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Leadwerks Game Engine 5 Alpha Zero Released

Josh

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I'm happy to announce the very first alpha release of Leadwerks 5 is now available.

What's New

  • String commands now accept a unicode overload. Add "L" in front of a string to create a wide string in C++.
  • Now using smart pointers. Simply set a variable to nullptr to delete an object. There is no Release() or AddRef() function.
  • Exclusively 64-bit!
  • Global states are gone. There is no "current" world or context. Instead, the object you want is passed into any function that uses it.
  • We are now using constant integers like WINDOW_TITLEBAR instead of static members like Window::Titlebar.
  • Now using global functions where appropriate (CreateWorld(), etc.).
  • Renderer is being designed to be asynchronous so Context::Sync() is gone. 2D drawing is not implemented at this time.

Here's the syntax for a simple program.

#include "Leadwerks.h"

using namespace Leadwerks;

int main(int argc, const char *argv[])
{
	auto window = CreateWindow(L"My Game", 0, 0, 1024, 768, WINDOW_TITLEBAR);
	auto context = CreateContext(window);
	
	auto world = CreateWorld();
	auto camera = CreateCamera(world);
	camera->SetPosition(0, 0, -3);

	auto light = CreateDirectionalLight(world);
	light->Turn(45, 35, 0);

	auto model = CreateBox(world);
	
	while (true)
	{
		if (window->KeyHit(KEY_ESCAPE) or window->Closed()) return 0;
		
		if (window->KeyHit(KEY_SPACE)) model = nullptr;
		
		world->Update();
		world->Render(context);
	}
}

You can get access to the Leadwerks 5 Alpha with a subscription of $4.99 a month. You will also be able to post in the Leadwerks 5 forum and give your feedback and ideas. At this time, only C++ is supported, and it will only build in debug mode.  It is still very early in development, so this is really only intended for enthusiasts who want to play with the very bleeding edge of technology and support the development of Leadwerks 5.

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Why the use of CreateXXX() vs newing up an instance of the class in question? ie. why CreateWindow() vs new Window().

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2 hours ago, Rick said:

Why the use of CreateXXX() vs newing up an instance of the class in question? ie. why CreateWindow() vs new Window().

  1. Create() may return nullptr if it was unsuccessful. The new constructor cannot do this. (We don't actually use new anymore. Now we use make_shared<Class>(), which also cannot return nullptr.)
  2. Sometimes an extended class is returned from these commands. For example, CreateTexture() will return a shared_ptr<OpenGLTexture> object.
  3. It looks nice.

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On 2/6/2018 at 3:28 PM, Lunarovich said:

I was wandering, what will happen to the Leadwerks 4? Will it be discontinued? Will it receive updates? 

I still have several updates planned for version 4.x. When 5.0 is released Leadwerks 4 will be considered finished and only receive critical updates.

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Hey Josh,

I´m planning to buy Leadwerks 5 in the future but I have two questions:

1.Does the new engine contain the the same features as leadwerks 4? Just with a better design and some improvements...

Or is Leadwerks 5 a completely new engine where I have to wait some time to get some of these features?

2. Is it possible to import projects from the current engine 4.x into the new engine?

It would be nice if you upload some screenshots of the current alpha ^^

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I’m making major architecture changes and writing a new editor. It’s not a completely new engine but it will ha e a long period of beta testing. I don’t think any features will be removed unless they just don’t make sense to keep. All file formats will still be loadable, but the programming API is undergoing major changes.

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19 hours ago, Josh said:

I’m making major architecture changes and writing a new editor. It’s not a completely new engine but it will ha e a long period of beta testing. I don’t think any features will be removed unless they just don’t make sense to keep. All file formats will still be loadable, but the programming API is undergoing major changes.

Ok great! Then I´m going to buy it. That was the only concern i had.

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  • Blog Entries

    • By Josh in Josh's Dev Blog 4
      For finer control over what 2D elements appear on what camera, I have implemented a system of "Sprite Layers". Here's how it works:
      A sprite layer is created in a world. Sprites are created in a layer. Layers are attached to a camera (in the same world). The reason the sprite layer is linked to the world is because the render tweening operates on a per-world basis, and it works with the sprite system just like the entity system. In fact, the rendering thread uses the same RenderNode class for both.
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      while true do local event = GetEvent() if event.id == EVENT_NONE then break end if event.id == EVENT_MOUSE_DOWN or event.id == EVENT_MOUSE_MOVE or event.id == EVENT_MOUSE_UP or event.id == EVENT_KEY_DOWN or event.id == EVENT_KEY_UP then gui:ProcessEvent(event) end end You could also input your own events from the mouse position to create interactive surfaces, like in games like DOOM and Soma. Or you can render the GUI to a texture and interact with it by feeding in input from VR controllers.

      Because the new 2D drawing system uses persistent objects instead of drawing commands the code to display elements has changed quite a lot. Here is my current button script. I implemented a system of abstract GUI "rectangles" the script can create and modify. If the GUI is attached to a sprite layer these get translated into sprites, and if it is attached directly to a window they get translated into system drawing commands. Note that the AddTextRect doesn't even allow you to access the widget text directly because the widget text is stored in a wstring, which supports Unicode characters but is not supported by Lua.
      --Default values widget.pushed=false widget.hovered=false widget.textindent=4 widget.checkboxsize=14 widget.checkboxindent=5 widget.radius=3 widget.textcolor = Vec4(1,1,1,1) widget.bordercolor = Vec4(0,0,0,0) widget.hoverbordercolor = Vec4(51/255,151/255,1) widget.backgroundcolor = Vec4(0.2,0.2,0.2,1) function widget:MouseEnter(x,y) self.hovered = true self:Redraw() end function widget:MouseLeave(x,y) self.hovered = false self:Redraw() end function widget:MouseDown(button,x,y) if button == MOUSE_LEFT then self.pushed=true self:Redraw() end end function widget:MouseUp(button,x,y) if button == MOUSE_LEFT then self.pushed = false if self.hovered then EmitEvent(EVENT_WIDGET_ACTION,self) end self:Redraw() end end function widget:OK() EmitEvent(EVENT_WIDGET_ACTION,self) end function widget:KeyDown(keycode) if keycode == KEY_ENTER then EmitEvent(EVENT_WIDGET_ACTION,self) self:Redraw() end end function widget:Start() --Background self:AddRect(self.position, self.size, self.backgroundcolor, false, self.radius) --Border if self.hovered == true then self:AddRect(self.position, self.size, self.hoverbordercolor, true, self.radius) else self:AddRect(self.position, self.size, self.bordercolor, true, self.radius) end --Text if self.pushed == true then self:AddTextRect(self.position + iVec2(1,1), self.size, self.textcolor, TEXT_CENTER + TEXT_MIDDLE) else self:AddTextRect(self.position, self.size, self.textcolor, TEXT_CENTER + TEXT_MIDDLE) end end function widget:Draw() --Update position and size self.primitives[1].position = self.position self.primitives[1].size = self.size self.primitives[2].position = self.position self.primitives[2].size = self.size self.primitives[3].size = self.size --Update the border color based on the current hover state if self.hovered == true then self.primitives[2].color = self.hoverbordercolor else self.primitives[2].color = self.bordercolor end --Offset the text when button is pressed if self.pushed == true then self.primitives[3].position = self.position + iVec2(1,1) else self.primitives[3].position = self.position end end This is arguably harder to use than the Leadwerks 4 system, but it gives you advanced capabilities and better performance that the previous design did not allow.
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