Ultra Engine 1.0.1 is released, with a host of improvements and fixes, as we prepare to exit early access.
A new game menu system has been added into the default project template, for both C++ and Lua. This will enable a menu system for your game, along with options for graphics settings, and automatic save and load of your game's settings in a JSON file. Since all the code is included in the project, you can modify it, remove it, or use it as-is.
The Lua entity scripts system ha
Unravel the secrets of the Bariton mansion! Take on the mantle of detective in the role of Lucas Usher, and solve the riddles plaguing the ghosts of those left behind! Uncover their secrets and help them find salvation … or damnation.
Add the game to your wishlist on Steam now and follow the Leadwerks publisher page on Steam to help your fellow developers.
Story
After receiving a mysterious plea for help from an old friend, Lucas Usher returns to the secretive rooms and
Ultra Engine 1.0.0 is here with new features, improved usability, access to thousands of free 3D assets, and hours of new video tutorials. This release marks the last major update before we exit Early Access on Steam.
Lua Language Server Integration
For the first time, we're able to offer first-class autocompletion and syntax hints for Lua. Integration with Lua Language Server transforms our built-in script editor into a professional-grade development environment, combined with all the
I love the physics in games like Amnesia and the Half-Life series. Realistic interactive physics add a degree of interactivity that immerses the player in the world like nothing else, and I plan on physics being a key feature in our SCP game. In this article, I will walk you through the steps I took to make a breakable crate.
The Breakable Model
As usual, I like to start with the artwork, because it's key to everything. I usually learn so much just by using actual game-ready artwork, r
I love the physics interactions in Half-Life 2, Penumbra, and similar games, and I want this to be a key part of gameplay in our upcoming SCP game. Physics interactions should should be everywhere, all around the player, so that the world feels alive and interactive.
Furniture is a great way to add physics interactions to your game, because each object can be set up one, and many instances can of the object can be placed in your levels. Cabinets and doors can swivel open and closed using a
I've been tinkering with Leadwerks 5 ever since it first went into Alpha. I enjoy writing abstraction classes and figuring out what's the best way to package a lot of functionality into a simple class. I most of the time have the right intentions but often fall flat on my face with the first attempts. Over time, I find myself rewriting and restructuring the classes over and over until I feel I have something solid like if it was part of the official API. In this article, I wish to share my top f
I'm pleased to announce that in cooperation with Undertow Games, we are preparing to release the original indie survival horror game SCP Containment Breach on Steam. The game was built on some of the technology I cut my teeth on, the late Mark Sibly's Blitz3D programming language and engine. My own editor 3D World Studio was used in the production of the game, although I was not involved in the process. The developer has graciously allowed us to curate the game on Steam, bringing this terrifying
Ultra Engine 0.9.9 is here with new features, improved usability, and access to thousands of free 3D assets to use in your games. This new update is the most stable and user-friendly version of our engine and editor to date.
Revised Interface
We've made great improvements to the user interface and workflow, based on conversations with the community and usability testing. Mouse tools have been moved into a left-side column for convenience and greater ease of use. A slick new color schem
I've added an implementation of Intel's Embree raytracing library. The first step is to just expose a simple low-level library for use with C++. I have many ideas that can be built off this core functionality. Being able to trace millions of rays per second could be used to calculate ambient occlusion, some form of dynamic global illumination, or just batched asynchronous raycasts.
As with all highly optimized code, the ray tracing commands are not quite as user-friendly as the rest of our
A real-life story about how graphics engines can mess up your desktop without asking permission.
🧩 Technical Context
You're developing your game in Leadwerks 5, you create a windowed mode with beautiful dimensions like 1280 x 720, and you decide to center it stylishly using:
local displaySize = display:GetSize()
local posX = displaySize.x / 2 - width / 2
local posY = displaySize.y / 2 - height / 2
So far, so good...
BUT...
🧨 When you decide to switch to fullscree
I don't write a lot of blogs anymore because most of our communication takes place through our weekly live chats on Discord. However, when there is a topic that I want to explain in detail, blogs are a great format for this.
The original idea in Leadwerks 5 was to integrate Microsoft's Visual Studio Code as the IDE for the engine, rather than using the somewhat clunky built-in IDE we had in Leadwerks 4.
My eyes!
Visual Studio Code was the hot new text editor at the time, with c
Before I ever wrote a game engine, I created a standalone level editor called 3D World Studio. This program was used in the development of many indie games, most notably in SCP: Containment Breach, along with Mark Sibly's Blitz3D programming language.
Today I am happy to announce the next chapter in this legacy with our latest game engine technology, the development of the game SCP [Redacted].
In this ███████ game, playing as ██████████, your goal is to ██████ through ████ in search of
I made a showcase for a bulldozer script for a few years, this is a following step on this:
I change the script and replace the road meshes + shape with road decal textures.
It saves a lot of ressources, much better FPS, because Mesh + Shape came too expensive for a big map.
You only have to place 3 points on your map. The tool will join the points digging + tracing a road with the specified texture. Instead of building a spline, the tools follows the curves of the terrain, adjust
I am a fan of the recent bodycam-style movement videos that have come out. It's an idea I have had before, and then seeing it working was very cool. Today I spent a little time trying out my own implementation to see how well it would work.
My idea was to use my VR headset as a mocap system to record myself walking and get the headset orientation for a few seconds, then play that back in a loop when the first-person player moves around. I started with a simple scene. The strip on the ground
Ultra Engine 0.9.8 is here with a groundbreaking material painting system, robust tessellation, and a first-person shooter template to provide a head start on your next game. New features and enhancements make it easier than ever to create games and simulations that look great and run fast.
Material Painting
Our new material painting system brings your scenes to life with unique details painted everywhere. You can easily turn plain tiled textures into lifelike environments in a few sec
The shader was originally written by @havenphillip I think, it was an interactive shader for vegetation to move around the player when going through.
I modified a few things to let a csg sphere behave like mud when a tire is going through.
There is a an invisible trigger under the mud to detect the tire and change the friction and other coming features like decals mud on the car and other possible splashes effects.
Enjoy
I'm proud to announce the release of the first Leadwerks Games Bundle. Start building your own games with Leadwerks Engine and discover indie titles created by developers just like you. This bundle includes Leadwerks Game Engine, along with three games created with Leadwerks, and a generous discount.
Unleash your creativity and embark on an exciting journey into game development with Leadwerks Engine! This bundle includes the full-featured Leadwerks Game Engine alongside three exceptional g
The latest update to Ultra Engine, version 0.9.7, introduces an all-new decals system, particle emitters, enhanced entity and material properties, and improved flowgraphs. New features and enhancement make it easier than ever to create performant games and simulations that look great and run smoothly.
Decals
A new decals system built on our clustered forward+ renderer allows you to display stains, graffiti, puddles, and other details to enhance the appearance of your scenes. Because th
Ultra Engine 0.9.6 is here, with a new foliage system that replaces and improves the vegetation system used in Leadwerks. Whereas Leadwerks uses a geometry shader, Ultra uses a compute shader that provides more power and better performance. The most significant improvement is the inclusion of sublayers, which allow a mesh layer to use multiple variations to easily populate a scene with a variety of different objects, while spacing them out in a natural way.
Imposters
Imposters ar
So this crazy journey continues...
It's all about making a game with free car driving in an open world, finding your way through random events, uncrossable areas, mud, water and getting managed your needs of water, food and fuel.
(Something between Snowrunner and GTA where grenades could help to get the way free)
In my free time (I don't have much anymore) I try to build a big map (4096) where it could be enjoyable to drive around to complete a task or just to relax, reaching an u
In the thrilling world of game development, I've had the incredible opportunity to work with Ultra Engine, a platform in early access that has opened up countless possibilities for creating impressive worlds. My latest project focuses on mapping, a process that has allowed me not only to explore the capabilities of Ultra Engine's map editor but also to actively contribute to its development by identifying and reporting bugs.
From the start, I have created numerous prototypes, experimenting
Recently I came across a problem where HDRI images I loaded and converted into cube maps looked simultaneously too bright and too dark.
I found that a simple linear to sRGB conversion made the images look as I would expect.
I have read about sRGB and linear color spaces before, but for some reason this time it just clicked and I understood. Maybe since I am not longer dealing with low-level Vulkan nonsense, I have extra mental capacity to spend on more high-level concepts l
Ultimate Action Game Controller ( UAGC ) - One game controller for all situations.
Ranged, melee, hand to hand, thrown and magic combat game controller.
With UAGC, the developer can select from First-person, Third-Person, Top-Down and Point & Click game controller setups.
Each mode features it's own unique style of gameplay made just for that particular gaming situation. The component is designed
with ease-of-use in mind, just attach the component to your game playe