI script. Drop him into your game, set his team to "good" or "bad", and watch him fight!
     
    The new soldier AI script adds a new dimension of gameplay to Leadwerks games. You can now easily add enemies that shoot back. Set the character up as an ally, an enemy, or create battles between different AI opponents.
     
    Source art is included in FBX, PNG, and BMP formats.
     


  12. 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.
  13. 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!
     
     
  14. Admin
    The Leadwerks Engine 3 Forums are open to all Leadwerks developers so you can post your ideas and get information on the development of Leadwerks Engine 3. Additionally, forums are now divided up by product, with forums for Leadwerks Engine 2, Leadwerks Engine 3, and 3D World Studio. We think this organization will provide more room to grow in the future.
  15. Admin
    Leadwerks Software is now offering internships through the Center for Entreprenuership at Sacramento State University. Internships are available for programming, 3D art, web development, and marketing.
     
    Programming Internship
    Assist the development team with tools and core engine design.
    Work with game development team to create a sample Leadwerks3D game.
    Gain experience working in a professional software development environment.
    C++ and Lua experience are a plus but not required.

    3D Art Internship
    Become proficient with the Leadwerks3D design tools.
    Provide feedback to the development team to improve the art pipeline.
    Assist game development team by producing 3D models, textures, animations, and game levels.

    Web Development Internship
    Work with marketing to enhance our online identity.
    Develop social features for our online community of game developers.
    Foster online community relations.

    Marketing Internship
    Author promotional materials for website, press releases, and newsletters.
    Interact with the development team to communicate technical information to the public.
    Enhance and promote our unique company brand.

    Spring and summer positions are available now. Interns will work 10-20 hours a week, gaining experience working on a commercial product as part of a professional software development team. Apply at www.leadwerks.com/careers.
  16. Admin
    Valve Software's Steam is a game distribution platform used by millions of gamers worldwide. What started as simply a way to buy and update games has evolved into a vast ecosystem with instant messaging between friends, game hubs featuring players' screenshots and video, and workshops for sharing user-generated content. Last fall, Valve added software titles to its lineup of products, and implemented Greenlight, a system that lets users vote directly on which titles should be sold on Steam. Valve says this removed the bottleneck their manual approval process imposed so that more titles can be approved for Steam.
     
    One company wants to push the Steam ecosystem even further by building the process of game development right into Steam. Leadwerks Software has announced the launch of their Greenlight campaign for Leadwerks 3: Steam Edition. Leadwerks is a visual tool for building any kind of 3D game, including dungeon crawlers, first-person shooters, and side-scrollers.
     
    The company's Greenlight page explains they are working with the Steam SDK to integrate features of the Steam ecosystem. For example, the company plans to open up a workshop where Steam users can buy and sell digital goods for making games. This lets developers get all the content they need straight from Steam. Game assets like models and images take a long time to produce, so this feature could remove a big roadblock for producing finished games. Leadwerks is also simplifying the Steam publishing process by packaging up game files so they are ready-to-use in Steam. This makes it easier for indie developers to put their games on Steam.
     
    Leadwerks founder and CEO Josh says that "I think Steam users are a good match for us because Valve has been such a big influence in my design. Our editor is similar to the Source Engine workflow, so modders will be able to pick it up pretty quickly. There's a lot of talent in the mod communities, and we're trying to channel that". Lua script is another benefit, since it's already used in hundreds of games, and many PC gamers are used to tweaking game code. The software also has some visual scripting features that make life easier for non-programmers who just want to design a game quickly.
     
    You can vote for Leadwerks by visiting http://www.leadwerks.com/greenlight or find it in the software section of Steam Greenlight.
  17. Admin
    In just three weeks, the Linux community has successfully funded the development of Leadwerks for Linux. This means we're going to bring Leadwerks 3.1 to Linux, with native support for developing Linux games...so Linux games can now be completely free from Windows.

    Greenlight
    It's been an amazing few weeks. During this time, we also successfully completed our Greenlight campaign to make Leadwerks available on Steam and take advantage of features like the Steam Workshop. You can see from the graph below that our campaign did better than any other software in Steam we had data for. The votes look like they would have gone a lot higher, but Valve approved us early! 


    Megatextures
    I also had a chance to prototype the major feature of Leadwerks 3.1 I was most concerned about. I wanted to implement a new terrain system that would remove the limitations of our old one, and thought that a technique I call "dynamic megatextures" would be a good solution. Basically, this works like id Software's megatexture technology, only the virtual textures are generated on-the-fly rather than being paged from the hard drive. This means the entire terrain can be uniquely textured, but it doesn't require the hard drive space megatextures usually need: 

     
    Getting that knocked out of the way makes me confident we can deliver Leadwerks 3.1 for Linux according to our original vision.
     
    Congratulations, Linux community! I'm happy to make Linux a core part of our company's focus moving forward.
  18. Admin
    Leadwerks 3.1 has entered the beta testing phase on schedule according to our development plan laid out in the Leadwerks for Linux Kickstarter campaign. Supporters who chose the SUPER BACKER reward have been granted access to try the early builds of Leadwerks for Linux.
     
    We chose to use the excellent Code::Blocks IDE for Linux development. Beta testers can access the full Leadwerks API to program graphics, physics, and gameplay, along with a few new functions like Camera::SetMultisampleMode(), which sets the render antialiasing level.
     

     
    Although the beta is not a complete finished product, we've already learned a lot about building high-end graphics for Linux. First of all, the Linux OpenGL drivers for ATI and Nvidia hardware are fine. We've encountered no graphics drivers bugs (so far). This may be due to the streamlined nature of OpenGL 4, as it removes a lot of legacy functionality. Whatever the cause, OpenGL drivers for Linux work great, much better than Windows drivers did a few years ago in the dark days between OpenGL 2 and 3.
     
    The biggest remaining challenge is to get the editor running in Linux. We anticipate two difficult parts to this. First, although we have a GUI abstraction layer that uses GTK on Linux, we expect some amount of fiddling to be necessary to make it work right. Second, the case-sensitive nature of the Linux file system will cause issues that need to be dealt with since there are many placed where our editor stores file names in lower-case format. This will require a lot of effort to resolve, but it's not any harder than some of the other issues we have dealt with so far in the development of Leadwerks for Linux. The benefits of having a Linux game editor with a native look and feel will make it worth the extra effort it takes.

    Steam Dev Days
    Leadwerks founder Josh has been invited and will be attending Steam Dev Days in Seattle, Washington. Steam Dev Days is a two-day game developer’s conference where professionals can meet in a relaxed, off the record environment. Developers will share their design and industry expertise, participate in roundtable discussions and attend lectures by industry veterans on topics ranging from game economies to VR, Linux/OpenGL, user-generated content and more. Developers will also have direct access to Valve’s Steam Team, and will be given a chance to test-drive and provide feedback on Steam OS, prototype Steam Machines and Steam Controllers. 

  19. Admin
    After blasting through Greenlight in just 27 days, Leadwerks Software today announced the launch of Leadwerks Game Engine: Indie Edition, exclusively available on the Steam distribution platform. The arrival of Leadwerks adds 3D game development software to Valve’s lineup of creative and productivity tools.
     
    Leadwerks is designed to make game development easy for Steam’s 65 million users, with a royalty-free license for making commercial products. A new renderer built on OpenGL 4.0 provides high-end graphics comparable with modern AAA games at an affordable price. Built-in level design tools based on constructive solid geometry make map design easy for users who aren’t expert artists. Game code is written with Lua, an easy-to-learn script language that also happens to be used in hundreds of commercial games like Crysis, Call of Duty, and World of Warcraft. Extensive documentation is provided, with examples to demonstrate every aspect of building a 3D game.
     
    Leadwerks promises to provide an easy entry mode to overcome the console barrier that has traditionally kept indie game developers at a distance. Last summer the company raised over 200% of their funding goal on Kickstarter to add support for the Linux operating system. With Linux development nearly complete and the pending release of Valve’s Steam Machines, a disruptive alternative to traditional consoles, Leadwerks looks ready to provide an easy route to console publishing via Steam. The company is attending Steam Dev Days next week to learn more about SteamOS and Valve’s new hardware.
     
    Leadwerks Game Engine: Indie Edition can be purchased on Steam for $99.
  20. Admin
    A demo version of Leadwerks Game Engine has been released on Steam. If you've got a Steam account, you can now try the easiest way to make your own 3D games, free for fourteen days. Try out the sample maps that teach gameplay concepts, import some of your own artwork, or just play around with the editor and learning materials.
     

     
    The full version of Leadwerks enables access to the Leadwerks Workshop, where you can download more than 70 items, including models, sounds, texture packs, and even games made with Leadwerks. It also allows publishing of your own items to Steam.
     
    Try the Leadwerks Game Engine demo on Steam now.
  21. 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.
  22. Admin
    The Leadwerks FPS Weapons Pack is now available on Steam as a DLC. The FPS Weapons Pack provides a small arsenal of game-ready weapons, with no coding required. Drag these objects into your map for the player to pick up and use. Pulverize your enemies with a machete, .22 pistol, combat shotgun, MP5 submachine gun and an M4 carbine. Each weapon includes sounds, effects, animations, and scripted behavior that make it ready-to-use in your Leadwerks games.
     
    The pack can be purchased with a 15% discount during the launch period.
     


  23. Admin
    Our first character pack for Leadwerks has been released. The Zombie Character Pack DLC is now available on Steam for $29.99, with a 15% launch discount.
     

     
    The Leadwerks Zombie Character Pack provides you with a horde of undead monsters to slay. Fight your way through the flesh-eating mob or pit them against each other in an all-zombie brawl to the death. All characters are fully scripted and ready to use in Leadwerks, with no programming required. Just drop them into your map and press play!

    Contents
    Five zombie character models from various walks of life.
    Idle, death, walk, run, and two attack animations.
    All associated materials, textures, and sounds.
    Integration with default Leadwerks AI script.


    Installing the DLC
    To install this DLC, select the Workshop > Manage AddOns menu in the main window. Select this DLC in the list, press the Install button, and your items will be available in the editor. 

     

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