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Leadwerks on OUYA

Last weekend I attended an OUYA game jam and got to play around with the OUYA dev kit for the first time. My goal was to see if I could get Leadwerks running on it over the weekend. I had problems with the USB driver, but compiling went smoothly: I didn't have any problems with controller latency, but did not finish mapping the controls or updating our project to use some newer functions we need. In the end, I had to manually copy the compiled .apk file to the device to deploy it. All in

Josh

Josh

50% reached in less than one week; Work on Leadwerks for Linux begins

Wow! We crossed the 50% mark in less than a week. At this point, the campaign has shown enough strength that I am willing to begin allocating resources to the development of Leadwerks for Linux. (To be clear, we will only deliver a Linux product if the entire target amount is met.) Kickstarter has been fantastic because it allows us to gauge demand before we do the hard work of supporting a new operating system, so we can figure out in advance whether it's worthwhile. Fortunately, it appears the

Josh

Josh

Time you enjoy wasting is not wasted time.

That quote pretty much sum's up 3weeks. As some of you know I'm "studying" Computer Science at the Open University here in the UK. Basically I have course materials & exams but no real teacher and I just do it as and when i'm ready - provided assignments are in on time.   I have my 4th assignment due in next Friday which is a 2,500 word report on the potential uses of biometrics for a fictitious company. I had 4weeks to get this done and I finally bothered to pull the book out this mornin

MikeClarke

MikeClarke

Refining Smooth Lightmaps

You may recall a few weeks ago we added consideration of smooth groups in the lightmap calculations. (Explanation for new people: we use a forward renderer with static lighting as a fallback that runs across-the-board, and are working on a deferred OpenGL 4 renderer for the next major update. I've been working with deferred rendering since 2006, so this is relatively easy to add.)   You may recall the case of luxels (lightmap pixels) that fall outside a face were problematic, and I used a bi

Josh

Josh

30% goal reached in less than 48 hours

I'm writing this as we're a few dollars away from the mythic 30% target that has been claimed to be a "tipping point" past which Kickstarter campaigns reach critical mass. I'm not going to go into any detail about that because I don't want to jinx it, but so far I am blown away by the response. We put this up Sunday in advance of contacting bloggers, so nobody really knew about it the first day. It's Tuesday morning and we're presently at 29%.   I've heard a number of people point out that

Josh

Josh

Leadwerks Seeks to put Game Development on Linux

Linux is a solid and secure operating system that’s perfect for gaming, but at this time Windows remains the lead platform for PC games. One company wants to change that by putting the game development process right on Linux. Leadwerks Software has launched a Kickstarter campaign to bring their game development software to the Linux operating system. The company says this will allow users to build and play games without ever leaving the Linux operating system.   The company's Kickstarter page

Admin

Admin

Leadwerks for Linux

Last week we launched our Steam Greenlight campaign to get Leadwerks into the hands of the Steam community. This week, we're rolling out the second stage of our plan with a Kickstarter campaign to bring Leadwerks to Linux. This will let you build and play games, without ever leaving Linux. The result of this campaign will be Leadwerks 3.1 with a high-end AAA renderer running on Linux, Mac, and Windows, with an estimated release date before Christmas.   Valve has given Linux users a taste of

Josh

Josh

An in-game console

After creating my Component based engine structure for my main project, I have now moved on to the next stage of development: an in-game console.   Possibilities To sum up what you can do with it, here is a little video demonstration.     On the To-Do list Although the core of the console is finished and working the way I want it to work, there are some slight improvements. Grapics are simple boxes at this point. I want to go for Valve's in-game console look , which looks simple b

AggrorJorn

AggrorJorn

To make a game.

After getting so far with Gobbo Soup I have done my usual and started working on 2 other types of games. This is in part because I have been working a lot lately and sitting back at the pc I find it hard to get back into my current project.     I am determined to carry on with Gobbo Soup to see if I can turn it into an enjoyable game, If so I will finish it. This will involve kind of starting from scratch again.   I have also decided to make as much of my code reusable, when I start a new

josk

josk

Don't touch that, it bites!

What do you know, i managed to come up with a random'ish name for this post. It's actually quite appropriate to my day. I was very pleased that the LCP2 is about to get underway and had a quick chat last night with Rick about the subway level.   I put myself out there, I've taken on the role of level designer for that project. Still doing my own project, and I'm open for more work (free with credit - or you could donate me a custom model or somet ) Anyway, the reason "don't touch that, it bit

MikeClarke

MikeClarke

LCP 2.0

There is no question that LCP (Leadwerks Community Project) 1 had some issues. I think we learned a lot from working on it and I'd like to apply those lessons and give LCP another try with LE 3. I'm thinking with CSG, "automatic" pathfinding, and a better scripting system that LE 3 has to offer will greatly increase the speed and quality of another LCP project.   This blog entry is to get a feel for people interested and to give a basic overview of the game and requirements. Unlike the last LC

Rick

Rick

Welcome to the rabbit hole

I have a tendency to write random thoughts which appear on facebook or randomly to a friend on skype. So I decided to make use of the blog system here since most of my thoughts are somewhat game related. The blog is called 'Inside the mind of eternal insomniac' which isn't far from the truth, I am an insomniac and have been for a v.long time and even if I wasn't my mind tends to function in overdrive at times and see very odd connections.   So 'Welcome to the rabbit hole', my current thoughts

MikeClarke

MikeClarke

Leadwerks wants to put game development on Steam

Valve Software's Steam is a game distribution platform used by millions of gamers worldwide. What started as simply a way to buy and update games has evolved into a vast ecosystem with instant messaging between friends, game hubs featuring players' screenshots and video, and workshops for sharing user-generated content. Last fall, Valve added software titles to its lineup of products, and implemented Greenlight, a system that lets users vote directly on which titles should be sold on Steam.

Admin

Admin

Leadwerks on Steam

I first connected with Valve Software during GDC 2013. I recognized an opportunity to work together, so last week I paid a visit to Bellevue, Washington and met with Valve employees (no one has job titles in the company except Gabe) and discussed Leadwerks and the evolving Steam platform.   Today, I'm excited to announce our Greenlight campaign for Leadwerks 3: Steam Edition.     This software will be distributed through Steam and allow you to build games with Lua script and publish

Josh

Josh

Leadwerks 3 Update Available

This update brings the addition of lightmapping across curved surfaces with smooth groups. The image below is a set of lightmapped CSG brushes, not mesh lighting. You can read a detailed account of our implementation of this feature here.     The project manager now includes an "Update" button, so you can easily update your project any time we modify files in the template folders. Although we tested with no problems, it is recommended you back up your project before using this feature.

Josh

Josh

Lightmapping curved CSG objects

I'm a big fan of constructive solid geometry because it allows people without advanced modeling skills to design a game level that looks great. In fact, I originally got my start in game development using the Quake and Half-Life modding tools, making game maps.   One of the criticisms of CSG has been that it only allowed creation of faceted objects. (Valve's Hammer Editor has a workaround for this that lets you set smooth groups, but you can't see the results until they are run in the game.)

Josh

Josh

Leadwerks 3 Update Brings Rendering Enhancements to Mobile

An update for Leadwerks 3 has been released, bringing new graphical enhancements to mobile games. Building on the efficient art pipeline and user-friendly tools of Leadwerks 3, the engine now supports projected shadows for characters and other dynamic objects. This technique works by casting a shadow onto the surrounding world geometry, to provide real-time shadows that run fast on all platforms.     To enable dynamic shadows on a single object, just select it in the editor and choose the

Admin

Admin

Component Based Engine design

Besides making tutorials I am also working on my own project. It is my biggest one yet, but I think I have enough knowledge to get at least really far. Right now I am building my own engine on top of Leadwerks 3. The entire project is written mainly in C++.   Component Based engine design. Since Leadwerks is very flexible you can do a lot of different things with it. The Lua scripts in the editor are a good example of component based design. However if you switch to C++ you don't have this d

AggrorJorn

AggrorJorn

Teaching Leadwerks

About a week ago we sent a survey out to Leadwerks 3 customers to get their feedback and plan our next leg of development. According to the results, the number one most important issue Leadwerkers care about is tutorials.   We've taken the following steps to build resources for Leadwerks user to learn from: The Leadwerks 3 tutorials database is available here. Anyone can submit a new article, but all articles must be approved by the staff before they appear visible. Without a process of a

Josh

Josh

Leadwerks 3 Gets Projected Shadows

We've got a Leadwerks 3 update coming out this week, with miscellaneous fixes and some new features.   The first are the addition of Import and Export buttons in the Project Manager. You can export an entire project to a zip file. You can import a project from either a Leadwerks project file (*.werk) or a zip file. This makes it easy to share projects and synchronize your work across different computers.   The second new feature is projected shadows. These allow characters and other ob

Josh

Josh

Leadwerks 3 Rendering Enhancements

Shadows in 3D games are important. Not only do they look good, but they communicate information about the 3D geometry of the scene. Leadwerks pioneered dynamic deferred lighting, with one of the first deferred renderers in the world on PC. However, fully dynamic lighting requires some pretty beefy hardware, and the reality of today's situation in computing hardware has to be considered when we are designing a platform for other people build commercial products on.   To support games that re

Josh

Josh

Open Invitation to Shiva Users

I was sorry to hear the news of Stonetrip's liquidation earlier this month. Shiva3D pioneered multi-platform publishing, and I enjoyed killing zombies in "The Hunt". I know that many of you are wondering what to do next. So, let me just get it out on the table that Leadwerks might be an option for your team.   We just released Leadwerks 3, our first cross-platform product for mobile. Leadwerks 3 is completely redesigned to accelerate developer productivity with new advances in tools and wo

Josh

Josh

Leadwerks 3 Brings Native Code to Mobile Games

Leadwerks Software announced today the release of Leadwerks 3, their new development platform for building mobile games with native code. Based on the technology developed for their successful game engine for PC, Leadwerks 3 brings a totally new approach to mobile game development.   While environments such as Unity and MonoDevelop use managed code...that is, code that is designed to be easily run on multiple devices...Leadwerks uses an approach called native code. Applications built with na

Admin

Admin

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