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Leadwerks Engine :: Tutorials

This section contains Leadwerks Engine tutorials aimed at beginners, intermediate and advanced users.

Lua Tutorials

Getting Started with Lua Script
BEGINNER
This article demonstrates how to write a simple Lua script program with Leadwerks Engine.

C++ Tutorials

Getting Started with C/C++
BEGINNER
This article demonstrates how to create a project for Microsoft Visual C++, and how to write a minimal program.

Rendering Lights
BEGINNER
This article explains how to render deferred lighting in Leadwerks Engine.

Camera Controls
BEGINNER
This article explains how to implement camera controls to look and fly around a scene.

Introduction To Meshes
BEGINNER
This article explains three ways of creating meshes, and how to construct meshes from scratch.

Introduction To Bodies
BEGINNER
This article demonstrates use of bodies, which form the basis of physics in Leadwerks Engine.

Introduction To Sound
BEGINNER
Sound is second only to sight as our most important sensory experience. In games, sound subtly communicates information about our surroundings to us, like where we are and even the material our surroundings are made of.

The Abstract File System
BEGINNER
Leadwerks Engine provides a simple mechanism for loading files without knowing their exact paths, and can load files from compressed packages.

Introduction To Models
INTERMEDIATE
Models are the main object type in Leadwerks Engine. They combine physics bodies, meshes, and LOD.

Materials And Shaders
INTERMEDIATE
Convincing materials are a combination of both good artwork and skilled programming. Leadwerks Engine includes a library of advanced shader effects an artist can choose from, as well as a flexible framework with which new effects can be added.

Transparency and Refraction
INTERMEDIATE
This lesson will show how to render alpha blending in a second pass, and how this approach can be easily extended to render refraction effects.

Introduction to Particles
INTERMEDIATE
Particles can be used to simulate fire, smoke, water, and other fluid and gas effects. An emitter entity emits a stream of particles. Emitter settings can be used to display many different kinds of effects. This tutorial will explain emitter creation and rendering, and various emitter settings.

Heat Haze
INTERMEDIATE
Heat haze is an effect that simulates the refraction of light as it passes through a temperature gradient. It�s a subtle but impressive effect that can make games look much more interesting.

Making a Spectator
INTERMEDIATE
Many multiplayer games allow the player to view the action passively, as a free-flying non-interacting spectator. Spectator mode usually enables collision between the scene and the camera, although the spectator should not be able to interact with or affect any aspect of the game.

Character Controllers
INTERMEDIATE
Character controllers are an important yet often overlooked feature for any 3D development package. Leadwerks Engine provides a robust and stable character controller that interacts seamlessly with other physical objects. This controller can be used for any character, whether the input comes from the keyboard, AI, or a remote player in a networked game.

Introduction to Animation
INTERMEDIATE
Animation is used to create living beings in the virtual world of a computer game. Leadwerks Engine features a flexible skinning and animation system that supports animation transitions, blending, procedural interpolation, and allows use of ragdolls and other physics-based motion.

Rendering Sky
INTERMEDIATE
In an outdoor scene, the sky takes up approximately 50% of the view, on average. Fortunately believable real-time skies are easy to render. Cloud effects help to create the illusion of an infinite atmosphere. We're going to use two worlds to render the sky. The sky will be created in a background world and rendered first. The rest of the scene will be rendered on top of this in a second pass.

Collision and Raycasting
INTERMEDIATE
Collision and raycasting are the primary techniques with which a programmer interacts with the physical world of a game. These techniques form the basis of most gameplay mechanics. Ballistics and artificial intelligence rely heavily on raycasting, while triggered sequences and other features require a robust collision system. This lesson will build a foundation upon which further lessons will demonstrate advanced gameplay mechanics.

Loading a Scene
INTERMEDIATE
Until now, we have manually placed lights and other entities in our programs with code. In this lesson we are going to learn how to load a scene created in the world editor. This provides a more useful general-purpose template that can be built upon and extended to make games.

Post-Processing Effects
ADVANCED
Advancements in graphics hardware now allow full-screen effects to be performed on a rendered image, to create a wide variety of effects. When used properly, post-processing effects can give a cinematic quality to computer graphics.

Rendering Water
ADVANCED
Realistic water is one of the most sought after effects in real-time graphics. In this lesson we will learn how to render water similar to that found in the games Half-Life 2 and Bioshock. We will also implement buoyancy physics to make objects float.

Triggers and Events
ADVANCED
Leadwerks Engine provides a set of commands and callbacks that can be used to handle a wide variety of game events and actions. These simple interactions form the basis of advanced gameplay mechanics.



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