Jump to content

Josh's Blog


Character Physics Improvements

Posted by Josh Klint, 31 August 2014 · 247 views

I update to latest version of Newton and did a lot of work on character physics.
All collisions below the step height will now be ignored, regardless of incline.
Character collision in general is much more stable and accurate.
Terrain collisions now work properly.
Character collisions using an adaptive method that will be much faster...


Update available on default branch

Posted by Josh Klint, 24 August 2014 · 207 views

A new update is now available on the default (stable) branch.  For a list of improvements and fixes, see my blog and the bug reports...


Change Map Example Added

Posted by Josh Klint, 19 August 2014 · 388 views

A new map called "09-Change Map.map" has been added to the example game.  This demonstrates how to use the new TriggerChangeMap.lua script to make your player progress from one level to the next.

In order to use this script, you must update your project with the new executables.  Select the File > Project Manager menu to open the Project...


New update available on beta branch

Posted by Josh Klint, 18 August 2014 · 345 views

A new update is available on the beta branch on Steam.

Pistol script bug fixed
A recent change in the way particle emitters are updated was causing an error where one-shot emitters would automatically release themselves while the engine was iterating through the list of emitters, causing a crash.  This has been fixed.

You must update your project...


Continued Development

Posted by Josh Klint, 15 August 2014 · 489 views

At this point I would like to share some plans with you on continued development over the next several months.  I generally avoid detailed roadmaps for two reasons:
It's more fun to announce something with a short notice than to say "we're going to do X, Y, and Z, by these dates...".  If people know too far in advanced they sort...


Animation Pipeline Improvements

Posted by Josh Klint, 03 August 2014 · 387 views

I've been doing some work with animated models lately, and encountered some of the difficulties people have mentioned with model animations.  It's not really hard to do, but there are things we can do to make the process faster when dealing with lots of animations.  This video explains some of the changes I made to make it easier to get animated...


Building Character

Posted by Josh Klint, 11 July 2014 · 568 views

My goal with Leadwerks 3 has always been to give the people what they need to make playable games.  What they really need.  Creative projects are interesting because it's easy to get derailed.  You can lose interest in an idea, or you might avoid a critical problem you don't know how to solve, and instead spend time doing fun little things...


Workshop is out!

Posted by Josh Klint, 19 June 2014 · 359 views

After an extended period of testing, the Leadwerks Workshop on Steam is now available.  I'm really happy about this because it fundamentally changes the way we work together.  Content authors have more of a sense of "ownership" of their items, and it's easy for them to get feedback and update their subscribers.  More features are always...


A Week in Seattle: Steam VR, Gas Works, and the Strawberry Moon

Posted by Josh Klint, 16 June 2014 · 446 views

Last week I travelled to Seattle for a few days to lay some groundwork for the future of Leadwerks Software.  During the week I tried out Valve's VR hardware, visited a gassification plant, and survived a trifecta of astrological phenomenon.

Steam VR

Although I attended Steam Dev Days, I did not get a chance to demo Valve's virtual reality...


Werkspace Banners are Back

Posted by Josh Klint, 16 June 2014 · 386 views

I'm pleased to announce the return of the much-beloved header banners.  They now scale across the width of the page, similar to the profile images on Twitter and Google+.

To add a banner image of your own, click the ]submit a banner link in the site footer.  I recommend JPEG images with a...

September 2014

 1 2 3456

Search My Blog