Work in Progress
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Leadwerks 3.5 Indie Drawing 2D Polygons
Work in Progress - Started by Steam Community,
Playing around with creating regular and star polygons with geometry shaders by using context:Plot(x,y) to determine polygon center. -
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Multithread map loading
Work in Progress - Started by Steam Community,
Experimental background loading of maps. Limitations: - Maps must have no terrain - Only 2D Drawing for the loading screen -
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Player controller with multiple views
Work in Progress - Started by Steam Community,
A super alpha version of an all in one player controller. And a small appearance of my test ai system. -
Per-bone Animation
Work in Progress - Started by Josh,
First pass at per-bone animations, combining upper body and lower body actions.
This is all it takes to control this animation:
//Load a model auto model = LoadModel(world, "Models2/merc/merc.mdl"); auto bone = model->skeleton->FindBone("spine_01_Military_Male"); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { if (window->KeyDown(KEY_UP)) { model->Animate("walk", 0.4); } else { model->Animate("idle", 0.4); } if (window->KeyHit(KEY_SPACE)) model->Animate("shoot", 0.25, 100, ANIMATION_ONCE, 0, bone); world->Update(); world->Render(framebuffer); }
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Josh vs. Spidermonkey in VR
Work in Progress - Started by Steam Community,
First pass at OpenVR implementation in Leadwerks with HTC Vive. -
Crystal Cave
Work in Progress - Started by Steam Community,
Check out this video's YouTube channel for more info. -
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Mud and tire effects (with shader)
Work in Progress - Started by Marcousik,
I'm really happy about this
At the moment the effect is only applied at the one tire forward right of the truck.
It seems the mud is moving with the tire.
Thx and credit @havenphillip for basis shader
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Astrocuco DevLog
Work in Progress - Started by Yue,
My video game in development using Leadwerks video game engine. An adventure in development.
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Ocean Rendering (WIP)
Work in Progress - Started by klepto2,
A first sneak peek for an realtime ocean renderer in UltraEngine.
Features:
FFT-Waves WhiteCaps Refraction / Transparency PBR Lighting model Quadtree based Frustumn subdivision for endless ocean rendering Todos:
Shore and object based waves and foam buoyancy and height readback flow maps