I'm happy to announce the very first alpha release of Leadwerks 5 is now available.
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.
Global states are gone. There is no "current" world or context. Instead, the object you want is passed into any function
The Industrial Cargo Model Pack is now available for only $9.95. This package includes three cargo containers and two wooden spools. All assets are certified game-ready for Leadwerks Engine. This is just some of Dave Lee's work, and there's lots more coming!
The results of the Leadwerks Summer Games Tournament are in! I think you will agree, this tournament produced some very fun playable games. Each author will receive a Leadwerks sticker via mail if this is their first entry, and a T-shirt if it is their second!
So without further ado, let's look at the games, in no particular order:
An ominous industrial setting with plenty of interesting puzzles shows the progress the author has made since the original Slafst
Leadwerks Game Engine 3.6 is now available on Steam. This free update brings an array of new features along with the release of Leadwerks Game Launcher.
Deferred DecalsLeadwerks now supports decals using an advanced deferred rendering technique. Decals are useful both for bullet marks and character blood, and as a decoration tool for adding detail to maps. Leadwerks decals even work with animated characters, so you can show damage when enemies are hit.
With the Summer Games 2016 Tournament completed, it's time to review the entries. This tournament brought a new level of quality, with several small games that could be considered Greenlight-ready, made in just four weeks!
Test your spatial reasoning skills in this unique and challenging game. Navigate with your map and lit up clues to get to the end of the maze.
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
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
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
Following completion of a successful Kickstarter campaign to bring Leadwerks’ game development software to Linux, Leadwerks and Canonical have joined forces to make Leadwerks Game Engine available in the Ubuntu Software Center. This provides Ubuntu users with a powerful tool for rapid game development.
Bringing Leadwerks Game Engine to Ubuntu also means that existing games can be more easily deployed for Ubuntu. The lineup of featured games on the Leadwerks website covers a diverse range o
In collaboration with Arteria3D, we are pleased to announce the release of the SciFi Interior Construction Kit for Leadwerks Game Engine on Steam. This DLC provides all the props and textures you need to create your own high-tech sci-fi game environments. All content is ready to use with Leadwerks Game Engine, with no tweaking or adjusting required. Objects are designed to be easily aligned so you can build your scene quickly and revise it as often as you like. The included objects can be reuse
Leadwerks Software today announced their top-selling game development system on Steam, Leadwerks Game Engine, has gained a user base of over 10,000 paid customers. Although the game development space has seen a dramatic drop in prices and the entry of many free competitors, Leadwerks Game Engine continues to gain popularity by teaching complete beginners how to make games with no previous knowledge required, and providing a pathway to publish directly to Steam Workshop.
Leadwerks’ ease of u
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
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.
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
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
I first connected with Valve Software during GDC 2013. I recognized an opportunity to work together, so last week I paid a visit to Bellevue, Washington and met with Valve employees (no one has job titles in the company except Gabe) and discussed Leadwerks and the evolving Steam platform.
Today, I'm excited to announce our Greenlight campaign for Leadwerks 3: Steam Edition.
This software will be distributed through Steam and allow you to build games with Lua script and publish
Leadwerks has been successfully Greenlit for Steam, meaning we can integrate great features like the Steam Workshop and Valve file formats right into our game engine! Thank you so much to everyone who voted.
We saw an incredible response from the Steam Linux community, both here and on our Kickstarter campaign for Linux support, which is nearly 85% funded. If the campaign reaches the first stretch goal, we're throwing in Android and OUYA support for everyone who pledged $100 or more to the c
I wanted to post an update on our Steam Greenlight campaign. Basically, we're doing better than most of the top compaigns did during the same time frame. However, because items in Greenlight are never removed, they slowly accumulate votes over time. Some of the software in Greenlight has been there for almost a year, and we've only been in there about three weeks. So their number of votes will be higher than ours for a while, even if we are accumulating votes much faster.
The campaign go
Frictional Games is the developer of puzzle horror games like Penumbra and the new Amnesia: The Dark Descent. We sat down with Frictional Games co-founder Thomas Grip to learn more about their development process.
Josh: I'm a big fan of the Penumbra series. What can we look forward to in Amnesia: The Dark Descent?
Thomas Grip: There is a lot to of new stuff in the game. First of all the game is a more streamlined experience both in terms of general gameplay and interaction. For the gam
The Leadwerks team will be hosting our second Google Hangout on Sunday, July 22, at 17:00 GMT (that's 10:00 AM in California). We'll spend 30 minutes talking about all the cool things happening in the community, and answer your questions about our upcoming new game engine.
Follow us on our Google+ page before Sunday and check back to join the Hangout. We're limited to ten participants, so first come, first serve. See you then!
An update for Leadwerks 3 has been released, bringing new graphical enhancements to mobile games. Building on the efficient art pipeline and user-friendly tools of Leadwerks 3, the engine now supports projected shadows for characters and other dynamic objects. This technique works by casting a shadow onto the surrounding world geometry, to provide real-time shadows that run fast on all platforms.
To enable dynamic shadows on a single object, just select it in the editor and choose the
I'm starting to get terrain integrated into the Leadwerks 3 editor. For the most part, it stays pretty close to the design of the terrain tools in Leadwerks 2, and you should have no trouble figuring it out. I'm implementing the critical features first: This will be added into version 3.0 before the release of 3.1.
As I described in my previous blog, my goal is to take all the lessons learned from Leadwerks 2 and come up with something more refined and powerful.
Leadwerks Game Engine on Steam has been updated with bug fixes and a host of new features that are now out of beta.
Crowdsourcing Post-Processing Effects Although Leadwerks 2 featured an extensive set of post-processing effects, they were all hard-coded into the engine. This limited the ease with which new effects could be added, and caused all Leadwerks screenshots to look similar. In Leadwerks 3 we decided to implement a post-processing stack of shaders. You can attach post-processing ef
Leadwerks Game Engine 4.4 beta is now available on the beta branch on Steam. This adds support for virtual reality with the OpenVR library. OpenVR supports both the HTC Vive and the Oculus Rift headsets.
To enable VR mode in your Leadwerks game, simply call the command below. If a VR headset is detected and initialized, this function will return true:
Any cameras not attached to a rendering target will render directly to the headset views. Both eyes will be rend
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:
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();