It should be great if you can create a game world which has exact real-life object's dimensions. If you are using Blender to make game props for Leadwerks, these are some simple steps to help you archive the dimension match up.
Step 1:
In Blender, go to Properties panel > Scene tab > Unit group
Choose "Meters" from list.
Make sure Length = Metric, Angle = Degree, Unit scale = 1
Step 2:
This step is optional but can make you feel better with grid floor
A full update for Windows and Linux is now available on the beta branch which addresses several small problems:
http://www.leadwerks.com/werkspace/topic/15772-standalone-build-wont-launch/
http://www.leadwerks.com/werkspace/topic/15761-entity-gets-has-stopped-working-error/
http://www.leadwerks.com/werkspace/topic/15766-crash-anything-since-last-update-object-already-deleted/
The version of the VC redistributable has also been updated in Steam and will fix this problem if you are having t
Previously, I laid out a pretty complete design of the racing game template I want to build. There's definitely enough there to build out the concept with very little left unanswered.
We are going to have a marble game template, because of its simplicity and ease of learning. However, unless the template really looks like a game people would want to play, it doesn't offer enough "carrot" to inspire people. This idea is less well-defined than the racing game, so I am only in the idea
An update to version 4.3 is now available on the default branch. This fixes it so the editor is not DPI-aware and will be scaled correctly if scaling on Windows is used. Some small shadow update bugs were fixed, and the animation shaders were improved.
If you are having trouble running your game from the editor in debug mode, you need to install the latest VC++ redistributable from Microsoft found here:
https://www.microsoft.com/en-us/download/details.aspx?id=53587
The version distribut
Previously, I have talked about my plans for Leadwerks and how to get there. In that blog I started with technical specs and went backwards with the path we would follow to achieve those goals. Now I have begun to put some of these ideas into practice and I want to review my plan with you.
I met with a very large academic institution a few months ago and talked about using Leadwerks to teach game programming. This is the whole reason I wrote this blog and did the research included therein
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Ive decided to plan better and fix milestones so i can actually finish this game, the main problem is lack of time.But i have patience.
I got a domain and in the process to setup a website and a blog.The plan is to have a small release every 15 days.
Will see how it goes, it would be nice to work full time on this but not possible at this time, still have to go to work for a living.
Currently im about to finish a somewhat starcraft like resource gathering mechanic.
A mine has a 1 trans
An update to 4.3 is available on the beta branch. This fixes it so the editor is not DPI-aware and will be scaled correctly if scaling on Windows is used. This build is also built with a fresh install of Windows 10 and Ubuntu (but it shouldn't make any difference).
This is a full build for Windows and Linux, with C++ libraries included. Game Launcher is also updated on its beta branch.
If there are no problems with this, it will go onto the default branch in a couple days.
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I am going to try something different this time and use the Thunderclap tool to promote the release of Leadwerks 4.4, which I have scheduled for April 3:
https://www.thunderclap.it/projects/52943-leadwerks-game-engine-4-4
Please sign up to help with the launch if you would like to promote it.
Also, there is still time to help the launch of A Demon's Game:
https://www.thunderclap.it/projects/52763-a-demon-s-game-crowdfunding
An update is available on the beta branch for Windows, editor and Lua executables only. This fixes a problem in the new light update system:
http://www.leadwerks.com/werkspace/topic/15713-shadow-update-editor-issues/
http://www.leadwerks.com/werkspace/topic/15716-43-child-entities-do-not-cast-shadows/
The animation shaders are also modified and they will appear better:
http://www.leadwerks.com/werkspace/topic/15710-all-animated-shaders-have-wrongstatic-normals/
Something that has always been a time consuming process is getting the audio right in my recordings. Although I have a very decent headset, recordings allways contained a lot of static noise and voice 'pops'. To get an acceptablequality I required a finetuned microphone placement for every recording. 1cm to the left could make a big difference. The recording software that I use has some build in noice reduction filters, but they do not always guarantee a smooth audio track.
Since there are g
One More Day - Performance Updates
So it’s been a while since my last blog update on One More Day but recently I had a look to see if I could do anything with improving the performance of the game. As it turns out there were still some optimisations to be made that have helped boost performance.
V0.1.6 on the Game Launcher
Here are the main performance related changes I’ve made which were recently published to the Game Launcher:
I changed some of the furniture models to lower pol
I'm going to focus on directing people to the Leadwerks mailing list and getting people to sign up for Leadwerks accounts. This is much more valuable than social media followers we have no data for, or even Steam users we can't contact directly.
We do need something extra to get the word out to people on the web about Leadwerks, but I don't think Facebook and Twitter are it...
A full build is available for Windows and Linux on the beta branch on Steam. This fixes a problem with the character controller physics and with the Alt key on Windows.
To upgrade 4.2 C++ projects to 4.3, you must add the following search paths:
$(LeadwerksHeaderPath)\Libraries\libvorbis\include
$(LeadwerksHeaderPath)\Libraries\libogg\include
I'm pretty sure it's ready, but please give it a good thrashing. This will go up on the default branch tomorrow morning.
[[Template blog/front/browse/indexGridEntry is throwing an error. This theme may be out of date. Run the support tool in the AdminCP to restore the default theme.]]
[[Template blog/front/browse/indexGridEntry is throwing an error. This theme may be out of date. Run the support tool in the AdminCP to restore the default theme.]]
[[Template blog/front/browse/indexGridEntry is throwing an error. This theme may be out of date. Run the support tool in the AdminCP to restore the default theme.]]
[[Template blog/front/browse/indexGridEntry is throwing an error. This theme may be out of date. Run the support tool in the AdminCP to restore the default theme.]]
[[Template blog/front/browse/indexGridEntry is throwing an error. This theme may be out of date. Run the support tool in the AdminCP to restore the default theme.]]
I've uploaded a full build for Windows and Linux, and updated the game launcher beta branch. This adjusts some very minor issues that you probably won't even notice.
Some of your characters might need to have their character controller angle setting set to 180, depending on how you have them set up. This is because some previously incorrect behavior has been fixed. You can use my third-person player script for testing.
My only concern at this point is that some of HaydenMango's games
Leadwerks Game Engine 4.3 is now available.
This release adds support for Ogg Vorbis audio files. Ogg Vorbis is a compressed audio format specially designed to shrink the size of large audio files. Using Ogg for large music files can significantly reduce your game's size.
Leadwerks Game Engine 4.3 features numerous performance updates, with performance improvements up to twice as fast as Leadwerks 4.2.
Finally, numerous small bugs have been squashed to make Leadwerks more
I've uploaded a release candidate of version 4.3 on the beta branch. This is a full build, for Windows and Linux. The Game Launcher beta branch is also updated.
If all is well this will go onto the stable branch in a few days.