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Beta update available with deferred decals

Posted by Josh Klint, 28 July 2015 · 198 views

An update is now available on the beta branch.

A new decal entity type is available.  Decals are used to project an image into surrounding geometry.  A decal requires a material using a decal shader, located in the "Shaders\Decals" folder.  The FPSGun.lua script has been updated to add bullet marks and gunshot wounds to objects a bullet...


Leadwerks 3.6 Roadmap

Posted by Josh Klint, 18 July 2015 · 476 views

I've got a pretty good idea of what features I want to pack into Leadwerks Game Engine 3.6, and I'm ready to share them with you now.

Just about all the simple easy features I think I can implement are already built into Leadwerks, but there are some bigger more involved things I want the engine to support.  Instead of doing these one at a time, I...


Beta Update available

Posted by Josh Klint, 11 July 2015 · 373 views

Things are very good on the business side of Leadwerks, so I wanted to take some time right now for some research and development so I can give you guys some new and shiny features.  It's very interesting to me how the design of Leadwerks 3 has laid a foundation that allows us to do lots of new things that have never been done, and now I am getting to...


Beta update available

Posted by Josh Klint, 08 July 2015 · 431 views

A new build is available on the beta branch with the following changes:
  • Fixed sidepanel tab switching bug.
  • Improved compatibility with intel graphics.
  • Fixes instance rendering bug with instance count over 256.
  • Added terrain hardware tessellation.

To enable hardware tessellation, select the Tools > Options menu item,...


Terrain Tessellation

Posted by Josh Klint, 07 July 2015 · 376 views

Our "dynamic megatexture" terrain system contains a lot of powerful capabilities we haven't yet been able to tap into.  One advantage of this approach is that it works extremely well with hardware tessellated terrain.  In fact, our terrain system was originally designed with this in mind, which is the main reason we have a slot allocated for a...


Vegetation Research - Pt 2

Posted by Josh Klint, 04 July 2015 · 439 views

The Leadwerks 2 vegetation system used a grid of "cells" that each contained a quantity of vegetation instances.  If the cell was close enough, each instance was checked against the camera frustum like a regular entity and then all visible instances were rendered in a batch.  Cells that were further away were collapsed into a single surface...


Vegetation Research

Posted by Josh Klint, 01 July 2015 · 380 views

The Leadwerks 3 vegetation system is being designed to side-step the bottlenecks that limited the Leadwerks 2 vegetation system.  The Leadwerks 2 system involved large collections of 4x4 matrices for each instance, resulting in hundreds of megs of data stored with the map.  Eliminating this data results in small map sizes and reduction of memory...


The PC is changing

Posted by Josh Klint, 29 June 2015 · 557 views

PC towers have been about the same since they became popular in the 1990's, replacing the previous horizontal form factor:

Cases have gone from beige to black, but very little else has changed.

PC towers tend to be designed for the old ATX style motherboards,...



Posted by Josh Klint, 26 June 2015 · 513 views

There's basically two kinds of vegetation, trees and grass.

Grass is plentiful, ubiquitous, dense, but can only be seen at a near distance.  Its placement is haphazard and unimportant.  It typically does not have any collision.  ("Grass" includes any small plants, bushes, rocks, and other debris.)

Trees are fewer in number, larger, and can...


Reflections on the Steam Summer Sale

Posted by Josh Klint, 25 June 2015 · 325 views

It's been an eventful first half of 2015, and the second half promises to be just as exciting.  I'm happy to say the Steam summer sale was a big success.  I haven't done the calculation yet, but this year's sale did a lot more than last year, and we keep adding more and more new users.  So that makes me feel very good about the...

July 2015

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