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"The Zone" DLC Released

Explore our reimagining of the Chernobyl nuclear exclusion zone with The Zone asset pack.  This package contains over three gigabytes of high-quality game assets prepared to take advantage of the latest Leadwerks features.  Use our ready-made map (included) to start your game or create your own post-apocalyptic environment. Get it now on Steam with a discount during launch week. "The Zone" DLC includes the following assets: 24 terrain textures 11 buildings (plu

Josh

Josh

Leadwerks Game Engine 4.5 Released, Enables Easy VR Development

Today we are pleased to announce the release of Leadwerks Game Engine 4.5. Version 4.5 introduces support for VR headsets including the HTC Vive, Oculus Rift, and all OSVR-based hardware, allowing developers to create both room-scale and seated VR experiences. The Leadwerks virtual reality command set is robust yet incredibly simple allowing you to easily convert your existing 3D games into VR titles. To help get you started the source code for our Asteroids3D game has been updated for VR a

Admin

Admin

Game Launcher and game distribution

Three years ago I realized we could safely distribute Lua script-based games on Steam Workshop without the need for a binary executable.  At the time this was quite extraordinary. http://www.develop-online.net/news/update-leadwerks-workshop-suggests-devs-can-circumvent-greenlight-and-publish-games-straight-to-steam/0194370 Leadwerks Game Launcher was born.  My idea was that we could get increased exposure for your games by putting free demos and works in progress on Steam.  At the same time

Josh

Josh

Why Leadwerks is the clear choice for VR simulations

Leadwerks has historically had a small group of customers outside of the game industry who use our software for simulations, training, and visualization.  Customers using our software products include NASA, Lockheed Martin, Northrop Grumman, and the British Royal Navy.  Today I am happy to announce that in response to overwhelming demand we are now offering our services to build custom VR applications with Leadwerks.     This puts us in head-to-head competition with othe

Josh

Josh

4.5 Beta Now Available

A beta build of version 4.5 is now available on the beta branch on Steam.  This updates the engine to the latest Newton 3.14.  Versions 4.5 and 5 beta are now compiling side-by-side with the same source code.  Because of major engine changes in version 5, some bugs may need to be resolved before the final release.  Some preliminary information on updating C++ projects can be found in this thread. Version 4.5 is planned to include official support for VR (both Vive and Oculus) and a new impr

Admin

Admin

The Great Halloween Game Tournament Roundup

Our most recent game tournament was a smashing success.  We had fewer entries this time, but they more than made up for it with the great quality of this round of games.  Without further ado I am happy to present the entries... Behind Enemy Lines Wow!  This game by burgelkat features a variety of missions from blowing up drug manufacturing facilities to sabatoging a plane.  Although the same mechanic is usually used, the action never gets old and you will keep playing just to find out

Josh

Josh

Announcing Leadwerks Game Engine Enterprise Edition

Today we are pleased to announce the release of Leadwerks Game Engine: Enterprise Edition, a standalone version of our popular 3D development software. The Enterprise Edition allows business users to install and use Leadwerks without the need for the Steam client. The new product joins the existing Standard Edition with Lua scripting and the Professional Edition with C++ and Visual Studio support, both sold on Steam. The Enterprise Edition has already been approved for sale through N

Josh

Josh

Making Leadwerks.com More Scalable

Our website stores a lot of user generated content in the forum of images and attachments.  Before Leadwerks Game Engine was on Steam the demands were even higher, since we had our own downloads and gallery sections that stored data on our server.  Since the implementation of Steam screenshots and Workshop a lot of that has been offloaded onto the Steam servers, relieving our server from some of the data storage and transfer costs.  (If you're interested, all our old content is archived on Googl

Josh

Josh

Leadwerks Halloween Game Tournament 2017

Fall is in the air.  The leaves are changing colors, people are bundling up, and game developers are itching to try their hand at another community game tournament.  How does it work?  For 30 days, the Leadwerks community builds small playable games.  Some people work alone and some team up with others.  At the end of the month, on Halloween day, 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, whic

Josh

Josh

Leadwerks Game Engine 5 is Coming

Leadwerks 5 is going to be developed alongside 4.5 with an extended period of beta testing and feedback.  My goal is to build the world's most advanced game design software, tailored to the needs of our community and clients.  Development will first focus on a new programming API updated for C++11 and then a completely new editor using Leadwerks GUI and based on the workflow developed with our current editor. The first beta will support the following features right away: Shared Point

Josh

Josh

Unicode in Leadwerks 5

I've begun implementing unicode in Leadwerks Game Engine 5.  It's not quite as simple as "switch all string variables to another data type". First, I will give you a simple explanation of what unicode is.  I am not an expert so feel free to make any corrections in the comments below. When computers first started drawing text we used a single byte for each character.  One byte can describe 256 different values and the English language only has 26 letters, 10 numbers, and a few other cha

Josh

Josh

Learning how to use C++11 shared pointers

I have implemented C++11 shared pointers into Leadwerks Game Engine 5 and the following program now works.  When you press the space key the box variable is set to NULL and the visible box on the screen disappears: #include "Leadwerks.h" using namespace Leadwerks; int main(int argc, const char *argv[]) { auto window = CreateWindow(); auto context = CreateContext(window); auto world = CreateWorld(); auto camera = CreateCamera(world); camera->Move(0,0,-5); camera->SetClearColor(

Josh

Josh

Say Hello to Leadwerks 5 Shared Objects

All classes in Leadwerks are derived from a base Object class.  In Leadwerks 5 we separate simple and complex objects with the new SharedObject class. Simple objects like a Vec3 ( a three-dimensional vector), an AABB (axis-aligned bounding box), and other items are all derived from the Object class.  Simple objects are created with constructors.  When we make one object equal to another the value is copied from one variable to another, but the two variables are still separate objects.  Belo

Josh

Josh

3 Ways Leadwerks Game Engine 5 Makes Game Programming Easier

Leadwerks Game Engine 5 moves Leadwerks forward into the future with massive performance increases and more advanced features, it also makes game development easier than ever before with three great new programming features. Shared Pointers I could write a whole article about the benefits of shared pointers.  Shared pointers are basically a simple form of garbage collection that relieves you from the need to manually delete objects, but doesn't suffer from the slow speed of full garbag

Josh

Josh

Leadwerks 5 Beta Rollout

Today I am excited to announce plans for the release of the first Leadwerks 5 beta version.  Leadwerks 5 will roll out sooner rather than later, employing an extended beta period during which versions 4 and 5 will live side-by-side, using the same code base, with preprocessor definitions to compile each version.  This allows me to fix small problems without forking the code, while I can implement new changes in version 5.  The first features implemented will be the use of smart pointers for all

Josh

Josh

3 Ideas You Must Understand to Use C++11 Shared Pointers in Leadwerks Game Engine 5

Leadwerks Game Engine 5 is being designed to make use of shared pointers.  This eliminates manual reference counting, which has probably been the most difficult part of programming games with Leadwerks.  Here are three concepts you must understand before you start using smart pointers in Leadwerks 5, Don't Create Multiple Shared Pointers from One Object When a shared pointer goes out of scope, it deletes the object it references.  If another smart pointer was created separately that re

Josh

Josh

C++11 Shared Pointers Make Leadwerks 5 Simpler

This shows the fundamental difference between shared pointers and manual reference counting. Leadwerks 4: void Material::SetTexture(Texture* texture, const int index) { if (this->texture[index] != texture) { if (this->texture[index]) this->texture[index]->Release(); this->texture[index] = texture; if (this->texture[index]) this->texture[index]->AddRef(); } } Leadwerks 5: void Material::SetTexture(shared_ptr<Texture> texture, const int index)

Josh

Josh

A look at C++11 Weak Pointers in Leadwerks 5

Previously, I talked a little bit about shared pointers in C++11.  These use automatic reference counting to track how many variables are pointing to an object.  When the object is no longer being used, it is automatically deleted.  This is similar to garbage collection, but doesn't involve the massive overhead of garbage-collected systems.  In fact, shared pointers simply automate something we were already doing with the Release() and AddRef() commands in Leadwerks 4. A weak pointer is lik

Josh

Josh

Game Tournaments, Schwag, and American Apparel

I have proven beyond a shadow of a doubt that I am very bad at shipping posters.  The Winter Game Tournament was completed in January and I have yet to deliver your prizes.  If you have a job opening for someone to ship prizes, or to ship anything at all, I am probably the worst candidate you could ever hope to find to fill said position.  Seriously. Part of the problem (although it's still not an excuse) has been that it is actually incredibly difficult to have custom USB keychains made. 

Josh

Josh

Five Programming Changes You'll See in Leadwerks 5

Leadwerks 4.x will see a few more releases, each remaining backwards compatible with previous versions.  Leadwerks 5.0 is the point where we will introduce changes that break compatibility with previous versions.  The changes will support a faster design that relies more on multi-threading, updates to take advantage of C++11 features, and better support for non-English speaking users worldwide.  Changes are limited to code; all asset files including models, maps, shaders, textures, and materials

Josh

Josh

A Look at C++11 Shared Pointers in Leadwerks 5

C++11 introduces shared pointers, a powerful language feature that provides easy memory management without the overhead of garbage collection.  The example below should look familiar to you: #include "Leadwerks.h" using namespace Leadwerks; int main(int argc, const char *argv[]) { shared_ptr<Leadwerks::Window> window = Leadwerks::Window::Create(); shared_ptr<Context> context = Context::Create(window); shared_ptr<World> world = World::Create(); shared_ptr<Camera&

Josh

Josh

Leadwerks Game Engine 4.4 Released

Leadwerks Software today announced the release of version 4.4 of their topselling game engine on Steam.  This version adds a new GUI system, support for inverse kinematics, and enhanced visuals.  The free update goes out today to over 20,000 paid users on Steam. Leadwerks Game Engine 4.4 sees the introduction of Leadwerks GUI, a system for creating resolution-independent in-game menus.  Custom GUI elements can be created with Lua script, or an item can be selected from a number of pre-built

Admin

Admin

Fog in Leadwerks 4.4

Distance fog is one of the most basic visual effects in 3D graphics, going back to the 1990s.  Here is the effect in the Quake 3 Arena map "Fatal Instinct", which was shrouded in a dense orange fog: Leadwerks Game Engine 2 had this available as a built-in effect, while the more flexible effects system of Leadwerks 3/4 had several Workshop shaders available to use, including one by Klepto and another one more recently added by myself.  However, this has not been part of the official SDK

Josh

Josh

Shader Enhancements in Leadwerks 4.4

Leadwerks Game Engine 4.4, scheduled for release soon, features some updated and enhanced visual effects.  In this blog I will talk about some of the adjustments I made.  Having "The Zone" scene that Aggror recreated actually helped a lot to see how shaders could be improved. Bloom / Iris Adjustment / HDR The bloom and iris adjustment shaders have been updated to give bloom a wider and softer blur.  Iris adjustment is faster and more intense now, which will make the outdoors areas seem

Josh

Josh

Creating Realistic Skyboxes with Vue

This tutorial demonstrates how to create a high-quality skybox for Leadwerks Game Engine using Vue. Download Cloudy Blue Skies.zip FixVueCubemap.zip Required Third-Party Programs Vue Esprit Exporter Module Loading the Example Run Vue and select the File > Open menu item.  Extract the zip file above and open the file "Cloudy Blue Skies.vue". Atmosphere and Clouds You can modify the appearance of the sky with the Atmosphere Edito

Josh

Josh

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