Based on the results of the summer games tournament, we can expect each new tournament to produce about 10 games:
http://www.leadwerks.com/werkspace/blog/41/entry-1510-leadwerks-summer-games-tournament-results/
Right now we're at 35, which means by the end of the winter games tournament it is reasonable to expect 50 Game Launcher games.
My Steam Workshop changes are now implemented to provide more reliable downloads.
Support for SteamOS will be added in November, with a full-screen
Leadwerks Editor has been updated to use version 1.35 of the Steamworks library. It also features Workshop improvements that eliminate the need for a local file cache in the app data folder, and should result in more reliable Workshop item downloads.
The update is available now on the beta branch, for Linux and Windows.
Steam Workshop was originally implemented with a different design than what it uses now. In fact, it was an entirely different API. After a while, Valve figured out all the things it would be used for, and introduced the SteamUGC API, which is the basis of the modern Workshop implementation. This provides much more reliable operations and more features than the original system. However, it was not backwards compatible with legacy items uploaded under the old system.
My approach to implem
A default Steam controller configuration has been created for Leadwerks Game Engine and Leadwerks Game Launcher. It is recommended that you use the keys listed here for controlling your games. This will ensure that your game can be played seamlessly with either a keyboard or Steam controller.
WASD: Movement
Left shift: Run
C: crouch
Tab: Map, inventory, etc.
Escape: exit game or main menu
Mouse wheel down: next weapon
Mouse wheel up: previous weapon
R: Reload
Left mouse button: sho
Sorry this is so long and may seem like rambling. I've been working on so many things relating to Leadwerks in game and tool-wise that this doesn't even begin to cover it.
When I started my Halloween contest entry, I had a very simple idea: You have arrived in area/town/location x, you need to get out. As I started to fill in the blanks I realized that this project would never be done before Halloween arrived. I started using Articy:Draft in detail to bring all the overflowing ideas back to
I just updated my laptop to ubuntu 15.10 (from 15.04).
And got into some intereasting issues.
I rebuild my game with the new compiler, and it doesnt link anymore.
I got a bunch of undefined references like below:
undefined reference to `Leadwerks::Window::Create(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, int, int, int, int, int)'
This didnt make any sense, the program was linking just fine with the previous ve
I just had a breakthrough with the physics. There's a lot of optimization work left to do, but I can see at this point the idea works.
Newton Game Dynamics provides a mechanism for a user-defined collision shape. This accepts a bounding box and calls a user-defined callback any time an object intersects the bounding box. The callback builds a mesh dynamically for the area that the other object occupies. Internally, Newton uses this mechanism to process heightmap terrain without having to
Here's an update of the model sheet for our "Mercenary" character. We're spending more time in the planning phase than previous attempts, and I think the effort is really paying off.
All design is really a process of decision-making. If you don't make decisions you'll end up with something without much definition. Everything about this character was decided according to factors I set out at the beginning of this project.
Sorry for the whole week of silence, I ran into quite into a number of issues the previous weeks, but I'm ready to talk about them more, and how I it got resolved.
Newton Physics (Or how Leadwerks uses this physics engine) has a problem when a non-physics object collides with a physics object. You expect that if a entity using the Move() function would use it's own shape to push anything out of the way. What actually happens is that since the entity has no mass, the entity pretends the physi
Our all-purpose action figure concept is complete, and he looks fantastic.
I am reminded of the great artwork on the packaging of GI Joe action figures from the 80s.
Rich has had some difficulty modeling a higher-detail pickup truck, inspired by the design of a Dodge Ram. According to him, curved vehicle bodies are much more difficult to get right than more angular designs. So that tells me in the future, we can get a jeep or something done much more easily than a Corvette, f
Billboards, transitions, and rendering are now done, and as you can see in the screenshot below, the idea works great. In Leadwerks 2, this application would have used hundreds of megabytes of data to store all the individual 4x4 matrices of each object. In Leadwerks 3, the instances are generated on the fly, so the application uses no more memory than a map with a blank terrain:
Still to do:
Fade out billboards as they approach max view distance.
Add rows to break up generated
Just started with Leadwerks.Heres a way to build a c++ project using cmake on linux.
Start from an existing project (lets call it Proj):
Copy
~/.steam/steamapps/common/Leadwerks
into Source/Libs.
Now you have Proj/Source/Libs/Leadwerks (this directory contains all the header files and static libs needed).
Can use this Libs dir to add any other external libs you need.
Here is the CMakeLists.txt:
https://github.com/aiafrasinei/lep.git
Copy to the root of the project.
cmake
Leadwerks uses a left-handed coordinate system. This means that if you hold your left hand as shown below, your middle finger, index finger, and thumb will point in the directions of the X, Y, and Z axes, respectively.
Rotations use the left-handed rotation rule. To predict the direction of positive rotation, curl your fingers on your left hand and point your thumb in the direction of the rotational axis. Your fingers will curl in the direction of positive rotation along that axis.
I almost let a whole week go by without writing a blog, ahh! I've been doing a lot of thinking and experimenting over the last few days, and talking to other people about Vectronic.
Last week, I talked about improving functionalities of the pickup system and the platforms. Although the pickup system is near done, the platform system, well they need work. I made a topic about them here, and kind of left me on a stand still on the project because I see them as a vital piece of the game, and th
Fall is in the air, which means evil spirits, good beer, and the annual Leadwerks Halloween Game Tournament.
WHEN: The tournament will start Thursday, October 8, and end Thursday, November 5th at 11:59 P.M. (Pacific Standard Time).
HOW TO PARTICIPATE: Publish your Halloween-or-other-themed game to Steam Workshop or upload it to the games database before the deadline. You can work as a team or individually. Use blogs to share your work and get feedback as you build your game. If you need
I previously reported that Leadwerks Game Launcher had obtained 4000 users. My records in Steam have changed and it now reflects a user base of 1765 users. I think the reporting for free applications was not working correctly, because this number is much closer to what I would expect based on game subscriptions.
The application is still in early release mode and has not been officially launched, and it will have low visibility before the final release. This gives us a period of time to wo
I tried a different approach for billboards that is giving good results. A single quad rotates around the vertical axis to face the camera. A series of 64 different view angles are rendered in a circle around the billboarded object. A second quad faces straight up and is gradually dissolved in when the angle between the object and the camera becomes vertical enough.
A combination of cross-fading and cross-dissolving is used to smoothly blend in between the different side views. The billb
With the main culling and rendering algorithm done, I am focusing on the billboard display for the Leadwerks 3.7 vegetation system. My goal is to reduce the popping artifacts the Leadwerks 2 renderer displayed:
I am testing with a non-plant model with the idea that if I can get it to look reasonably well with an oddly sized mechanical object with highly visible lines, then a tree should look very good. Below you can see part of the billboard image drawn on the screen showing the object
The first step to building a character model is to establish the concept. Here are the images I have received. I have my favorite in mind, but what do you think? The purpose of this character is to serve as an enemy for a wide range of games. It could also be used as a main character with a third-person camera.
Which one do you like best?
A few technologies are converging that form the basis of Leadwerks Game Engine 4 and our extended future.
BlitzMaxNG is a new compiler that turns BMX source code into C++, and includes a 64-bit compile mode. This means we can do a 64-bit build of our editor in the future. It's not super important right now, but it's a nice option to have going forward, and it makes all our code future-proof in the long run.
I've been exploring the direct 2D drawing features in GDI (Windows), Quartz (Ma
I just got a ticket to GamesBeat 2015 Summit. Message me if you'd like to meet up during the event.
https://www.linkedin.com/profile/view?id=AAMAAABZ4BAB_h-adCunzdSr7r90HFOdx_MLrow
Besides fixing the UV's for the VecDispenser, Adding in the box model, and some added sounds thanks to ThirstyPanther, most of the work this week was done with adjusting scripts so that the game as a whole plays better.
Picking Up Objects
Last week, I mention that I adjusted the pickup system so that it will auto center the object when it's picked up. While the stock code for the pickup system is good for occasionally picking up objects, in Vectronic, you're gonna be picking up boxes
Three things I am working on right now:
We need a high quality default skybox. I'm pretty happy with the results I got, after a lot of experimentation and different programs. This will be a whole huge blog post itself.
Commissioning development of one high-end character model. I'm going with a fairly expensive option this time. My goal is to just get ONE character I am happy with, with the idea that if we can do it once we can do it again. More on this later.
Investigating a better