I am now accepting additional paid content from select authors to publish their Workshop content. Valve will take their standard 30% cut, you will receive 50% of each sale, and Leadwerks will take just 20%. If you are interested in reaching a new audience with the Workshop store, please contact me. You must be a seller with 3D models or textures in an existing marketplace for 3D content, or have a website showing your work.
More information on publishing here:
http://www.leadwerks.c
Physically-based Rendering (PBR), often also called Physically-based Shading (PBS), has taken the world of game engines and content creation tools by storm over the last couple of years. And for good reason: Art assets can be produced in a much more predictable and consistent way, since its properties directly relate to (measurable) real-world data, like the diffuse color of a material or the luminous flux (in lumen) of a light source. Even better, those assets also behave predictably and cosist
The book "Game Engine Gems 3" by Eric Lengyel is now available for purchase at Amazon.com (ISBN #978-1498755658). This title, set for release April 21, 2016, features 22 chapters of game programming knowledge, including a chapter by Leadwerks founder Josh titled "Vegetation Management in Leadwerks Game Engine 4". The accompanying CD even includes source code for an early version of the Leadwerks vegetation system, so you can see exactly what is going on under the hood of the engine. Pick it u
It appears that items that were released within a certain time period, right when the Workshop was made public, received a lot of "spam" comments like below, from people who don't even own Leadwerks:
I have nothing against TJHeldna's cola can, but I don't believe it is the top-rated item in the Workshop through genuine votes:
http://steamcommunity.com/workshop/browse/?appid=251810&browsesort=toprated§ion=readytouseitems&actualsort=toprated&p=1
It's very obvious
The Workshop interface is updated with new options to let you quickly find items to use in your games.
When you buy an item, you will now be directed to the Steam purchase page in the editor interface itself, without having to sign into an external web browser.
I downloaded the Saturn tutorial project yesterday to see how the project was holding up after all this time. After some bug fixing and adjusting some of the scenery ingame, I came to the conclusion I really liked the parcours part of the scene. So I thought lets just turn it in to a run and jump game real quick and add it to the winter games tournament.
http://www.leadwerks.com/werkspace/page/viewitem?fileid=616857680
The Workshop interface will now more closely match our website. Item pages will now display videos, multiple images, and other information about the items.
https://www.youtube.com/watch?v=Y_sv3eim_cM
In the above Youtube link you can see my Blog entry as a video.
Its a Blender timelapse of an Ingame device that lets you travel quickly on long distances.
I will share a bit of the past of Hunt For Food before going on to the future.
Hunt For Food has been an ongoing project that I have worked on for nearly two years now. I started with the idea of making a survival game and realized I was biting off more than I could chew pretty quickly. Instead of giving up and working on smaller games I decided I would use this one project for my game development education.
The main reasons why I decided to work on one big project were:
- I had no m
I've received our finished "Merc" character, made exclusively for Leadwerks! Say hello:
He still needs a simple rifle weapon and some scripting to make him actually shoot and not just punch people with the butt of his gun. When that happens, watch out, he is going to be one mean enemy (or perhaps a valuable ally against the mutant hordes?)
An update is available on the beta branch. This adds an optional recursive parameter to the Entity::SetCollisionType command and updates the MonsterAI script so that not so many special settings need to be adjusted to make enemies work.
This is a rigged model without textures.
In the next time I will texture it and make some basic animations for it.
There is going to be a system in the game that lets you equip stuff , for example body armour
6) How to expose a Cpp Class to LUA using tolua++
At a glance:
A way to create instances of objects defined in Cpp from LUA scripts, so functions created in Cpp side should be called from LUA side. Somewhat the opposite direction of items 4, 5 and 6 of this series.
The way is not so difficult once you travelled it, as always!
First you have to write a header with your class declaration, then you have to use tolua++ application to translate it to LU
5) How to receive returned parameters from LUA functions
(yes one or more)
come on, every time i edit the post, code /code get bad formatted and have to manually (again) correct it (really don't like to see un-indented code).
So, with an example will see how to receive parameters from LUA function scripts.
The example is basically the same as the one exposed in the previous tut (5/7) the only difference is that the function called has a Return sentence so
4) How to call an entity's script LUA function passing parameters
following code is some what weird but you only have to pay attention on a few things
the idea is Push the parameters in the order they are declared in the lua function (from left to right)
and pay attention in the Interpreter:Invoke method. You have to set the first parameter (number of staked values) one more of the amount of parameters passed.
consider the following LUA function:
3) How to call an entity's script LUA function easely (without parameters)
That's really easy. Suppose you have an entity in your scene with a script attached in which a function "noParams" has been declared
function Script:noParams()
System:Print("executing noParams")
end
using the loop exposed on tut 2/7 of this series, you can find that entity and then, to call one of their functions you only have to do:
entity->CallFunction("noParams");
2) How to send objects created by Cpp code to LUA
Here is a way of sendign CPP created objects to LUA scripts as GLobal Variables, so
any LUA script on you map can simply use it.
I create on cpp: window, world and context and pass them this way:
System::Print("sending objects....");
stacksize = Interpreter::GetStackSize();
Interpreter::PushObject(window);
Interpreter::SetGlobal("window");
Interpreter::PushObject(context);
Interpreter::SetGlobal("context");
1) How to get objects created on the editor from Cpp
Easy as it seems, getting an editor created object from cpp code is done basically looping on the entities collection, but there are some things that is good to know.
First one simple way of doing it:
System::Print("start scanning....");
for (auto iter = world->entities.begin(); iter != world->entities.end(); iter++)
{
Entity* entity = *iter;
System::Print(entity->GetKeyValue("name"));
if (enti
Thnigs i will cover:
1) How to get objects created on the editor from Cpp
2) How to send objects created by Cpp code to LUA
3) How to call an entity's script LUA function easely (without parameters)
4) How to call an entity's script LUA function passing parameters
5) How to receive returned parameters from LUA functions (yes one or more)
6) How to expose a Cpp Class to LUA using tolua++
I will split this post acordingly to the items listed
I´ve been working on my game "Projekt Mortifer". To introduce in the Stroy , I would like to install a few " Meanwhile" scenes . Here it gets even to complications . There are certainly easier ways to build this in
, but my programming skills are still limited
http://www.leadwerks.com/werkspace/topic/13981-projekt-mortifer/
Should anyone have problems with the download, please just tell . The last upload shows an error. But if i try it out it function.
Leadwerks Game Engine: Indie Edition on Steam is now just "Leadwerks Game Engine".
Leadwerks Game Engine: Standard Edition on Steam is now "Leadwerks Game Engine: Professional Edition".
When I first put Leadwerks on Steam, it was just an experiment. Separating out the Lua version was something I had not done before. In fact originally, Leadwerks was a C++ library only, and Lua support was added later. After the last two years on Steam, it makes sense to consider the Lua version our ma