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Dev Stuff

Posted by Josh Klint, 06 December 2016 · 0 views

I've been working to upgrade Leadwerks to the latest Newton Dynamics 3.14, and I want to change it so the engine imports Newton as a DLL.  This will allow the Newton developer to debug some of my applications when needed.

World Factions has raised an important bug / issue and this the best route to solve it.

I've been tinkering with some...


I'm Hiring

Posted by Josh Klint, 25 November 2016 · 393 views

I am looking to hire an artist to create modern AAA props, vehicles, and environments.  Character design and animations skills are good but not required.

You must be located near or willing to relocate to Odessa, Brno, Prague, Ostrava, or Bratislava.  You will work on-site with me, and must be able to communicate in Englsh.

This is a full-time temporary...


Beta update available

Posted by Josh Klint, 25 November 2016 · 185 views

I've updated the beta branch with a full build to address the following issues:
GI / water bug where everything would get brighter (the blend mode wasn't being reset to "solid").
"Cannot blit backbuffer" bug fixed.
VC .usr file added back into template, which contains info on the default working directory.  This is...


4.2 Beta

Posted by Josh Klint, 23 November 2016 · 491 views

An early build of Leadwerks Game Engine 4.2 beta is available on the beta branch on Steam.  This release will update the engine with the latest C++ tools and add new graphics and other features.
Visual Studio 2017 support
Compatible with the latest C++11 / GCC on Linux
Refraction: apply "Materials\Effects\glass.mat" onto...



Posted by Josh Klint, 22 November 2016 · 240 views

I'm hoping to add analytics to both the editor and the engine API.  I need to know how many people are actively using the engine on a week to week basis, and how many of those users are opening the Workshop browser in the editor.  There will be an option to opt out of stats collection (a real one, not like Windows 10), and even if you do allow stats to...


New Animation Commands

Posted by Josh Klint, 20 November 2016 · 329 views

I've built a modified version of ReepBlue's C++ animation manager class (based off my Lua script) into the engine.  This adds a new command and eliminates the need for the animation manager script.

void Entity::PlayAnimation(const std::string&...


Three New Features in C++11

Posted by Josh Klint, 19 November 2016 · 217 views

C++11 modernizes the C++ programming language with many new features and techniques.  Below are just a few of the new ways you can use C++ with Leadwerks.

You can automatically declare a new variable type by the data that is assigned to it:
auto i = 42; // i is an int
auto l = 42LL; // l is an long long
auto p = new foo(); // p is a...


C++11 for Linux

Posted by Josh Klint, 19 November 2016 · 182 views

The beta branch now contains an update that adds C++11 support for GCC on Linux.  To use this you must enable C++11 support in the compiler settings in Code::Blocks.  Select the Settings > Compiler and Debugger... menu item and then check the box indicated below.

All new projects created from the Leadwerks templates...


Visual Studio 2017 Support

Posted by Josh Klint, 17 November 2016 · 323 views

The beta branch of the professional version is upgraded to use Visual Studio 2017.  You can download the release candidate for free here:

Your existing projects should work with VS 2017 with no changes, but you might want to hold off...


Beta update available

Posted by Josh Klint, 16 November 2016 · 203 views

An update is available which fixes compatibility with newer versions of GCC with the fix discussed here.  Thanks to aiaf for finding the solution.

December 2016

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