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After blasting through Greenlight in just 27 days, Leadwerks Software today announced the launch of Leadwerks Game Engine: Indie Edition, exclusively available on the Steam distribution platform. The arrival of Leadwerks adds 3D game development software to Valve’s lineup of creative and productivity tools.
Leadwerks is designed to make game development easy for Steam’s 65 million users, with a royalty-free license for making commercial products. A new renderer built on OpenGL 4.0 provides h
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
Since you guys are my boss, in a way, I wanted to report to you what I spent the last few days doing.
Early on in the development of Leadwerks 3, I had to figure out a way to handle the management of assets that are shared across many objects. Materials, textures, shaders, and a few other things can be used by many different objects, but they consume resources, so its important for the engine to clean them up when they are no longer needed.
I decided to implement an "Asset" and "AssetRe
Leadwerks Game Engine 4.4 features an upgrade to the latest version of Newton Dynamics, along with a bunch of new features to enhance physics.
The new kinematic controller is a joint that lets you specify a position, rotation (Euler or quaternion), or a 4x4 matrix to orient the body to. You can set the maximum linear and angular force the joint may use to orient the entity. This allows you to create a kinematic controller that only affects position, only affects rot
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
Last week we launched our Steam Greenlight campaign to get Leadwerks into the hands of the Steam community. This week, we're rolling out the second stage of our plan with a Kickstarter campaign to bring Leadwerks to Linux. This will let you build and play games, without ever leaving Linux. The result of this campaign will be Leadwerks 3.1 with a high-end AAA renderer running on Linux, Mac, and Windows, with an estimated release date before Christmas.
Valve has given Linux users a taste of
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:
The Leadwerks Engine 3 Forums are open to all Leadwerks developers so you can post your ideas and get information on the development of Leadwerks Engine 3. Additionally, forums are now divided up by product, with forums for Leadwerks Engine 2, Leadwerks Engine 3, and 3D World Studio. We think this organization will provide more room to grow in the future.
Visual Studio gives two options for creating C++ applications. Console applications use printed text to communicate with the user, harkening back to the pre-GUI days of DOS. The other option is a windowed application with a GUI interface, simply called "Win32 Project" in the Visual Studio project creation dialog.
A console application will use the regular old main function you know and love:
int main(int argc,const char *argv)
This is cross-platform compatible and runs on an
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
Leadwerks 3.0 has been updated with bug fixes and productivity enhancements. To get the update, run the Leadwerks Updater. Use the Project Manager to update your project with the latest files.
Resolved bug reports are listed in the Bug Report Forum. This release fixes a few issues including Android multitouch indexes sometimes not working right, sphere casting that was sometimes wrong, and several other small problems.
Some new enhancements have been made to improve productivity. Cam
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.
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
Our first character pack for Leadwerks has been released. The Zombie Character Pack DLC is now available on Steam for $29.99, with a 15% launch discount.
The Leadwerks Zombie Character Pack provides you with a horde of undead monsters to slay. Fight your way through the flesh-eating mob or pit them against each other in an all-zombie brawl to the death. All characters are fully scripted and ready to use in Leadwerks, with no programming required. Just drop them into your map and press
Leadwerks Engine 2.5 has been updated with a few small fixes and added commands.
-Added GetModelLODEntity(), CountModelLODEntities().
-Added vegetation index in pick structure.
-Improved vegetation terrain coloring.
-Fixed terrain color map.
You can download the update by running the Leadwerks Engine sync tool.
You did it! Leadwerks 3.1 is coming to Linux.
As traditional gaming platforms are becoming more and more restrictive, software developers, hardware vendors, open-source coders, and gamers are working together to build a better future for gaming on the open platform Linux. I count myself fortunate to have found my place in this movement, and am very grateful that over 700 Linux gamers believed in this idea.
I'm driving over to the IGDA Summit today to sit in on a few sessions. The
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
Leadwerks has been accepted into the Sacramento State University Center for Entrepreneurship. The mission of the Center for Entrepreneurship in the College of Business Administration (CBA) is to develop and nurture innovative business ideas and to capitalize potential entrepreneurial opportunities, both from CSUS and local entrepreneurship communities.
The Center will provide entrepreneurs with the skills and resources needed to launch a venture and to identify and cultivate solutions to en
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
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
An update for version 4.4 beta is now available. The Newton Dynamics library has been updated to the current version. Vehicles are temporarily unavailable, but everything else should work. The Newton DLLs have been moved into external DLLs, which allows the author of Newton to debug his own physics code in Leadwerks from Visual Studio.
You can get the update by opting into the beta branch on Steam.
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
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
A demo version of Leadwerks Game Engine has been released on Steam. If you've got a Steam account, you can now try the easiest way to make your own 3D games, free for fourteen days. Try out the sample maps that teach gameplay concepts, import some of your own artwork, or just play around with the editor and learning materials.
The full version of Leadwerks enables access to the Leadwerks Workshop, where you can download more than 70 items, including models, sounds, texture packs, and
After a lot of research and development, Leadwerks GUI is almost ready to release. The goal with this system was to create an in-game GUI that was customizable, extendable, and could also serve as a windowed GUI for application development in the future.
The GUI system is based on the Widget class. Once a GUI is created on a rendering context you can add widgets to it. Each widget is a rectangular container with a padding area. The widgets can be arranged in a hierarchy and
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.