Leadwerks Engine was designed from the beginning to be as easy to use as possible, without ever sacrificing power. The engine is offered as both a dynamic linked library (DLL) and BlitzMax module. Official support is included for C, C++, C#, and BlitzMax, as well as community-supported extensions for Delphi and Purebasic. A header is provided for pure procedural C, while the LEO (Leadwerks Engine Objects) library provides an object-oriented framework for advanced programmers.
Code the Way You Want
The Leadwerks Engine DLL can be used with virtually any programming language. Choose from a procedural or object-oriented interface.
New Lua Integration
Leadwerks Engine now features support for the popular scripting language Lua. Scripts can be attached on a per-object basis, or an entire program can be written in Lua.
Compressed File Packages
You can load files directly from zip packages with the abstract file system. An optional password can be used to protect your game assets.
Asset Management
All media assets are automatically instanced and managed by the engine. When the user calls LoadMesh("mymesh.gmf") twice, an instance of the reference object is automatically returned and rendered with fast GPU batching. The moment a mesh, model, texture, shader, or material are no longer referenced by the user or any other objects (i.e. a material applied to a mesh) the asset will be deleted from memory. The abstract file system allows the user to load any kind of file without knowing exactly where in the game directory it exists. This is done by specifying the "abstract" file protocol.
For example, the following two lines will both return instances of the same material:
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