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Admin

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  1. If we have 3.1 indie will we have an option to upgrade over steam?

    Yes, a DLC will be available on Steam soon.

     

    I preordered, is it possible to have both?

     

    OLD style and steam?

     

    Asking because I might want to use workshop in future, but I'm no fan of steam.

     

    So that if I desire to install LE I might install it over steam or without steam.

     

    OFC it will happen that I'll install LE more than just once.

    1. Windows so that I translate my Unity projects to LE.

    2. Linux.

    and if I'll want to change the distribution or hardware or whatever I'll install it 3 or more times.

    For now I ask that you pick one or the other. Either way, you can install Leadwerks on a Windows and Linux machine simultaneously.
  2. Leadwerks 3.1 is shipping soon. The standalone version of Leadwerks 3.1 uses the same update system previous versions used.

     

    Steam Key Option

    If you pre-ordered Leadwerks 3.1 you have the option to have a Steam key sent to your email, instead of the old-style registration key. Please send an email requesting this, from the email address you used to order. You will be sent a Steam key for Leadwerks Game Engine: Standard Edition. Once these are entered into your account on Steam, you will not need to store them anywhere.

     

    Leadwerks 3.1 on Steam is the same as the standalone, but provides access to the Steam Workshop when it launches. It also gives you the ability to publish images and videos straight to Steam and Leadwerks.com, use Valve's Steam Controller, and may include additional features in the future.

  3. The version of the phone OS like for example can i only develope for ios 6 or is it also for ios 7.

    Sry if im getting things mixed up. English is not my native language.

    We're rolling out 3.1 one platform at a time. It does not presently support mobile.
  4. I think Leadwerks 2 (and 3) would actually scale pretty well there, because the rendering bottleneck is in the number of pixels. So rendering two views across a smaller area results in the same number of pixels being shaded and processed. The major trick would be to only render the directional light shadows once, and expand the view frustum slightly to encompass both view volumes.

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