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Interactive Multi-body Physics

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

Josh

Josh in Articles

5 Classes That I Absolutely Can't Live Without!

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

reepblue

reepblue in Code

Lua Leadwerks 5 Tutorial - Adding prompt for usable objects in fps controller

In this tutorial will be used Tile, Camera:Pick() and Entity:GetDistance FPSPlayer component of FPS Template will be used as a base to modify Algorithm: 1. Create a Tile with text prompt 2. In Update function of component check if player look at usable object at close distance 3. if the check is passed then show prompt at center of screen Result will looks like that: Let's implement this Algorithm: 1. Add new component variable, for example after:

Dreikblack

Dreikblack in Lua

SCP Containment Breach on Steam

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

Josh

Josh in Articles

SCP [Redacted] Developer Log 1

The SCP [Redacted] team is pleased to announce the release of our game's first video developer log. In this video we'll take a deep dive into the unique AI system we are developing for the game, as well as a detailed look at level design and 3D modeling for the environment. My journey into the world of SCP began with the creation of 3D World Studio, a level editor used in the original SCP Containment Breach game. Since then, I've developed Leadwerks, a custom game engine now in it

Josh

Josh in Articles

Ultra Engine 0.9.9 Adds a Built-in Code Editor, Mesh Reduction Tools, and Thousands of Free Game Assets

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

Josh

Josh in Articles

Experiments with Intel Embree Raytracing

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

Josh

Josh in Articles

🧠 “My Window Won't Center (and Other Fullscreen Mode Traumas)”

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

Yue

Yue in Tutorial

Introducing Leadwerks IDE

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

Josh

Josh in Articles

Announcing SCP [Redacted]

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

Josh

Josh in Articles

C++ Ultra Beginner's Guide #4 - adding features to strategy game - custom save/load system, particles, decals, sounds

In this tutorial we will add features to real-time tactic/strategy game in Ultra Engine fro prev tutorial: Plan: 1. Add flag model to use when pointing where to go for units 2. Make save/load system with quick save 3. Make blood particle emitter which will be used on hits and use it in Unit::Methood 4. Make blood decals which will be on the ground after death and spawn it in Unit::Kill 5. Download and use sounds for units getting damage.   In this tutoria

Dreikblack

Dreikblack in C++

C++ Ultra Beginner's Guide #3 - making simple strategy game - importing animated models, AI, health bars

In this tutorial we will make a simple real-time tactic/strategy game in Ultra Engine. Plan: 1. Download and import ground material, 2 characters models with animations 2. Create Unit component with bot behavior. 3. Add control over player units. 4. Making prefabs and new map In this tutorial used 0.9.9 engine version. Asset import Download and unpack ground material from there in Materials\Ground folder  Make in Models folder Characters in it Warrok

Dreikblack

Dreikblack in C++

Lua Ultra Beginner's Guide #3 - making simple strategy game - importing animated models, AI, health bars

In this tutorial we will make a simple real-time tactic/strategy game in Ultra Engine. Plan: 1. Download and import ground material, 2 characters models with animations and flag model 2. Create Unit component with bot behavior. 3. Add control over player units. 4. Making prefabs and new map In this tutorial used 1.0.0 Engine version from Steam Beta branch (Dev in Standalone version). Later versions, once they out, should be compitable code-wise. Just update sha

Dreikblack

Dreikblack in Lua

Road tracer: Decals + Bulldozer tool

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

Lua Beginner's Guide - first map, Main Menu, Loading Screen and GUI

Prerequisites https://www.ultraengine.com/learn/luasetup?lang=lua You can use Engine's IDE for scripting, but VS Code in most cases is better. This Lua extension is quite useful for VS Code, if you don't mind Tencent. Map Create a simple map call start.ultra with a brush as floor and a Empty aka pivot with FPSPlayer component How to do it:   Now you can press "F5" in the editor, or select "Game" then "run" to run your game to just made map:

Dreikblack

Dreikblack in Lua

Lua Ultra Beginner's Guide #2 - making and using components

In this tutorial we will make a newcomponent, which will be moving an entity to way points and movement start will be activated by trigger zone Let's start with making WayPoint component: In the Ultra Editor click plus button in Project tab: Now open Visual Studio Code.   Open WayPoint.json "properties" is a list of component's fields avaible for edit in the Editor "name" - actual name of property that will be used in code later "label"

Dreikblack

Dreikblack in Lua

C++ Ultra Beginner's Guide #2 - making and using components

In this tutorial we will make a newcomponent, which will be moving an entity to way points and movement start will be activated by trigger zone 0.9.9 engine version used. Let's start with making WayPoint component: In the Leadwerks Editor click plus button in Project tab: Now open Visual Studio. Refresh Soution Editor if it was already open to see new component files in Source/Component/Logic folder. Open WayPoint.json "properties" is a list of compon

Dreikblack

Dreikblack in C++

C++ Beginner's Guide - first map, Main Menu, Loading Screen and GUI

Prerequisites https://www.leadwerks.com/learn/cppsetup?lang=cpp Install Ultra Engine Pro / Leadwerks 5 Pro Tutorial was updated for 0.9.9 version Check the environment variable LEADWERKS (typically "C:\Program Files\Ultra Engine" or if you got Ultra Engine through Steam it will be "C:\Program Files (x86)\Steam\steamapps\common\Ultra Engine Pro"). Install Visual Studio 2022 Community Edition During the installation process, make sure to select the "Desktop

Dreikblack

Dreikblack in C++

Bodycam-style Movement Experiment

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

Josh

Josh in Articles

Ultra Engine 0.9.8 Adds Material Painting, Tessellation, and a First-person Shooter Template

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

Admin

Admin in Articles

Offroad game: Muddy ground feature

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

Marcousik

Marcousik in Offroad game

Leadwerks Games Bundle #1 Released

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

Admin

Admin in Articles

Ultra Engine 0.9.7 Adds Decals, Particles, and More

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

Admin

Admin in Articles

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