Jump to content

Leadwerks Seeks to put Game Development on Linux

Admin

1,773 views

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 lists three goals for the campaign. First, they point out that most Linux games are ported over from Windows, rather than being developed natively on Linux. The company wants to change this by putting the game development process on Linux.

 

Second, the company hopes to expand the Linux library of games. They say that putting game development tools in the hands of Linux users will allow more Linux games to be built, and can even lead to Linux-exclusive titles.

 

Leadwerks is known for advanced graphics, and the company says they want to bring this to Linux. This will let Linux users play AAA games that run natively on Linux, instead of going through emulators like WINE. The company points out that the superior performance of OpenGL on Linux makes it the perfect platform for AAA games.

 

Leadwerks is also running a Greenlight campaign to put Leadwerks on Steam and integrate Steam features to streamline the game development process.

 

Leadwerks Software aims to raise $20,000 in 45 days to build Leadwerks for Linux. "We're really excited to be working with Steam and the Linux community," said Josh, founder of Leadwerks Software. "We think there's a unique opportunity here. The timing is right. I think Linux is really ready for mainstream PC gaming, and we really just want to take Linux gaming to the next level".



2 Comments


Recommended Comments

Good news for Linux users. smile.png I have never used it but I am sure I would make my game suited for linux when the possibility is there.

 

When you look at the humble bundle donations, linux has always to highest amount of donation average per donation. So my guess is that the linux community would be happy to support this.

 

Question about pricing?

If you have Leadwerks 3.0 (windows & mac), what do you pay for 3.1?

If you are a BACKER for Linux (100$) do I also get 3.1 for Windows and Mac?

Share this comment


Link to comment

If you wish to go that route, you can get Leadwerks 3.1 through the KS campaign. I won't comment on upgrade pricing at this time because there's too many unknown factors.

 

From my point of view, I don't really care where the campaign goal amount comes from, as long as it is hit. If it succeeds, that tells me there's probably a good market for a Linux product with high-end graphics. If it fails, that tells me Linux users probably wouldn't have been interested anyways.

 

I think it's more up to the Linux community than the existing Leadwerks users. This tells me whether Linux is a growth market or whether we should ignore it. It's not perfect, but this is so much more efficient than building first and then finding out whether there is demand.

Share this comment


Link to comment

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Add a comment...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Blog Entries

    • By Josh in Josh's Dev Blog 4
      Here are some screenshots showing more complex interface items scaled at different resolutions. First, here is the interface at 100% scaling:

      And here is the same interface at the same screen resolution, with the DPI scaling turned up to 150%:

      The code to control this is sort of complex, and I don't care. GUI resolution independence is a complicated thing, so the goal should be to create a system that does what it is supposed to do reliably, not to make complicated things simpler at the expense of functionality.
      function widget:Draw(x,y,width,height) local scale = self.gui:GetScale() self.primitives[1].size = iVec2(self.size.x, self.size.y - self.tabsize.y * scale) self.primitives[2].size = iVec2(self.size.x, self.size.y - self.tabsize.y * scale) --Tabs local n local tabpos = 0 for n = 1, #self.items do local tw = self:TabWidth(n) * scale if n * 3 > #self.primitives - 2 then self:AddRect(iVec2(tabpos,0), iVec2(tw, self.tabsize.y * scale), self.bordercolor, false, self.itemcornerradius * scale) self:AddRect(iVec2(tabpos+1,1), iVec2(tw, self.tabsize.y * scale) - iVec2(2 * scale,-1 * scale), self.backgroundcolor, false, self.itemcornerradius * scale) self:AddTextRect(self.items[n].text, iVec2(tabpos,0), iVec2(tw, self.tabsize.y*scale), self.textcolor, TEXT_CENTER + TEXT_MIDDLE) end if self:SelectedItem() == n then self.primitives[2 + (n - 1) * 3 + 1].position = iVec2(tabpos, 0) self.primitives[2 + (n - 1) * 3 + 1].size = iVec2(tw, self.tabsize.y * scale) + iVec2(0,2) self.primitives[2 + (n - 1) * 3 + 2].position = iVec2(tabpos + 1, 1) self.primitives[2 + (n - 1) * 3 + 2].color = self.selectedtabcolor self.primitives[2 + (n - 1) * 3 + 2].size = iVec2(tw, self.tabsize.y * scale) - iVec2(2,-1) self.primitives[2 + (n - 1) * 3 + 3].color = self.hoveredtextcolor self.primitives[2 + (n - 1) * 3 + 1].position = iVec2(tabpos,0) self.primitives[2 + (n - 1) * 3 + 2].position = iVec2(tabpos + 1, 1) self.primitives[2 + (n - 1) * 3 + 3].position = iVec2(tabpos,0) else self.primitives[2 + (n - 1) * 3 + 1].size = iVec2(tw, self.tabsize.y * scale) self.primitives[2 + (n - 1) * 3 + 2].color = self.tabcolor self.primitives[2 + (n - 1) * 3 + 2].size = iVec2(tw, self.tabsize.y * scale) - iVec2(2,2) if n == self.hovereditem then self.primitives[2 + (n - 1) * 3 + 3].color = self.hoveredtextcolor else self.primitives[2 + (n - 1) * 3 + 3].color = self.textcolor end self.primitives[2 + (n - 1) * 3 + 1].position = iVec2(tabpos,2) self.primitives[2 + (n - 1) * 3 + 2].position = iVec2(tabpos + 1, 3) self.primitives[2 + (n - 1) * 3 + 3].position = iVec2(tabpos,2) end self.primitives[2 + (n - 1) * 3 + 3].text = self.items[n].text tabpos = tabpos + tw - 2 end end  
    • By 💎Yue💎 in Dev Log 5
      The prototype of a four-wheeled vehicle is completed, where the third person player can get on and off the vehicle by pressing the E key.  To move the vehicle either forward or backward, is done with the keys W, and the key S, to brake with the space key.  And the principle is the same as when driving the character, a third person camera goes behind the car orbiting 360 degrees.

      I don't think the vehicle is that bad, but I'm absolutely sure it can be improved.  The idea is that this explorer works with batteries, which eventually run out during the night when there is no sunlight.
      Translated with www.DeepL.com/Translator
       
      Mechanics of the game.
      I'm going to focus on the mechanics of the game, establish starting point (Landing area), after the orbiter accident on Mars where all your companions died, now, to survive, you will have to repair your suit, oxygen runs out, good luck.  This involves replacing the oxygen condenser that is failing and the suit is stuck.

      On the ground and performance.
      The rocks, the terrain and the vehicle kill the SPF, but there is a solution, and everything is related to the chassis of the vehicle. That is to say that if I put a simple collision bucket for the vehicle, the yield recovers, something that does not happen if I put a collider of precise calculation for the car. This has the advantage of better performance but is not very accurate, especially when the car crashes with an object in front, because the horn of the car has no collision. And the solution to this, is to put a sliding joint, as was done with the area in which the player climbs the car and descends from it.


       
      On the rocks, I am trying to make them with the slightest polygons and the most distant from each other. 
      Obviously on Mars I can not create canyons, high mountains, is because the terrain does not produce shadows on itself, that's why the terrain tries to be as flat as possible, simulating a desert with dunes. 

      That's all for now.
       
    • By 💎Yue💎 in Dev Log 9
      The prototype is finished, and the mechanics of the game can be given way.  It has established a desert terrain in the form of dunes, this implies that there are no cannons or anything similar, because Leadwerks does not allow a terrain to cast shadows on that same terrain and this looks visually rare.
      So the terrain is like low-slope dunes. On the other hand, I think the texture of the terrain is already the definitive one, with the possibility of changes and suggestions on the part of those involved in this project.
      On the other hand we have taken the model of a habitat of the nasa, which certainly looks very nice. 
      The next steps, are to establish the starting point of the player, this must start near the capsule return to Mars somewhere on the map of 2024 x 2.
      And think about the first thing you should do, repair your suit? Seek a shelter? things like that.  


×
×
  • Create New...