Last weekend I attended an OUYA game jam and got to play around with the OUYA dev kit for the first time. My goal was to see if I could get Leadwerks running on it over the weekend. I had problems with the USB driver, but compiling went smoothly:
I didn't have any problems with controller latency, but did not finish mapping the controls or updating our project to use some newer functions we need. In the end, I had to manually copy the compiled .apk file to the device to deploy it. All in
The Leadwerks team will be hosting our next Google Hangout on Sunday, September 16, at 17:00 GMT (that's 10:00 AM in California). Aggror will talk about his experience leading the Leadwerks Community Project, and we'll provide a sneak peak at the new Leadwerks 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!
Leadwerks Software announced today the release of Leadwerks 3, their new development platform for building mobile games with native code. Based on the technology developed for their successful game engine for PC, Leadwerks 3 brings a totally new approach to mobile game development.
While environments such as Unity and MonoDevelop use managed code...that is, code that is designed to be easily run on multiple devices...Leadwerks uses an approach called native code. Applications built with na
Linux is a solid and secure operating system that’s perfect for gaming, but at this time Windows remains the lead platform for PC games. One company wants to change that by putting the game development process right on Linux. Leadwerks Software has launched a Kickstarter campaign to bring their game development software to the Linux operating system. The company says this will allow users to build and play games without ever leaving the Linux operating system.
The company's Kickstarter page
Leadwerks Game Engine has been declared the winner of the Steam Community Choice against Substance Designer and Music Maker. An additional bonus discount will apply to the indie and standard editions during the next 24 hours. Thanks for voting!
Dexsoft Games, producers of game content with a library of thousands of game assets, have released five new material packs in the Workshop Store. All materials and textures are ready to use with Leadwerks, with source image files included in TGA format.
All of these can be purchased now through the links below, or through the Workshop interface in Leadwerks Editor. See the links below for more information and additional preview images.
Sci-Fi Materials 1
Sci-Fi Materials 2
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
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
The GMF2 file format provides the fastest possible load times for 3D models. A preliminary specification and SDK for loading and saving files in the GMF2 file format is now available on GitHub here:
A Quake 3 MD3 model loader is included as an example.
Pure3D has launched their realtime division for producing high-quality real-time assets ready to use in Leadwerks Engine. The first vegetation model set Groundplants 1.x is now available. It features 20 digital vegetation and foliage models. More file formats and engines will follow. This pack is available at a special introductory price of only €19. You can browse the contents of the pack in this pdf file.
Wow! We crossed the 50% mark in less than a week. At this point, the campaign has shown enough strength that I am willing to begin allocating resources to the development of Leadwerks for Linux. (To be clear, we will only deliver a Linux product if the entire target amount is met.) Kickstarter has been fantastic because it allows us to gauge demand before we do the hard work of supporting a new operating system, so we can figure out in advance whether it's worthwhile. Fortunately, it appears the
Leadwerks.com is now hosted on our own dedicated server located in Chicago, Illinois. It was found that this location gave the best overall results for our worldwide user base. We tested the new server in advance for a couple of days, and transferred the database right before switching the DNS, so no data should have been lost. Please submit a bug report if you experience any problems.
The Leadwerks server has a 500 gb secondary hard drive where site backups are automatically saved to, in
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
Leadwerks Software has released an official Blender exporter for the Leadwerks model format. This allows Blender artists to export their models to Leadwerks with automatic materials generation and full animation, without going through the FBX format. The Blender exporter comes as the fulfillment of a stretch goal reached during the Leadwerks for Linux Kickstarter campaign, which achieved over 200% its goal of $20,000.
The Leadwerks exporter for Blender can be downloaded on the Leadwerks
Summer is here, which means the beach, barbecue, and the first Leadwerks Summer Games Tournament.
WHEN: The tournament will start Monday, June 15, and end Sunday, July 19th at 11:59 P.M. (Pacific Standard Time).
HOW TO PARTICIPATE: Publish your summer-or-other-themed game to Steam Workshop or upload it to the games database before the deadline. You can work as a team or individually. Use blogs to share your work and get feedback as you build your game.
PRIZES: Rather than a competiti
Fall is in the air, which means evil spirits, good beer, and the annual Leadwerks Halloween Game Tournament.
WHEN: The tournament will start Thursday, October 8, and end Thursday, November 5th at 11:59 P.M. (Pacific Standard Time).
HOW TO PARTICIPATE: Publish your Halloween-or-other-themed game to Steam Workshop or upload it to the games database before the deadline. You can work as a team or individually. Use blogs to share your work and get feedback as you build your game. If you need
The book "Game Engine Gems 3" by Eric Lengyel is now available for purchase at Amazon.com (ISBN #978-1498755658). This title, set for release April 21, 2016, features 22 chapters of game programming knowledge, including a chapter by Leadwerks founder Josh titled "Vegetation Management in Leadwerks Game Engine 4". The accompanying CD even includes source code for an early version of the Leadwerks vegetation system, so you can see exactly what is going on under the hood of the engine. Pick it u
The Mercenary Action Figure is now available for purchase in the Workshop Store. This custom-made high-quality character includes high-res 4096x4096 textures, an assault rifle, and a prefab set up to work with the new soldier AI script. Drop him into your game, set his team to "good" or "bad", and watch him fight!
The new soldier AI script adds a new dimension of gameplay to Leadwerks games. You can now easily add enemies that shoot back. Set the character up as an ally, an enemy, or crea
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
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
This shows the fundamental difference between shared pointers and manual reference counting.
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();
void Material::SetTexture(shared_ptr<Texture> texture, const int index)
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:
using namespace Leadwerks;
int main(int argc, const char *argv)
auto window = CreateWindow();
auto context = CreateContext(window);
auto world = CreateWorld();
auto camera = CreateCamera(world);
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