I wanted to work on something a bit different, and this sure is different. I've got a framework of a new particle system worked out. What's really special about this system is the amount of interactivity the particles will allow.
Particle-particle collisions (repulsion)
Particle-particle cohesion (fluids with surface tension)
Instead of just being a visual effect, I want our new particles to be fully interactive with physics so that particl
Premake is multiplication project maker.Unlike CMake, it simply generates a project file for the given IDE giving you a clean result. You only need the one light weight executable and a lua script for this to work. I've spent today setting it up with Leadwerks. I haven't tested Linux yet, but it should work.
My premake5.lua file:
g_LeadwerksHeaderPath = "./Engine/Include"
g_LeadwerksLibPath = "./Engine/Libs"
-- Include Directories
Putting all the pieces together, I was able to create a GUI with a sprite layer, attach it to a camera with a texture buffer render target, and render the GUI onto a texture applied to a 3D surface. Then I used the picked UV coords to convert to mouse coordinates and send user events to the GUI. Here is the result:
This can be used for GUIs rendered onto surfaces in your game, or for a user interface that can be interacted with in VR. This example will be included in the next beta upd
I have been working on 2D rendering off and on since October. Why am I putting so much effort into something that was fairly simple in Leadwerks 4? I have been designing a system in anticipation of some features I want to see in the GUI, namely VR support and in-game 3D user interfaces. These are both accomplished with 2D drawing performed on a texture. Our system of sprite layers, cameras, and sprites was necessary in order to provide enough control to accomplish this.
I now have 2D drawin
In Leadwerks 4, render-to-texture was accomplished with the SetRenderTarget command, which allowed a camera to draw directly to a specified texture, while hiding the underlying framebuffer object (FBO). In the new engine we have a bit more explicit handling of this behavior. This is largely in part due to the use of Vulkan's bindless design, which greatly improves the context-binding design of OpenGL. The Leadwerks "Buffer" class was never documented or officially supported because the underlyin
I think I've finally finished my approach in input for my project. This is the final result.
//========= Copyright Reep Softworks, All rights reserved. ============//
int main(int argc, const char* argv)
auto window = CreateGameWindow("GameTemplate");
auto world = CreateGameWorld(window);
2019 was slow year for my gamedev hobby.
Forth community project really has some good original content, i will make sure it gets released in a form or another.
Still working on my game when i find the time.
Lurking around and reading about leadwerks 5 progress heh, go Josh!
Maybe we get another tournament after Le5 is release Somehow the tournament gives good motivation to make games.
Cheers to everyone and a good new year.
Some pulsating text examp
It's 2020, and we are officially now living in the future. I predict a 1980s neon / Cyberpunk will start to manifest in real life as the number of this decade starts to imprint on peoples' minds.
In fact, it has already begun. Tesla will be remembered as the start of this trend.
I am happy with this direction because pretty much all entertainment and style has sucked since the late 1990s. Installing some microchip neural enhancement implants is a small price to pay in order to g
The GUIBlock structure now has an iVec4 "clipregion" member. This allows you to set a clipping region around a block to prevent it from drawing outside the region. The region will automatically be shrunk to show only the visible area of the widget, within the visible area of its parent. The purpose of this is to prevent text from overflowing outside of the widget. I found this necessary because the multi-line text area widget involves the dynamic creation of different persistent 2D elements, and
I focused my imagination on game art, trying to create a beautiful world where players may want to explore and drive.
The first quest could be: Find a way out of the forest.
Here is a little showcase of what I made:
An update is available for Leadwerks Game Engine 5 beta. The GUI system is now working with support for the following items:
Text field (editable, single line)
Text area (multiline, read-only, allows text selection)
The GUI scripts use a system of "blocks". You can add a solid rectangle, a wire rectangle, (both support rounded corners) or a text block.
The drawing hierarchy is not yet respected, so
I'm back from I/ITSEC. This conference is basically like the military's version of GDC. VR applications built with Leadwerks took up about half of Northrop Grumman's booth. There were many interesting discussions about new technology and I received a very warm reception. I feel very positive about our new technology going forward.
I am currently reworking the text field widget script to work with our persistent 2D objects. This is long and boring but needs to be done. Not much else to
Here are some screenshots showing more complex interface items scaled at different resolutions. First, here is the interface at 100% scaling:
And here is the same interface at the same screen resolution, with the DPI scaling turned up to 150%:
The code to control this is sort of complex, and I don't care. GUI resolution independence is a complicated thing, so the goal should be to create a system that does what it is supposed to do reliably, not to make complicated things s
The prototype of a four-wheeled vehicle is completed, where the third person player can get on and off the vehicle by pressing the E key. To move the vehicle either forward or backward, is done with the keys W, and the key S, to brake with the space key. And the principle is the same as when driving the character, a third person camera goes behind the car orbiting 360 degrees.
I don't think the vehicle is that bad, but I'm absolutely sure it can be improved. The idea is that this expl
A new beta is available with the following changes:
Script prefixes are now changed to lowercase entity:Update(), entity:Start(), etc., as well as widget:Draw(), etc. This is because Entity() and Widget() are going to be functions to cast an object to that type.
Sprites are now created on a sprite layer object. A sprite layer is created in a world and added to a camera. This allows control over what camera sees what set of sprites. See the examples for details.
GUI system i
I did a little experiment with FPS Creator Pack #75 by upsampling the images with Gigapixel, which uses deep learning to upsample images and infer details that don't appear in the original pixels. The AI neural network does a pretty impressive job, generating results that are look better than a simple sharpen filter: I doubled the size of the textures to 1024x1024. Then I generated normal maps from the high-res images using AMD's TGA to DOT3 tool, and saved the normal maps with BC5 DDS compressi
DPI scaling and the 2D drawing and GUI system were an issue I was a bit concerned about, but I think I have it worked out. This all goes back to the multi-monitor support that I designed back in September. Part of that system allows you to retrieve the DPI scale for each display. This gives you another piece of information in addition to the raw screen resolution. The display scale gives you a percentage value the user expects to see vector graphics at, with 100% being what you would expect with
For finer control over what 2D elements appear on what camera, I have implemented a system of "Sprite Layers". Here's how it works:
A sprite layer is created in a world.
Sprites are created in a layer.
Layers are attached to a camera (in the same world).
The reason the sprite layer is linked to the world is because the render tweening operates on a per-world basis, and it works with the sprite system just like the entity system. In fact, the rendering thread uses the
As you may have known, I've been dabbling with input methods for a while now using SDL2. Since then, I've learned how to do similar functions using the Leadwerks API. The goal was to make a inout system that's easily re-bindable, and allows for controllers to "just work". My first research of a goof system comes from a talk at Steam DevDays 2016 as they discuss how to allow integration with the Steam Controller.
My thought was: "If I can create my own Action System, I can
There has been some discussion regarding on how to set collision shapes for your models. For 95% of models, you should be building shapes with the Model Viewer as described here. In some cases, the model artist might want a custom shape to be made. In this post, I'll be going over how I import models into Leadwerks, and building custom shapes.
A few notes first. I use Blender; Blender 2.79b to be exact. I haven't get got the hang of 2.80 and until the new engine's art pipeline is fully onli
The prototype is finished, and the mechanics of the game can be given way. It has established a desert terrain in the form of dunes, this implies that there are no cannons or anything similar, because Leadwerks does not allow a terrain to cast shadows on that same terrain and this looks visually rare.
So the terrain is like low-slope dunes. On the other hand, I think the texture of the terrain is already the definitive one, with the possibility of changes and suggestions on the part of tho
It's interesting that when you become an expert on something, you're not sparing any effort to see how something works, but rather you're focusing on creating something. And so everything becomes easier.
At this point of learning there is a glimpse of a low idea of creating a game, but the secret of all this is to keep it simple and to be very clear that a game is a game, and not an exact simulation of the real world. For example anyone who has a low idea of the red planet, will understand
EAX audio effects for supported hardware.
Source class renamed to "Speaker".
Plane joint for 2D physics, so now you can make Angry Birds with Vulkan graphics.
Fixed DPI issues with fullscreen mode.
Added impact noise to barrels, fixed Lua collision function not being called.
Script functions now start with "Entity:" instead of "Script:", i.e. Entity:Update() instead of Script:Update().
Additionally, four examples can be run showing var