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Leadwerks Game Engine 4 Preview Available

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A preview build of Leadwerks Game Engine 4 is now available on the default branch on Steam, with a new vegetation management system and other features.

 

We completely rethought how large-scale scene management should work to bring you a one-of-a-kind vegetation system for handling massive amounts of foliage. Instead of storing each instance in memory, our new system uses a distribution algorithm to dynamically calculate all relevant instances each frame for rendering and physics. This allows enormous densely packed scenes with minimal overhead. The results are blazingly fast, efficient, and easy to use. In fact, the new system is so advanced it's featured in the upcoming book Game Engine Gems 3. Other features include autocomplete in the built-in script editor and integration with Steam Leaderboards.

 

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To help you make the most of the new vegetation system, we're also introducing the Nature Model Pack DLC. This includes trees, plants, grass, and rocks, to make a variety of outdoors settings with.

 

Leadwerks Game Engine 4 is a free update and allows publishing of games for the PC and Steam Machines.

 

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Kinda sick it will be free really, in many commercial softwares major updates like this cost a fortune.

 

I hope there's a chance leadwerks will be using vulkan in the future.

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  • Blog Entries

    • By Josh in Josh's Dev Blog 2
      I've restructured the plugin SDK for our new engine and created a new repository on Github here:
      https://github.com/Leadwerks/PluginSDK
      The GMF2 format will only be used as an internal data transfer protocol for model loader plugins. Our main supported file format will be GLTF.
      As of now, the plugin system can be used to write texture loaders for different file formats, model loaders, or to modify behavior of particles in the new particle system. The FreeImage texture loader has been moved out of the core engine and into a plugin so you no longer have to include the FreeImage DLL unless you want to use it. The main supported texture format will be DDS, but the FreeImage plugin supports many common image file formats.
    • By Admin in Leadwerks Company Blog 2
      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.
    • By Josh in Josh's Dev Blog 2
      The Leadwerks 5 beta will soon be updated with particle emitters and an example particle system plugin. Previously, I showed some impressive results with physically interactive particles that collide with and exert forces on the environment. I decided to use the plugin system for controlling particle behavior, as this offers the best performance and can be run on the physics thread. 
      A particle system plugin uses some predefined structures and functions to modify the behavior of particles when they are emitted or as they are updated. This allows for unlimited features to be added to the particle system, because anything you want can be added with a plugin. A system for sending settings to the plugin will be implemented in the future so you can adjust the plugin settings and see the results. The default particle settings and features will probably stay pretty barebones and I will just use the plugin system to add any advanced functionality since it is so flexible.
      void EmitParticle(ParticleModifier* mod, ParticleSystem* particlesystem, Particle* particle) { if (mod->emissionshape == EMISSION_SHAPE_BOX) { particle->position[0] = Random(-mod->area[0], mod->area[0]); particle->position[1] = Random(-mod->area[1], mod->area[1]); particle->position[2] = Random(-mod->area[2], mod->area[2]); } else if (mod->emissionshape == EMISSION_SHAPE_CYLINDER) { particle->position[0] = Random(-mod->area[0], mod->area[0]); particle->position[1] = Random(-mod->area[1], mod->area[1]); particle->position[2] = Random(-mod->area[2], mod->area[2]); auto l = sqrt(particle->position[0] * particle->position[0] + particle->position[1] * particle->position[1] + particle->position[2] * particle->position[2]); if (l > 0.0f) { particle->position[0] /= l; particle->position[1] /= l; particle->position[2] /= l; } } particle->position[0] += particlesystem->matrix[12]; particle->position[1] += particlesystem->matrix[13]; particle->position[2] += particlesystem->matrix[14]; } There are three other new Lua examples included. Coroutines.lua shows how a sequence of actions can be added to an entity before the game starts, and the actions will be executed in order:
      --Create model local model = CreateBox(world) --Add some behaviors to be executed in order model:AddCoroutine(MoveToPoint, Vec3(3,0,0), 2) model:AddCoroutine(MoveToPoint, Vec3(-3,0,0), 2) model:AddCoroutine(MoveToPoint, Vec3(0,0,0), 2) --Main loop while window:Closed() == false do world:Update() world:Render(framebuffer) end This is great for setting up cut scenes or other sequences of events.
      An example showing how to enable tessellation is also included. Tessellation is now a per-camera setting.
      camera:SetTessellation(10) The number you input is the size in pixels of the tessellated primitives. Use zero to disable tessellation. Tessellation is disabled by default on all cameras.
      Finally, an example showing how to use a texture loader plugin is included. All you have to do is load the plugin and after that textures can be loaded in VTF format:
      local vtfloader = LoadPlugin("Plugins/VTF.dll") local tex = LoadTexture("Materials/wall01.vtf")  
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