We've worked closely with the staff of Newton Game Dynamics to help test and develop Newton Archimedes, a next-gen multicore-optimized physics solution for superior performance and stability. We've also developed a flexible and stable physics-based player controller class to let you get started right away making games.
Bodies
Bodies are the basis of physics in Leadwerks Engine. Boxes, cylinders, cones, spheres, capsules, chamfer cylinders, triangle meshes, convex hulls, and compound objects are all supported. The engine command set gives you control over forces, velocity, torque, elasticity, friction, and all other important physics settings.
Joints
A wide variety of joints are supported. Make complex contraptions using hinge, ball and socket, slider, corkscrew, fixed, and universal joints. Joint limits can be used to limit the range of motion. You can even attach character bones to physics bodies to make a ragdoll.
Character Controllers
A finely tuned character controller class lets you dive right into making your game instead of fighting with the physics system. When setting out to design our character controller, we had a few requirements in mind:
Controllers should not slide down slopes below a maximum slope angle.
Controllers should climb obstacles below the maximum step height.
Climbing should be instant, with no loss of horizontal velocity, or "struggling" to climb stairs.
Controllers should be able to interact with other physics bodies.
Controllers should be able to push and be pushed by physics bodies.
Jitters and other glitches were absolutely unacceptable; player control must feel smooth and fluid.
After spending many months on the problem we achieved excellent results.
Vehicles
Leadwerks Engine features physics-based vehicles, with support for any number and configuration of tires. Our easy-to use vehicle command set makes it a snap to create trucks, cars, tractors, motocycles, or anything else you can imagine.
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