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Expansion

Posted by Josh Klint, 26 March 2015 · 279 views

Jorn Theunissen has been hired on a part-time basis to help design a new set of documentation for Leadwerks.  We're taking a top-down approach whereby he designs an outline that encompasses everything you need to know, assuming the reader starts with zero knowledge.  The goal is to explain everything in one set of information, down to the level of...


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Further refinement of physics shapes

Posted by Josh Klint, 22 March 2015 · 235 views

I added more options in the model editor for single convex hulls, polymesh, and no collision.  Also changed the physics render mode to wireframe so it's easier to see the physics and visual geometry together:



This makes it easier than ever to enable collision on a model, and it works better with the navmesh...


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Cleaning up physics shapes

Posted by Josh Klint, 21 March 2015 · 229 views

Before Leadwerks 3 existed, Leadwerks 2 used a little tool called "Phygen" to generate collision shape files for 3D models:



The user would input the parameters and then save that file with the same name as the model it was to be associated with, with the PHY file extension.  This was not a...


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Project Templates

Posted by Josh Klint, 21 March 2015 · 175 views

The project templates system is being revised.  Project templates are going to be oriented around game types rather than programming languages.

Picture is worth 1000 words:


If you have the standard edition, the common project files will still include the C++ files, so any new project you create will be usable in C++.


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Improving the Publish Game Dialog

Posted by Josh Klint, 17 March 2015 · 355 views

Leadwerks 3.4 (now coming up to 3.5) has retained the core design philosophy from it's inception with Leadwerks 3.0 of easy level design and simple Lua scripting, but has changed quite a lot in other ways.
Publishing of games to Steam Workshop wasn't even a thought until Leadwerks came to Steam in January 2014.  Consequently, the current publishing...


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Carve, hollow, and cleaning up the scene tree

Posted by Josh Klint, 15 March 2015 · 576 views

CSG carving now works very nicely.  The hardest part was making it work with the undo system, which was a fairly complicated problem.  It gets particularly difficult when brushes are in the scene hierarchy as a parent of something or a child of something else.  Carving involves the deletion of the original object and creation of new ones, so it is very hard...


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Leadwerks Game Player enters beta

Posted by Josh Klint, 15 March 2015 · 434 views

Leadwerks Game Player is now in beta.  If you recently posted a game on our site or entered one of the recent game tournaments, you were sent a pre-release Steam key to access the application.



Leadwerks Game Player provides you with a route to self-publish your games to Steam Workshop.  Because it is a free application, the...


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Dev Blog

Posted by Josh Klint, 06 March 2015 · 512 views

Documentation is being organized into a built-in help browser.  Documentation simply falls into two categories, "Tutorials" and "Commands".  Tutorials are laid out in a linear sequence of lessons divided into subchapters.  "Commands" displays the command reference, which remains pretty much the same as it is now, with the...


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Growing Leadwerks

Posted by Josh Klint, 02 March 2015 · 432 views

Growing Leadwerks As of this morning, the most recent Steam sale is now complete.  The sales figures were excellent and we picked up a lot of new users.  Most importantly, we've got a lot of new data on how people behave and what can be done to make them happy.

There's three stages a new Leadwerks user goes through to become a happy productive developer.  The first...


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3.4 Recap and Beyond

Posted by Josh Klint, 25 February 2015 · 978 views

I've got a couple days sales data from the 3.4 launch and it went well.  Our conversion ratio and all that boring businessey stuff is good, and I know more now than I did last week.  I think our intro video could use some updating and a little more professional polish, so I am looking for a video production company to create something new.

I was...






March 2015

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