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Development

Posted by Josh Klint, 23 January 2015 · 437 views

I've been working on water.  It's a challenge to get it to work properly with the post-effects stack and lighting, something I never did quite right in Leadwerks 2.  However, the results are turning into the best implementation of water I've ever made.
Water blends naturally with post-effects stack.
Water reflection/refraction...


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Selective file inclusion (continued)

Posted by Josh Klint, 08 January 2015 · 388 views

Based on a little observation, I've made the following changes to the publish routine on the beta branch:

The FPS Player script has been updated so that the footstep sound files are explicitly named, so they don't get missed in the publish step.  You will need to update your project to get the new script (or just copy FPSPlayer.lua to your...


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Selective File Inclusion (Beta)

Posted by Josh Klint, 07 January 2015 · 369 views

A new update on the beta branch on Steam adds selective file inclusion on publishing a project.  This works by scanning map files and building a list of required files, and only packing up files that are actually used in your game.  Here's how it...


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Full Steam Ahead

Posted by Josh Klint, 04 January 2015 · 453 views

The standalone version of Leadwerks is no longer being updated.  If you have a license for Leadwerks 3.1+ standalone version, you can exchange your registration key for the Steam version.  Please contact support and include your Leadwerks registration key.

The Steam edition of Leadwerks...


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Beta update available

Posted by Josh Klint, 04 January 2015 · 368 views

A new update is available on the beta branch.

The FPS player script has been fixed to allow throwing of objects when he is not holding a weapon.

The script flowgraph system's behavior with prefabs has been changed.  Script connections between prefabs will no longer be locked in the prefab file, and can be made in the map itself.  The map version has...


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2015 Plans

Posted by Josh Klint, 01 January 2015 · 759 views

Well, 2014 was a huge year for Leadwerks.  We left mobile and refocused on PC gaming, released an experimental Lua-only version of Leadwerks on...


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Collapsing Models

Posted by Josh Klint, 27 December 2014 · 313 views

I frequently come across models that have an excessive hierarchy of unnecessary limbs.  This causes rendering to be slower and memory usage to be higher than it needs to be.  If great numbers of the model are used in the scene, these problems can be significant.  The windmill model below contains a pretty complex hierarchy.



A new...


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Merry Christmas, and another beta update

Posted by Josh Klint, 24 December 2014 · 342 views

Merry Christmas!  Here's an update on the beta branch.
The previous update was mistakingly supplied with the Debug DLL for Windows.  This has been fixed.  (Good thing we have a branch for testing!)
The internals of the Workshop system have been completely rewritten to support Workshop items in any folder.  The editor will also no...


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Beta Update available

Posted by Josh Klint, 23 December 2014 · 328 views

Two new commands are available:
This...


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The Workshop

Posted by Josh Klint, 21 December 2014 · 350 views

The Leadwerks Workshop has been evolving over the last year, and here I will talk about how it came about and where we are going with this.

What We've Learned
Use of the Leadwerks Workshop has increased since the last major revision.  Encouraged by this, I have added additional tools that make it easier to make models game-ready, like convex...






January 2015

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