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Vegetation Research - Pt 2

The Leadwerks 2 vegetation system used a grid of "cells" that each contained a quantity of vegetation instances. If the cell was close enough, each instance was checked against the camera frustum like a regular entity and then all visible instances were rendered in a batch. Cells that were further away were collapsed into a single surface consisting of a quad for each instance. This is how we were able to draw massive amounts of foliage in the distance at a fast framerate:     This w

Josh

Josh

Vegetation Research

The Leadwerks 3 vegetation system is being designed to side-step the bottlenecks that limited the Leadwerks 2 vegetation system. The Leadwerks 2 system involved large collections of 4x4 matrices for each instance, resulting in hundreds of megs of data stored with the map. Eliminating this data results in small map sizes and reduction of memory usage.   Here we have 10,000 trees being rendered (with no billboards), for a total geometry count of 14 million polygons. Memory usage is...zero!  

Josh

Josh

The PC is changing

PC towers have been about the same since they became popular in the 1990's, replacing the previous horizontal form factor:   Cases have gone from beige to black, but very little else has changed.     PC towers tend to be designed for the old ATX style motherboards, which were first introduced in 1995:   PC cases are still designed primarily for this form factor, ignoring the fact that many internal components have changed. The sound and ethernet card are now typically built into

Josh

Josh

Building a Network Test App with Leadwerks

Thought I could write my first Blog entry and report about my ventures into network programming with Leadwerks, ENet and Lua. Also, provide some source code. Okay, here we go:   What I wanted to do   My test app should be a client-server setup where clients can connect to the server, see each other's avatar, send chat lines and move around their avatar on a plane. Nothing fancy really, just to get into the topic. The ENet network library (http://http://enet.bespin.org/) should be used, and

miko93

miko93

Vegetation

There's basically two kinds of vegetation, trees and grass.   Grass is plentiful, ubiquitous, dense, but can only be seen at a near distance. Its placement is haphazard and unimportant. It typically does not have any collision. ("Grass" includes any small plants, bushes, rocks, and other debris.)   Trees are fewer in number, larger, and can be seen from a great distance. Placement of groups of trees and individual instances is a little bit more important. Because these tend to be larger

Josh

Josh

Reflections on the Steam Summer Sale

It's been an eventful first half of 2015, and the second half promises to be just as exciting. I'm happy to say the Steam summer sale was a big success. I haven't done the calculation yet, but this year's sale did a lot more than last year, and we keep adding more and more new users. So that makes me feel very good about the future.   I've begun researching a way to create our own built-in store based on Workshop and Steam microtransactions. This is the same system that TF2 uses for in-app

Josh

Josh

Beta update: Submitting curated Workshop items

An update is available on the beta branch with the following changes: Implemented "CollisionMesh"-named limbs in models. Added "Strip vertex colors" option in model editor. Workshop items can now be submitted as free or curated paid items, although no mechanism is in place yet to actually purchase items.     Curated items appear in the Workshop and can be voted for, but cannot be downloaded.     You can enter your bank information for receiving payments, and you can even c

Josh

Josh

Summer props now available

To help with your games in the Summer Games Tournament, Rich DiGiovanni has created a fun set of summer-themed models, including a beautiful sandy terrain texture for laxing out at the beach.     You can install this pack free from the Leadwerks Workshop: http://www.leadwerks.com/werkspace/page/viewitem?fileid=464751401   If you need any custom models made, check out Ancient Idol Studio for quality work at reasonable rates.

Josh

Josh

Vectronic: What Now?

Over 2 weeks ago, I released a small demo showcasing my project's core gameplay on the Leadwerks Engine. Although I'm happy with the demo; it's a good landmark for the project, but it can be better visually and functionality. I learned a lot of new information about the engine on how to better optimize it, multiplatform diffrences, and I grew a slight hatred to a certain brand of GPUs. But the demo on the Game Launcher to me was a success.   The stand-alone version in my opinion was a bit sha

reepblue

reepblue

Resizable Viewports on Linux

The beta branch has been updated with experimental support for resizable viewports on Linux, including an option to switch to a single viewport. The object bar buttons have also been fixed to display tool tips properly.     You can try this now by opting into the beta branch on Steam. Let me know what you think.

Josh

Josh

Leadwerks Game Launcher release date set

I've set the release date for Leadwerks Game Launcher to Tuesday, July 21, right after the Summer Games Tournament ends. Your games will have the highest visibility during the first week the application is launched.     This is a great chance to demo your best ideas. Remember, you don't need a full finished game, just a simple playable concept. The goal is to make something fun!   Leadwerks Game Launcher is a unique application on Steam. The closest thing to it is the built-in game pl

Josh

Josh

Save during Steam Summer Sale 2015

The 2015 Steam Summer Sale begins today! Save on tons of games and software including all Leadwerks products. http://store.steampowered.com/app/251810     If you're new to game development, now is the perfect time to get Leadwerks and start making a game for the Leadwerks Summer Games Tournament.

Admin

Admin

Plans In Motion

About a year ago, before I even had my cool hat, I wrote a blog post called What's the Big Idea? that talked about some big-picture ideas about where Leadwerks is going: Well, a year later, this idea is coming to fruition. I previously broke down the user journey into Education, Collaboration, Promotion, and Distribution. This has now been distilled down to the new Leadwerks tagline: Learn, Build, Play. I had our logo reworked and I am very proud to present to you this beautiful design:  

Josh

Josh

Leadwerks Summer Games Tournament

Summer is here, which means the beach, barbecue, and the first Leadwerks Summer Games Tournament.   WHEN: The tournament will start Monday, June 15, and end Sunday, July 19th at 11:59 P.M. (Pacific Standard Time).   HOW TO PARTICIPATE: Publish your summer-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.   PRIZES: Rather than a competiti

Admin

Admin

Reverting the Entity Script Field

Last week I tried implementing a new method of controlling entity script fields. I was not satisfied with the current drag and drop from the scene tree method. I tried a system that was based on the entity name, which is how we used to do things in Quake mods.   Several people pointed out that this had a negative effect on their workflow, due to the difficult of copying and pasting groups of linked objects. So I began implementing a system that would create unique names when needed.   I s

Josh

Josh

Workshop page update

The Workshop in Leadwerks Editor has been updated to use the same web interface as the game launcher. Page numbers have also been added to both. In the future, the Leadwerks Workshop interface will probably start to resemble the Game Launcher interface more.  

Josh

Josh

Entity script fields update

A new update is now available on the beta branch. This is a refinement of the new entity script fields, which rely on the object name, rather than the awkward drag and drop motion that was originally implemented. I've modified the code so that when a map is loaded, any targeted objects will be renamed with a name that is unique in the scene. For example, if two objects named "WaypointA" exist in the scene, and one of them is linked to from another object, the object will be renamed "WaypointA

Josh

Josh

Icon Design

I've recruited a professional designer to create a new icon set for the Leadwerks UI. This will provide us with a more consistent visual interface, with a similar look on all supported platforms.   My first instructions were to go bright and multi-colored, with colors similar to Lego pieces. We also included Windows 10 style icons as an influence. These looked good, but when plugged into the program the interface lost its visual consistency.     We next experimented with some grayscale

Josh

Josh

Beta Update Available

The creation of our complete tutorial series, written with the help of Aggror, has had a really good effect because it gives us a specification saying "this is how to use Leadwerks". Instead of having different approaches and opinions scattered around, we can all discuss the user experience and be on the same page. This has led to improved user feedback, as we are able to more easily identify any small hangups or inefficiencies in the workflow. I'd especially like to thank the user Malachi fo

Josh

Josh

LED - LE pure 2d drawing library

Let's admit it, LE context drawing functions are essentially OK, but are very basic and very low-level. I wish something like LED library API would make a part of the official LE API one day.   Until then, here is LED: a lightweight (~350 lines of code) LUA 2d drawing library draft. It gives you out of the box entities - Text, Panel, Image and Animation - enriched with useful functions like SetPosition, SetScale, SetColor, Release and similar.   In order to use it grab Main.lua (for the exam

Lunarovich

Lunarovich

Small behavioral change

In the next beta update, the way entity fields work in the script properties will be a little different. Instead of dragging an object from the scene tree onto the field, you will type in the name of the object (or copy and paste the name from the object's name field). This is being done to make the behavior more intuitive. After working with both approaches, I find the new way much easier to use.     This does however mean that an object that is used in this manner must have a unique na

Josh

Josh

Vectronic: Demo Release!

Note: This is pretty much a copy and paste from this post here with a few tweaks. After 3 years of planning, modeling, texturing, and a lot of engine hopping, I was able to create a playable demo in the Leadwerks Engine for Windows and Linux (Debian/Ubuntu/Mint). You can download the demo from this page. A small demo was created not only to test the basic elements of the game in the new engine, but to also give back to those who have been supporting this project since I started talking a

reepblue

reepblue

What's Next

Here's what's next for Leadwerks Game Engine.   Game Launcher Leadwerks Game Launcher will be released in early preview mode when 50 games are reached. Right now we have 13. Filling the content up is a high priority, and the Summer Game Tournament will bring us closer to that goal.   I am mentioning this first because I want to emphasize that the number of games posted is my measure of how well I'm doing. Every action should be considered in terms of how it helps you guys publish more ga

Josh

Josh

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