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Leadwerks Game Engine 4.6 Released

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Leadwerks Game Engine 4.6 is now available on Steam! This free update adds Steam peer-to-peer networking, lobbies, voice chat, and more. A new multiplayer game template makes it easy to get started with your own multiplayer games, adding new depth and interactivity to the fun.

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We've also added over 100 bug fixes, making this the most stable release ever to build your game on!

New classes:

Other changes:

  • New parameters for better control over physics springs.
  • World::Update() now has an optional parameter for number of sub-steps, can be used for improved physics precision.
  • Model editor view range is calculated from model extents, so if you load a model that is huge it won't be invisible.
  • Model editor displays number of limbs as well as vertices and triangles.
  • Settings file is now saved any time changes are made in the options editor.
  • Menu item added for Leadwerks Marketplace.
  • Menu item added for Discord chat.
  • Linux version of engine now built on Ubuntu 18.04.
  • Like 7


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i updated project and i have this error, in Scripts/GUI/Button.lua:

image.png.9c99529c00056cf2bd14694458c9266c.png

Can you consider not modifying the Main.lua on project update? not a big problem just annoying.

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I try to avoid updating it when possible.

The styles system for GUI widgets has changed slightly. Your styles are built-in constants like this:
SLIDER_SCROLLBAR

I will update the docs today.

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The style system change results in a lot of manual source updating and since i make use of the GUI system in basicly all of my projects, that's alot of code to change.
Maiby i will have to write a small tool that does it for me... i guess notepad++ could achieve it 
nonetheless nice work on the update.

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One question, to use the online multiplayer, do I have to have steam with all the privileges

This is because my account is limited to steam.

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I have released the online player example, but I don't know how to test it locally.  I have a "Test Yue" server

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If a server is being created, then it works. You just need someone to play with you!

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I think I don't quite understand the concept of online in leadwerks.

I mean, can you only play players who have a steam account?
If it is correct, how can I create a game and test it?

It's trying to create a server on another computer and I got a "we couldn't create the server, fails" sign.

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There is a text file called steam_appid.txt that contains an app id. If you include that you can operate under the dummy “Spacewar” game.

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I can not understand, to create the server I need to have the steam account open, otherwise it does not work to create a server.

The file you idces has a number 480.

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I got a steam message that I've been banned by something called VAC.

Valve Anti-Trap System (VAC)
VAC locks are permanent, non-negotiable and cannot be removed by the Steam Support team.

 
If a VAC lock is determined to have been applied by mistake, it will be automatically removed. If you would like to discuss Valve's anti-cheating system with the Community, you can do so here.

Because my account is limited and I did not purchase five dollars.  

:(

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Damn dude. I guess we solved that question! I am sorry.

Click that link that says "here". If you need help you can tell them to contact me.

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  • Blog Entries

    • By Josh in Josh's Dev Blog 0
      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")  
    • By Josh in Josh's Dev Blog 4
      I made some changes to the design of the particle system. I am less concerned with the exact behavior of particles as they move around and move interested right now in building a system with good performance and deep physics interactions. Although I want particle behavior to be customizable, I don't think scripts are the right tool for the job. C++ plugins are better suited for this for two reasons.
      C++ is much faster, and particles are a system that will make heavy use of that. Lua scripts can't be run on separate threads. In Leadwerks Engine 4 we have basic particle collisions, but I wanted something more interactive in the new system. I move the particle update code into the physics thread. I implemented collision as well as the ability for particles to exert forces on other objects. Here's what happens when some slow-moving smoke particles interact with a scene: The lower platform rotates freely while the upper platform is motorized.
      When the particle velocity is increase they start to behave like a stream of water:
      Best of all, the speed is surprisingly fast. 4000 particles with collision update in just 2 milliseconds. The code scales well across cores so if you have a lot of CPU cores simulations with 100,000 particles are possible.
      Right now particles are processed in the physics thread, and get sent to the rendering thread for display, but right now the main thread actually never sees the individual particles.
      This is fast enough I think particles will default to full physics. Instead of just being a dumb visual effect we are going to have fully interactive fluids and gases. Flamethrowers can fill a room with fire and it will creep around corners to fill a space.
    • By Josh in Josh's Dev Blog 7
      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.
      I have basic GUI functionality working now. A GUI can be created directly on a window and use the OS drawing commands, or it can be created on a sprite layer and rendered with 3D graphics. The first method is how I plan to make the new editor user interface, while the second is quite flexible. The most common usage will be to create a sprite layer, attach it to the main camera, and add a GUI to appear in-game. However, you can just as easily attach a sprite layer to a camera that has a texture render target, and make the GUI appear in-game on a panel in 3D. Because of these different usages, you must manually insert events like mouse movements into the GUI in order for it to process them:
      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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