All Activity
- Past hour
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yurembo started following Editor crashed
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After I moved the mesh, a shadow copy was created in its original location. When I clicked on the shadow copy, the editor crashed. The map file was not damaged.
- Today
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The tutorials made by the Dev are great for someone new to using a game engine, but I'm already familiar with most of the concepts. What I could really use is something along the lines of "here is how you create a gun for the FPS template" or "here's how you make a save/load system". Are there such tutorials produced by members of the community?
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Ashwalker joined the community
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Leoson7061 joined the community
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Andrej74 joined the community
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Josh started following WINDOW_RESIZABLE crashes game
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There is an Initialize() command in C++ that can accept a structure, with a setting to disable multithreading. This will allow a framebuffer to be created on a resizable window, but it's not good for performance. I don't recommend using this for games, only for GUI-driven windowed applications.
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vega started following Remove default components & Refresh component UI
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Hi, I have a few questions and suggestions regarding component management. I've tried digging through the documentation but haven't found anything that addresses these yet: 1. Component refresh: Is there a way to refresh components in the editor without restarting it? If not, would it be possible to add a button for this in the UI? Currently, the refresh behavior seems almost random. Sometimes old components that no longer exist still appear in the list. 2. Default components: I've noticed I can't fully remove the default components, which I'd like to do for a clean starting point on new projects. Is this expected behavior, or am I missing something? 3. Component registration: I'm a bit confused about how components are registered in the first place. I've seen some JSON files that seem related, but I'm not sure how it all works. Apologies if I missed some docs! Thanks in advance!
- Yesterday
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I found a workaround which is actually better than having a thin title bar: int w = 1920; int h = 1080-48; auto style = (WindowStyles)0x00000000L;
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The thing is, I don't need to resize the window, I only want it be in maximized mode when it's created. In maximized mode the title bar gets thinner.
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Not with the framebuffer. You'll need to create a new window. See Source/Game/GameMenu.cpp for how the stock code handles changing the window size.
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Is there any other way to maximize a window, like pressing the maximize button on title bar? I need it only once when the window is created, before I create the framebuffer. It should look like this (the windows 11 titlebar is visible below the window):
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reepblue started following WINDOW_RESIZABLE crashes game
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Is this with a frame buffer attached to the window. If so, that flag isn't supported.
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Canardia started following WINDOW_RESIZABLE crashes game
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Without the WINDOW_RESIZABLE it works: int w = 1920/2; int h = 1080/2; auto style = WINDOW_CENTER | WINDOW_TITLEBAR | WINDOW_RESIZABLE;
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reepblue started following Code Editor
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I actually ran into shortcut keys not working as well and I'm using a US-English keyboard. It's normally when multiple tabs are opened. To fix the issue, I have to close all the scripts and reopen the one I was working on.
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View File SnowBall VR SnowBall VR is a simple target game using Leadwerks 5. Throw snowballs at targets in a short amount of time to increase your score! This was submitted as part of the Leadwerks Winter Games 2025! This game requires a compatible VR headset. Submitter reepblue Submitted 01/16/2026 Category Games
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reepblue started following SnowBall VR
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schneller joined the community
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yurembo started following Winter Games Tournament
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Look out: https://www.leadwerks.com/community/files/submit/?do=submit&category=152 Or read this carefully:
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guido892 started following Winter Games Tournament
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Where can I upload a game for Winter Games Tournament or download one?
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What kind of keyboard are you using that has problems?
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5.02 beta Fix is available for this bug report:
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splashtile = CreateTile(world,640,480,false) splashtile:SetColor(1,1,1,0.5) local mtl = CreateMaterial() mtl:SetTransparent(true) splashtile:SetMaterial(mtl)
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RainerAtLeadwerks joined the community
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Wireframe as expected: splashtile = CreateTile(world, 640, 480, true) Shouldn't this tile be transparent? It's transparent for text. splashtile = CreateTile(world, 640, 480, false) This has no influence on transparency set to 50%: splashtile = CreateTile(world, 640, 480, false) splashtile:SetColor(1, 1, 1, 0.5) --Get the displays local displays = GetDisplays() -- Create a window local window = CreateWindow("Lost", 0, 0, 1280, 720, displays[1], WINDOW_CENTER | WINDOW_TITLEBAR) -- Create a world local world = CreateWorld() -- Create a framebuffer local framebuffer = CreateFramebuffer(window) -- Create a camera local camera = CreateCamera(world) camera:SetClearColor(0.125) camera:SetPosition(0, 0, -4) -- Create a light local light = CreateBoxLight(world) light:SetRotation(45, 35, 0) light:SetRange(-10, 10) light:SetColor(2) -- Create a model local model = CreateBox(world) model:SetColor(0, 0, 1) splashtile = CreateTile(world,640,480,false) splashtile:SetColor(1,1,1,0.5) -- Main loop while not window:Closed() do model:Turn(0, 1, 0) world:Update() world:Render(framebuffer, true) end
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erecx joined the community
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Thanks, Josh. I believe so.
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Additionally, Ctrl+S doesn't always work. And the find window doesn't accurately position the cursor on the found string.
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I believe I have the duplicate LOD problem fixed. Update will be available tomorrow. Please try the changes then and let me know if it needs improvement.
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Ah, I see, you are using the mesh reduction feature to add new LODs. Okay, the ways errors are handled was very difficult to figure out. There can potentially be multiple errors that occur in a process, like if you load a scene that is missing a lot of files. There are also errors that can occur where it's important to know they happened, but you don't really want to interrupt the workflow. Making the console show a highlighting item and automatically show the console and switch to the error list was the method I came up with that was both highly visible, but didn't stop the user's workflow. One change I am making to this right now, is that if any of the program child windows are maximized, they will get "restored" back to their non-maximized that. This will prevent a child window from covering the console, most of the time.
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5.0.2 beta A couple more small fixes in the editor.
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I don't even see anything here except the load / delete message. We're talking about the File > Load LOD feature, right? I am adding an error message for this now...