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Vehicle WIP in Leadwerks 4.6

Here's a look at the new vehicle system that is being developed. The API has been simplified so you simply create a vehicle, add as many tires as you want, and start using it. The AddTire() command now accepts a model and the dimensions of the tire are calculated from the bounds of the mesh. class Vehicle { int AddTire(Model* model, bool steering=false, const float spring=500.0f, const float springrelaxation = 0.1f, const float springdamping = 10.0f); void SetGas(const float accel); void

Josh

Josh

Peer-to-peer Networking in Leadwerks Game Engine 4.6

I'm wrapping up the new multiplayer capabilities for Leadwerks 4.6, and I am very excited about what this offers developers. We saw previously how the lobby system is used to create or join games, and how to retrieve Steam IDs for messaging. Once we have joined a game we can start sending messages with the P2P::Send command, which includes a few overloads: static bool P2P::Send(uint64 steamid, const int messageid, const int channel = 0, const int flags = 0); static bool P2P::Send(uint64

Josh

Josh

Introducing Voice Chat in Leadwerks 4.6

The next update will include a new networking system with built-in voice chat for multiplayer games. Voice communication is built into your game and can be enabled simply by turning it on when a specific key is pressed: void Voice::SetRecording(window->KeyDown(Key::T)) You can selectively filter out users so your voice only gets sent to your own team or to a specific player: void Voice::SetFilter(const uint64 steamid, const bool state) When another player sends their voice

Josh

Josh

Introducing the Lobby System in Leadwerks 4.6

The new Lobby system in Leadwerks 4.6 allows you to create a public listing of your multiplayer game for others to join. This uses the Steamworks library. You can tap into the Steamworks lib by piggybacking on the default "SpaceWar" example game, which uses the Steam app ID 480. This is set up by default when you create a new Leadwerks project. Now you might think of a lobby as a place where people hang out and chat before the game starts. You can treat it like this, but it's best to keep t

Josh

Josh

Leadwerks Game Engine 4.6 Beta Available

A new build is available on the beta branch. This changes the model picking system to use a different raycasting implementation under-the-hood. Sphere picking (using a radius) will also now correctly return the first hit triangle. You will also notice much faster loading times when you load up a detailed model in the editor! Additional parameters have been added to the Joint::SetSpring command: void Joint::SetSpring(const float spring, const float relaxation = 1.0f, const float damper =

Josh

Josh

FBX Converter Updated

A small update has been published to the default branch of Leadwerks Game Engine on Steam. This updates the FBX converter so that the scene units (meters, feet, etc.) are read from the file and used to convert the model at the proper size. Previously, the raw numbers for position, scale, and vertex positions were read in as meters. The new importer also supports both smooth groups and per-vertex normals, so models can be imported more reliably without having to recalculate normals. An error

Josh

Josh

Ultra Engine Beta Updated

An update is available for the new Turbo Game Engine beta. Fixed compiling errors with latest Visual Studio version Fixed compatibility problems with AMD hardware Process is now DPI-aware Added high-resolution depth buffer (additional parameter on CreateContext()). Subscribers can download the new version here.

Josh

Josh

Leadwerks Software to Assist NASA Building VR Applications

TLDR: I made a long-term bet on VR and it's paying off. I haven't been able to talk much about the details until now. Here's what happened: Leadwerks 3.0 was released during GDC 2013. I gave a talk on graphics optimization and also had a booth at the expo. Something else significant happened that week.  After the expo closed I walked over to the Oculus booth and they let me try out the first Rift prototype. This was a pivotal time both for us and for the entire game industry. Mobi

Josh

Josh

Ultra Engine Beta Update

The Turbo Game Engine beta is updated! This will allow you to load your own maps in the new engine and see the speed difference the new renderer makes. LoadScene() has replaced the LoadMap() function, but it still loads your existing map files. To create a PBR material, insert a line into the material file that says "lightingmodel=1". Blinn-Phong is the default lighting model. The red and green channels on texture unit 2 represent metalness and roughness. You g

Josh

Josh

Beta Branch Updated

The beta branch has been updated. The following changes have been made: Rolled beta branch back to release version, with changes below. Added new FBX converter. Fixed Visual Studio project template debug directory. Fixed Visual Studio project template Windows Platform SDK version problem. If everything is okay with this then it will go out on the default branch soon.

Josh

Josh

Summer Game Tournament Roundup

Here are the results of the Summer Games Tournament. Make sure you update your mailing address, because posters are being sent out immediately! Invade The arcade classic "Space Invaders" has been re-imagined with modern graphics and cute 3D aliens! Constanta Constant is an abstract game about capturing cubes. Make sure you read the instructions! Death Rooms Procedurally generated levels and a lot of interesting rooms make this FPS worth trying. Watch out for traps

Josh

Josh

View Your Sales in Leadwerks Marketplace

You can now view detailed sales records of your game assets in Leadwerks Marketplace. First, log into your Leadwerks account and navigate to the Leadwerks Marketplace main page. In the bottom-right, below the categories, a link to your paid files will appear. Here you can see a list of all your paid items: When you click on an item, you can see a list of people who have purchased it, along with sales dates. If you wish to give a free license to any member for any

Josh

Josh

How to Request a Payout from Leadwerks Marketplace

Some of you are earning money selling your game assets in Leadwerks Marketplace. This quick article will show you how to request a payout from the store for money you have earned. First, you need to be signed into your Leadwerks account. Click the drop-down user menu in the upper right corner of the website header and click on the link that says "Account Balance". On the next page you can see your account balance. As long as it is $20 or more you can withdraw the balance into you

Josh

Josh

Introducing Leadwerks Marketplace

Steam Workshop was a compelling idea to allow game asset authors to sell their items for use with Leadwerks Game Engine. However, the system has turned out to have some fundamental problems, despite my best efforts to work around it. Free items are not curated, causing the store to fill with low quality content. Some people have reported trouble downloading items. The publishing process is pretty tedious. The check-out process requires adding funds to Steam Wallet, a

Admin

Admin

Summer Game Tournament

Summer is here, and you know what that means! Yes, it is time for another LEGENDARY game tournament. This year the theme is "Retro Gaming". Create a modern take on an arcade game hearkening back to the days of NES, Neo Geo, Sega, or just make anything you want. Either way, you get this totally radical poster as a prize! How does it work?  For one month, the Leadwerks community builds small playable games.  Some people work alone and some team up with others.  At the end of the mont

Admin

Admin

What Makes a Good Brand Name?

In evaluating possible company names I have come up with the following criteria which I used to choose a name for our new game engine. Spelling and Pronunciation The name should be unambiguous in spelling. This helps promote word-of-mouth promotion because when someone hears the name for the first time, they can easily find it online. Similarly, the name when read should be unambiguous in pronunciation. This helps the name travel from written to spoken word and back. Can you imagine telli

Josh

Josh

Plugins in Leadwerks Game Engine 5

Internally, Leadwerks Editor uses an EventHandler class for every interface in the program. The material editor is a class extended from the EventHandler. So is the little window that has all the controls to calculate normals. So is every viewport. The event handler class has one important function: Event ProcessEvent(Event) Every EventHandler has access to events as they occur. This is how all program actions are handled in the editor. The plugin system will work by hooking int

Josh

Josh

"Cirque de Jeux" Game Tournament wrapup

The latest game tournament brought in a small number of games, but they more than made up for it in quality. Each title that was submitted was pretty fantastic. The tournament was held during an odd month and there was no banner across the forum to remind people about it, so that is something that can be improved in the future. Each entry will receive an 11"x17" poster in the mail. Please make sure your name, address, and phone number (for customs) are correct and up to date in your Leadwerks ac

Admin

Admin

Announcing Leadwerks Projects

We've added a new website feature called Projects to help teams collaborate on their games. A project can be created with several privacy features so you can use this for public open-source games everyone can participate in, or for your team's secret project. I myself have started a project I intend to develop to demonstrate Leadwerks multiplayer capabilities: You can add a forum, blog, and downloads section to your project and use it to host files, carry out discussions, and post updates

Josh

Josh

4.6 Beta Available with Multiplayer Support

An update is available on the beta branch on Steam that adds support for multiplayer games with the following features: NAT punch-through with relay server fallback. Connectionless peer-to-peer UDP messages with multiple channels and optional reliable flag. Public server list of available games to play. Voice-over-IP for in-game chat (and taunts). The new multiplayer system will open up a new range of game types that can be easily created with Leadwerks Game E

Josh

Josh

Leadwerks Enterprise Edition Updated

The standalone enterprise edition has been updated to the now-stable version 4.5. The new installer is available in the client area when you are logged into your Leadwerks account on our website.

Admin

Admin

Version 4.5 Updated

An update for Leadwerks Game Engine 4.5 has been pushed out on Steam. The following fixes have been made: View projection for Oculus Rift VR headset is fixed. Added VR.AButton, VR.BButton, VR.GripAxis for improved compatibility with Oculus Touch controllers. Fixed terrain collision bug. Added missing Workshop toolbar icons on Linux. Fixed script editor not opening on Linux. Fixed LoadAnimation bug. Fixed missing fall damage on player controller.

Admin

Admin

"Cirque des Jeux" Game Tournament

Ladies and gentlemen, come one, come all, to feast your eyes on wondrous sights and behold amazing feats! It's "Cirque des Jeux", the next Leadwerks Game Tournament! How does it work?  For one month, the Leadwerks community builds small playable games.  Some people work alone and some team up with others.  At the end of the month we release our projects to the public and play each other's games.  The point is to release something short and sweet with a constrained timeline, which h

Josh

Josh

Leadwerks Game Engine 5 Alpha Zero Released

I'm happy to announce the very first alpha release of Leadwerks 5 is now available. What's New String commands now accept a unicode overload. Add "L" in front of a string to create a wide string in C++. Now using smart pointers. Simply set a variable to nullptr to delete an object. There is no Release() or AddRef() function. Exclusively 64-bit! Global states are gone. There is no "current" world or context. Instead, the object you want is passed into any function

Josh

Josh

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