Our website stores a lot of user generated content in the forum of images and attachments. Before Leadwerks Game Engine was on Steam the demands were even higher, since we had our own downloads and gallery sections that stored data on our server. Since the implementation of Steam screenshots and Workshop a lot of that has been offloaded onto the Steam servers, relieving our server from some of the data storage and transfer costs. (If you're interested, all our old content is archived on Googl
Our most recent game tournament was a smashing success. We had fewer entries this time, but they more than made up for it with the great quality of this round of games. Without further ado I am happy to present the entries...
Behind Enemy Lines
Wow! This game by burgelkat features a variety of missions from blowing up drug manufacturing facilities to sabatoging a plane. Although the same mechanic is usually used, the action never gets old and you will keep playing just to find out
Ladies and gentlemen, come one, come all, to feast your eyes on wondrous sights and behold amazing feats! It's "Cirque des Jeux", the next Leadwerks Game Tournament!
How does it work? For one month, the Leadwerks community builds small playable games. Some people work alone and some team up with others. At the end of the month we release our projects to the public and play each other's games. The point is to release something short and sweet with a constrained timeline, which h
The standalone enterprise edition has been updated to the now-stable version 4.5. The new installer is available in the client area when you are logged into your Leadwerks account on our website.
A new update is available for Leadwerks Game Engine 4.6 beta. This fixes many bugs.
Slow kinematic joint rotation
Heightmap import flipped
Map switching crashes in VR
Project Manager cancel button bug
The Zone DLC map failing to load
Ball joints not working
Take a look at the bug reports forum to see all the recent fixes in the engine and documentation.
This is a full update, with new builds for Windows and Linux, for C++ and Lua games. You
I'm proud to announce the release of the first Leadwerks Games Bundle. Start building your own games with Leadwerks Engine and discover indie titles created by developers just like you. This bundle includes Leadwerks Game Engine, along with three games created with Leadwerks, and a generous discount.
Unleash your creativity and embark on an exciting journey into game development with Leadwerks Engine! This bundle includes the full-featured Leadwerks Game Engine alongside three exceptional g
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
The Leadwerks team will be hosting our next Google Hangout on Sunday, September 16, at 17:00 GMT (that's 10:00 AM in California). Aggror will talk about his experience leading the Leadwerks Community Project, and we'll provide a sneak peak at the new Leadwerks game engine.
Follow us on our Google+ page before Sunday and check back to join the Hangout. We're limited to ten participants, so first come, first serve. See you then!
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
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
Leadwerks Game Engine has been declared the winner of the Steam Community Choice against Substance Designer and Music Maker. An additional bonus discount will apply to the indie and standard editions during the next 24 hours. Thanks for voting!
Dexsoft Games, producers of game content with a library of thousands of game assets, have released five new material packs in the Workshop Store. All materials and textures are ready to use with Leadwerks, with source image files included in TGA format.
All of these can be purchased now through the links below, or through the Workshop interface in Leadwerks Editor. See the links below for more information and additional preview images.
Sci-Fi Materials 1
Sci-Fi Materials 2
Leadwerks has historically had a small group of customers outside of the game industry who use our software for simulations, training, and visualization. Customers using our software products include NASA, Lockheed Martin, Northrop Grumman, and the British Royal Navy. Today I am happy to announce that in response to overwhelming demand we are now offering our services to build custom VR applications with Leadwerks.
This puts us in head-to-head competition with othe
We've added a new website feature called Projects to help teams collaborate on their games. A project can be created with several privacy features so you can use this for public open-source games everyone can participate in, or for your team's secret project. I myself have started a project I intend to develop to demonstrate Leadwerks multiplayer capabilities:
You can add a forum, blog, and downloads section to your project and use it to host files, carry out discussions, and post updates
The GMF2 file format provides the fastest possible load times for 3D models. A preliminary specification and SDK for loading and saving files in the GMF2 file format is now available on GitHub here:
A Quake 3 MD3 model loader is included as an example.
Ultra Engine 0.9.6 is here, with a new foliage system that replaces and improves the vegetation system used in Leadwerks. Whereas Leadwerks uses a geometry shader, Ultra uses a compute shader that provides more power and better performance. The most significant improvement is the inclusion of sublayers, which allow a mesh layer to use multiple variations to easily populate a scene with a variety of different objects, while spacing them out in a natural way.
Imposters
Imposters ar
Ultra Engine 0.9.3 is here, with usability improvements, bug fixes, and new AI-powered features to make game development easier. You can get a discount now in our store or on Steam all week.
"Futuristic Room" by Dennis Cliofis
Object creation has been overhauled with a more visual approach that lets you easily select the object you want to add to the scene.
You can also insert a new object into the scene tree, under the selected node, or in the scene root.
Pure3D has launched their realtime division for producing high-quality real-time assets ready to use in Leadwerks Engine. The first vegetation model set Groundplants 1.x is now available. It features 20 digital vegetation and foliage models. More file formats and engines will follow. This pack is available at a special introductory price of only €19. You can browse the contents of the pack in this pdf file.
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
Leadwerks.com is now hosted on our own dedicated server located in Chicago, Illinois. It was found that this location gave the best overall results for our worldwide user base. We tested the new server in advance for a couple of days, and transferred the database right before switching the DNS, so no data should have been lost. Please submit a bug report if you experience any problems.
The Leadwerks server has a 500 gb secondary hard drive where site backups are automatically saved to, in
Leadwerks is a prize sponsor for Cereal Hack 3 at the Sacramento HackerLab. I stopped by in the morning to listen to the pitches and say hi. Here are a few photos from the event:
You did it! Leadwerks 3.1 is coming to Linux.
As traditional gaming platforms are becoming more and more restrictive, software developers, hardware vendors, open-source coders, and gamers are working together to build a better future for gaming on the open platform Linux. I count myself fortunate to have found my place in this movement, and am very grateful that over 700 Linux gamers believed in this idea.
What now?
I'm driving over to the IGDA Summit today to sit in on a few sessions. The
Leadwerks Software has released an official Blender exporter for the Leadwerks model format. This allows Blender artists to export their models to Leadwerks with automatic materials generation and full animation, without going through the FBX format. The Blender exporter comes as the fulfillment of a stretch goal reached during the Leadwerks for Linux Kickstarter campaign, which achieved over 200% its goal of $20,000.
The Leadwerks exporter for Blender can be downloaded on the Leadwerks
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