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Hello Mac

Posted by Josh Klint, 21 October 2016 · 186 views

Being reasonably confident that my GUI design will work on Windows and Linux, I wanted to make sure it would also work for Mac computers.  The first step was to compile Leadwerks Game Engine in Apple's Xcode IDE.  Like Visual Studio and...


The Ancient Forbidden Knowledge of X11

Posted by Josh Klint, 17 October 2016 · 366 views

The most interesting thing about the development of Leadwerks is digging into low-level X11 libraries that no one really understands.  If the stock answers of "use GTK" or "use QT" were sufficient, this project would not be necessary.  No...


Digging Deeper

Posted by Josh Klint, 16 October 2016 · 242 views

The general GUI elements for LeadwerksGUI are more or less done, and I have turned my attention to another problem.  The LeadwerksGUI system is built around the notion that GUI widgets have a discrete bounding box in which they are contained.  All events and drawing occur within these bounds, which are further constrained by either their parent widget's...


Steam Dev Days 2016

Posted by Josh Klint, 15 October 2016 · 420 views

I got back last night from Steam Dev Days 2016 in Seattle.  This year focused heavily on VR, with Valve mentioning they are working on a new unannounced title built for VR.  Valve also announced Steamworks will begin supporting the PS4 controller, with other controller support in the...


Pre-Steam Dev Days small update

Posted by Josh Klint, 10 October 2016 · 280 views

A small update is available on the beta branch.  This just changes it so that surfaces using the leaves or groundplant vegetation shader will be skipped when computing a convex decomposition.  This was implemented specifically to make it easier for Nenero to get his Tree Pack...


Top Sellers in the Leadwerks Workshop Store

Posted by Josh Klint, 23 September 2016 · 423 views

These are the top-ten top grossing items in the Leadwerks Workshop Store over the last three months:
  • Nature Model Pack
  • SciFi Materials 1
  • Modern Sewer Construction Kit
  • Zombie Action Figures
  • Old Furniture Pack
  • SciFi Materials 5
  • Mercenary Action Figure
  • Morgue
  • Strike Troop
  • The Stalker

First of all, we can see that...


Leadwerks Game Launcher on Linux

Posted by Josh Klint, 07 September 2016 · 411 views

If you opt into the beta branch of Leadwerks Game Launcher on Steam, you can now try the application out on Linux, using the new LeadwerksGUI user interface.

LeadwerksGUI is a cross-platform GUI library that features DPI scaling for any resolution, supporting 4K and retina...


Rendering Text on Linux with Xft

Posted by Josh Klint, 06 September 2016 · 359 views

Diving into the innermost workings of the Linux operating system is a pretty interesting challenge.  Pretty much nobody nowadays implements anything with raw X11 anymore.  They use QT, SDL, or for drawing Cairo, with Pango for text rendering.  The thing is, all of these libraries use X11 as the backend.  I need full control and understanding over what my...


Preparing Leadwerks for the Future

Posted by Josh Klint, 06 September 2016 · 467 views

In this blog I am going to explain my overarching plan to bring Leadwerks into the future and build our community.

First, regarding technology, I believe VR is the future.  VR right now is basically where mobile was in 2006.  The big publishers won't touch it and indies have a small but enthusiastic market they can target without fear of competition...


A first look at Leadwerks GUI on Linux

Posted by Josh Klint, 05 September 2016 · 275 views

Below you can see LeadwerksGUI running nicely on Ubuntu.  Once we get through the window and event code, the GUI code acts exactly the same on Linux and Windows.  The behavior of the widgets is reliable and double-buffered rendering makes the appearance perfectly solid.  Image loading is not working yet, but you can see the vector graphics are working...

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