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This is a good time to write about some very broad changes I expect to come about over the next year in our community as our new engine "Turbo" arrives. Turbo Game Engine, as the name suggests, offers really fast performance using a groundbreaking Vulkan-based renderer, which is relevant to everyone but particularly beneficial for VR developers who struggle to keep their framerates up using conventional game engines. I want to help get you onboard with some of the ideas that I myself am processing.

Less emphasis on how-to tutorials, more emphasis on API documentation

The new engine assumes you are either an artist or a programmer, and if you are a programmer you already know basic C++ or Lua. More attention will be paid to precisely documenting how commands behave. There will be a more strict division between supported and unsupported features. There will be less "guessing" what the user is trying to do, and more formal documentation saying "if you do X then Y will occur". For example, every entity creation function requires the world object be explicitly supplied in the creation command, instead of hiding this away in a global state. There will not be tutorials explaining what a variable is or teaching basic programming concepts.

More responsiveness to user requests, especially for programming features

Leadwerks 4 features have been in a semi-frozen state for a while now. Although many new features have been added, I have not wanted to create breaking changes, and have been reluctant to introduce things that might create new bugs, because I knew an entire new infrastructure for future development was on the way. With the new engine I will be more receptive to suggestions that make the engine better. One example would be an animation events system that lets users set a point in an animation where an event is called. These changes need to be implemented within the design philosophy of the new engine. For example, I would use an Actor class method to call the event function rather than a raw pointer. Emphasis should be placed on what is practical and useful for competent programmers and artists, and how everything fits into the overall design.

Less attempts at hand-holding for new developers

The new engine will not attempt to teach children to make their own MMORPG. Our marketing materials will not even suggest this is possible. The new engine will deliver performance faster than any other game engine in the world, period. Consequently, I think the community will gain a lot more advanced users, and though some of them will not even interact on the forum I do think you will see more organic creativity and quality. In its own way, the new engine actually is quite a lot easier to work with, but the sales pitch is not going to emphasize that, it will just be something people discover as they use it. I love seeing all the weird and cool creations that comes from people who are completely new to game development, but those people were new to game development and did well with Leadwerks had a lot of natural talent. Instead of trying to come up with a magic combination of features and tutorials to turn novices into John Carmack, we are going to rely on the product benefits to draw them and expect them to get up to speed quickly. Discussions should be about what is best for intermediate / experts, not trying to figure out what beginners want. Ease of use is subjective and I feel we have hit the point of diminishing returns chasing after this. If beginners want to jump in and learn that is great, but it is not our reason for existing.

Stronger focus on the core essentials

At the time of this writing, there are only eight entity types in the beta of the new engine. We can't win based on number of features, but we can do the core essentials much better than anyone else. Our new Vulkan renderer offers performance that developers (especially VR) can't live without. Models, lights, and rendering are the core features I want to focus on, and these can be expanded by the end user to create their own. For example, a custom particle system with support for all kinds of behaviors could easily be created with the model class and a few custom shaders, without breaking the performance that makes this engine valuable. Our new technology is very well thought out and will give us a stable base for a long time. I am planning on a plugin / extensions system because its best for this to be integrated in the core design, but you should not expect this to be very useful for a couple of years. Plugin systems require huge network effects to offer anything valuable. We can only reach that type of scale by offering something else unique that no one can match us on. Fortunately, we have something. It's right in the name.

More formal support for good standards

Vulkan has turned out to be a very good move. I don’t think anyone realizes how big a deal GLTF support is yet: you can download thousands of models from Sketchfab and other sources and load them right now with no adjustments. I may join the Khronos consortium and I have some ideas for additional useful GLTF extensions. I'm using JSON for a lot of files and it's great. DDS will be our main texture file format. There are more good standards today than there were ten years ago, and I will adopt the ones that fit our goals.

Different type of new user appearing

With Leadwerks, the average new user appears on the forum and says “hey, I want to make a game but I don’t really know how, please tell me what I need to know.” With the new engine I think it will be more like “hey, I’m more or less an expert already, I know exactly what I want to make, please tell me what I need to know.” I expect them to have less tolerance for bugs, undefined behavior, or undocumented features, and at the same time I think it will be easier to have frank discussions about exactly what developers need.

In very general terms that is how I want to focus things. I think everyone here will adjust to this more strict and well-defined approach and end up liking it a lot better.

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I love everything here a lot! Can't wait to ditch other stupid engines for this one!

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I hope that turbo has some sort of tool development framework using the editor gui in c++ so that we can create our custom tools for the type of game we need and our editor tool can help us speed up the development process, I think turbo's speed should not only be limited to performance as sales pitch, it should also be linked to speedup of development processes, and the editor toolkit can be a good indicator towards it. This editor tool development system might be linked to plugin system. I am pretty new to leadwerks just purchased it this past saturday and on one day of use, I think this is the feature I missed in it. Keep in mind that I am coming from an experienced game developer perspective.

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While I think we should have less tutorials, example content is a must. I myself learn things by looking at examples, and then modifying those samples to make it do what I want it to do. Samples should both be freely available and on the market place.

We should also have a tutorial on the editor, and where everything is/what it does. But otherwise I agree; no "How to make an FPS shooter" this time. Give them a template and let them be creative. 🙂

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2 hours ago, m.yuneeb90 said:

I hope that turbo has some sort of tool development framework using the editor gui in c++ so that we can create our custom tools for the type of game we need and our editor tool can help us speed up the development process, I think turbo's speed should not only be limited to performance as sales pitch, it should also be linked to speedup of development processes, and the editor toolkit can be a good indicator towards it.

I think this is the right idea and your expectations are realistic. A strictly defined API that exposes the editor internal structure to Lua, similar to MaxScript in 3ds max, would be very useful.

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I feel like a lot of what I wrote above is just us acknowledging what we are and not trying to be something different. I want this to be more of an advanced technology company.

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I think having a basic setup tutorial would be helpful (as getting a window and camera set up with your API isn't exactly standard), but beyond that, the only thing I'd want is for everything in the API to actually be documented and searchable. There are a lot of things within LW4 that are simply not in the documentation, and are things one would run into pretty easily when going beyond basic functionality.

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No tutorials is ok providing the api examples are enough to get a beginner started. Gameplay coding comes easy to me, but not setting up code.

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7 minutes ago, cassius said:

No tutorials is ok providing the api examples are enough to get a beginner started. Gameplay coding comes easy to me, but not setting up code.

That's exactly how I feel too. Creating a feature in C++ is easy, it's just finding the actual commands to interface with the API you're working with.

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I don't feel like money is going to be a big problem in the future, which frees us to do what we really want to do.

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7 hours ago, reepblue said:

While I think we should have less tutorials, example content is a must. I myself learn things by looking at examples, and then modifying those samples to make it do what I want it to do.

I'm the same.  I gave up on the Leadwerks GUI because it's not documented and a question I asked wasn't answered clearly (and it's also more convoluted than I feel it needs to be.  I just want to put down a button and detect if it's clicked on.  This should be like 2 or 3 lines of code).

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I think, undoubtedly a good tool must have good documentation. That is to say imagine that you buy a powerful appliance to use in your home and you don't see any explicit documentation about its respective functions.  I think it can ruin the product, it's just what I think. 

Now, the simple example is based on for example a C++, lua, or C# template, something very simple like creating a simple window. And the rest is left to the user's mercy when digging into the documentation structure, or asking questions in the community.  

Translated with www.DeepL.com/Translator

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4 hours ago, aiaf said:

Btw the gui system will be available to turbo in a form similar to what we have now ?

Yes, although the idea of letting Lua run inside the rendering loop (for the drawing function) is definitely verboten in the new architecture. Instead it will use persistent 2D primitives that are created and managed by the script. Like instead of having a function that says "draw a rectangle here" the script will create a rectangle object with the characteristics it needs, and that will be sent to the rendering thread.

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1 hour ago, Josh said:

Yes, although the idea of letting Lua run inside the rendering loop (for the drawing function) is definitely verboten in the new architecture. Instead it will use persistent 2D primitives that are created and managed by the script. Like instead of having a function that says "draw a rectangle here" the script will create a rectangle object with the characteristics it needs, and that will be sent to the rendering thread.

Please make UI editor happen

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  • Blog Entries

    • By Josh in Josh's Dev Blog 2
      DPI scaling and the 2D drawing and GUI system were an issue I was a bit concerned about, but I think I have it worked out. This all goes back to the multi-monitor support that I designed back in September. Part of that system allows you to retrieve the DPI scale for each display. This gives you another piece of information in addition to the raw screen resolution. The display scale gives you a percentage value the user expects to see vector graphics at, with 100% being what you would expect with a regular HD monitor. If we scale our GUI elements and font sizes by the display scale we can adjust for screens with any pixel density.
      This shot shows 1920x1080 fullscreen with DPI scaling set to 100%:

      Here we see the same resolution, with scaling set to 125%:

      And this is with scaling set to 150%:

      The effect of this is that if the player is using a 4K, 8K, or any other type of monitor, your game can display finely detailed text at the correct size the user expects to see. It also means that user interfaces can be rendered at any resolution for VR.
      Rather than trying to automatically scale GUI elements I am giving you full control over the raw pixels. That means you have to decide how your widgets will be scaled yourself, and program it into the game interface, but there is nothing hidden from the developer. Here is my code I am working with now to create a simple game menu. Also notice there is no CreatePanel(), CreateButton(), etc. anymore, there is just one widget you create and set the script for. I might add an option for C++ actors as well, but since these are operating on the main logic thread there's not really a downside to running the code in Lua.
      local window = ActiveWindow() if window == nullptr then return end local framebuffer = window:GetFramebuffer() if framebuffer == nil then return end self.gui = CreateGUI(self.guispritelayer) --Main background panel self.mainpanel = CreateWidget(self.gui,"",0,0,framebuffer.size.x,framebuffer.size.y) self.mainpanel:SetScript("Scripts/GUI/Panel.lua", true) local scale = window.display.scale.y local w = 120 local h = 24 local sep = 36 local x = framebuffer.size.x / 6 local y = framebuffer.size.y / 2 - sep * 3 self.resumebutton = CreateWidget(self.mainpanel,"RESUME GAME",x,y,w,h) self.resumebutton:SetScript("Scripts/GUI/Hyperlink.lua", true) self.resumebutton:SetFontSize(14 * window.display.scale.y) y=y+sep*2 self.label2 = CreateWidget(self.mainpanel,"OPTIONS",x,y,w,h) self.label2:SetScript("Scripts/GUI/Hyperlink.lua", true) self.label2:SetFontSize(14 * window.display.scale.y) y=y+sep*2 self.quitbutton = CreateWidget(self.mainpanel,"QUIT", x,y, w,h) self.quitbutton:SetScript("Scripts/GUI/Hyperlink.lua", true) self.quitbutton:SetFontSize(14 * window.display.scale.y) w = 400 * scale h = 550 * scale self.optionspanel = CreateWidget(self.mainpanel,"QUIT", (framebuffer.size.x- w) * 0.5, (framebuffer.size.y - h) * 0.5, w, h) self.optionspanel:SetScript("Scripts/GUI/Panel.lua", true) self.optionspanel.color = Vec4(0.2,0.2,0.2,1) self.optionspanel.border = true self.optionspanel.radius = 8 * scale self.optionspanel.hidden = true  
    • By Josh in Josh's Dev Blog 2
      Previously I talked about the technical details of hardware tessellation and what it took to make it truly useful. In this article I will talk about some of the implications of this feature and the more advanced ramifications of baking tessellation into Turbo Game Engine as a first-class feature in the 
      Although hardware tessellation has been around for a few years, we don't see it used in games that often. There are two big problems that need to be overcome.
      We need a way to prevent cracks from appearing along edges. We need to display a consistent density of triangles on the screen. Too many polygons is a big problem. I think these issues are the reason you don't really see much use of tessellation in games, even today. However, I think my research this week has created new technology that will allow us to make use of tessellation as an every-day feature in our new Vulkan renderer.
      Per-Vertex Displacement Scale
      Because tessellation displaces vertices, any discrepancy in the distance or direction of the displacement, or any difference in the way neighboring polygons are subdivided, will result in cracks appearing in the mesh.

      To prevent unwanted cracks in mesh geometry I added a per-vertex displacement scale value. I packed this value into the w component of the vertex position, which was not being used. When the displacement strength is set to zero along the edges the cracks disappear:

      Segmented Primitives
      With the ability to control displacement on a per-vertex level, I set about implementing more advanced model primitives. The basic idea is to split up faces so that the edge vertices can have their displacement scale set to zero to eliminate cracks. I started with a segmented plane. This is a patch of triangles with a user-defined size and resolution. The outer-most vertices have a displacement value of 0 and the inner vertices have a displacement of 1. When tessellation is applied to the plane the effect fades out as it reaches the edges of the primitive:

      I then used this formula to create a more advanced box primitive. Along the seam where the edges of each face meet, the displacement smoothly fades out to prevent cracks from appearing.

      The same idea was applied to make segmented cylinders and cones, with displacement disabled along the seams.

      Finally, a new QuadSphere primitive was created using the box formula, and then normalizing each vertex position. This warps the vertices into a round shape, creating a sphere without the texture warping that spherical mapping creates.

      It's amazing how tessellation and displacement can make these simple shapes look amazing. Here is the full list of available commands:
      shared_ptr<Model> CreateBox(shared_ptr<World> world, const float width = 1.0); shared_ptr<Model> CreateBox(shared_ptr<World> world, const float width, const float height, const float depth, const int xsegs = 1, const int ysegs = 1); shared_ptr<Model> CreateSphere(shared_ptr<World> world, const float radius = 0.5, const int segments = 16); shared_ptr<Model> CreateCone(shared_ptr<World> world, const float radius = 0.5, const float height = 1.0, const int segments = 16, const int heightsegs = 1, const int capsegs = 1); shared_ptr<Model> CreateCylinder(shared_ptr<World> world, const float radius = 0.5, const float height=1.0, const int sides = 16, const int heightsegs = 1, const int capsegs = 1); shared_ptr<Model> CreatePlane(shared_ptr<World> world, cnst float width=1, const float height=1, const int xsegs = 1, const int ysegs = 1); shared_ptr<Model> CreateQuadSphere(shared_ptr<World> world, const float radius = 0.5, const int segments = 8); Edge Normals
      I experimented a bit with edges and got some interesting results. If you round the corner by setting the vertex normal to point diagonally, a rounded edge appears.

      If you extend the displacement scale beyond 1.0 you can get a harder extended edge.

      This is something I will experiment with more. I think CSG brush smooth groups could be used to make some really nice level geometry.
      Screen-space Tessellation LOD
      I created an LOD calculation formula that attempts to segment polygons into a target size in screen space. This provides a more uniform distribution of tessellated polygons, regardless of the original geometry. Below are two cylinders created with different segmentation settings, with tessellation disabled:

      And now here are the same meshes with tessellation applied. Although the less-segmented cylinder has more stretched triangles, they both are made up of triangles about the same size.

      Because the calculation works with screen-space coordinates, objects will automatically adjust resolution with distance. Here are two identical cylinders at different distances.

      You can see they have roughly the same distribution of polygons, which is what we want. The same amount of detail will be used to show off displaced edges at any distance.

      We can even set a threshold for the minimum vertex displacement in screen space and use that to eliminate tessellation inside an object and only display extra triangles along the edges.

      This allows you to simply set a target polygon size in screen space without adjusting any per-mesh properties. This method could have prevented the problems Crysis 2 had with polygon density. This also solves the problem that prevented me from using tessellation for terrain. The per-mesh tessellation settings I worked on a couple days ago will be removed since it is not needed.
      Parallax Mapping Fallback
      Finally, I added a simple parallax mapping fallback that gets used when tessellation is disabled. This makes an inexpensive option for low-end machines that still conveys displacement.

      Next I am going to try processing some models that were not designed for tessellation and see if I can use tessellation to add geometric detail to low-poly models without any cracks or artifacts.
    • By Josh in Josh's Dev Blog 0
      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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