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	Clustered Forward RenderingWork in Progress - Started by Admin, Our new forward renderer has all the flexibility of a deferred renderer, without any of the drawbacks. MSAA, transparency, and per-material light settings all work ...
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	Marble Game TemplateWork in Progress - Started by Admin, New game templates make it easy to set up different types of games with Leadwerks. This template demonstrates how to create a simple but fun marble game.
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	3D Ocean Technology (WIP 2)Work in Progress - Started by Admin, Second video of our work-in-progress 3D water.
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	Grievous GroundsGG is a mix between the popular MOBA and RTS genre. Control your own character and build up your own army to defeat the opponents!
 Buy items and units to get your economy rolling, or start killing enemies by yourself. This game allows you to play as your own character in the game world to defeat your opponents. Because this game is Player vs Player and vs Environment, you're up for a challenge.
 Enemy bases can be captured to spawn new units from there. Make sure your homebase doesn't get captured or you will lose the game.
 Testing phase will be moved unfortunately due to my PC what needs fixing and other personal events like moving out. The game will be finished. Unfortunately I can't predict yet when.
 
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	Realtime GPU FFT in Leadwerks 4Work in Progress - Started by Steam Community, An early stage of GPU FFT using the stockham FFT with the Phillipsspectrum to produce ocean waves.
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	Damage numbersWork in Progress - Started by Steam Community, Workshop - http://steamcommunity.com/sharedfiles/filedetails/?id=404088984
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	A Demons Game - Halloween TrailerWork in Progress - Started by lxFirebal69xl, Happy halloween. Facebook Page: https://www.facebook.com/A-Demons-Game-1609762912575762/ Twitter: https://twitter.com/lxFirebal69xl Steam group: http://steamcommunity.com/groups/ADemonsGame
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	World Reflection CubemapsWork in Progress - Started by Steam Community, Leadwerks lacks a way for environment artists to make materials have world reflections. With the recent PBR/substance shaders, I thought I should give this a look at, and mimic how Source does it, which isn't really next gen, but it's better than nothing.
 
					 
					 
					 
					 
					 
					 
					