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Behind Enemy Line

Hi , Currently I'm planning the next level for Behind Enemy Lines. Since the player has to do part of the level with a sniper rifle, a little preliminary work had to be done. So, Here's my way to tackle this topic with the Addon "FPS Weapon Pack": The tutorial from tipforeveryone was very helpful to me. You can find it here https://www.leadwerks.com/community/blogs/entry/1775-realistic-sniper-rifle-scope-in-lua/ i downloaded a Scope frome here :http://www.cadnav.com/3d-models

burgelkat

burgelkat

A Look Back at 2017

It's been an eventful year. A new beautiful website has been rolled out, and our community software is updated to the latest version of Invision Power Board, which allowed us to move all file storage to Amazon S3 for basically free unlimited storage space for the site. Documentation moved into a new easy to use system. The Games Showcase was created. We had a totally kick-*** Halloween Game Tournament. Announced the development of Leadwerks 5, added unicode sup

Josh

Josh

"The Zone" DLC Released

Explore our reimagining of the Chernobyl nuclear exclusion zone with The Zone asset pack.  This package contains over three gigabytes of high-quality game assets prepared to take advantage of the latest Leadwerks features.  Use our ready-made map (included) to start your game or create your own post-apocalyptic environment. Get it now on Steam with a discount during launch week. "The Zone" DLC includes the following assets: 24 terrain textures 11 buildings (plu

Josh

Josh

Leadwerks Game Engine 4.5 Released, Enables Easy VR Development

Today we are pleased to announce the release of Leadwerks Game Engine 4.5. Version 4.5 introduces support for VR headsets including the HTC Vive, Oculus Rift, and all OSVR-based hardware, allowing developers to create both room-scale and seated VR experiences. The Leadwerks virtual reality command set is robust yet incredibly simple allowing you to easily convert your existing 3D games into VR titles. To help get you started the source code for our Asteroids3D game has been updated for VR a

Admin

Admin

Connecting the wires

Quite some time ago I was playing Rainbow Six Vegas with a coworker (not during work time). We were doing terrorist hunt on this construction site map and we were having a great time enjoying this classic game. At some point I wanted to throw a grenade quite far away. Of course with my pro-fps skills I managed to hit the electric pole standing right in front of me. After I was done facepalming, something caught my eye: the wires on the electric pole were swinging, probably by the grenade's shock

AggrorJorn

AggrorJorn

4.5 beta update 5

Version 4.5  is updated on the beta branch on Steam. Fixed small projection error in VR mode. Added fog settings in editor and into map file format. Fixed Workshop browser back button not working. Added VR project template. Added VR player script Added friction to hinge joint script. Added ball and slider joint scripts. Joint scripts will now use the entity parent for the other joint connection (if it exists). We've only got about 24

Josh

Josh

Creating a VR Teleporter: Part 3

The final step to our VR teleporter mechanic is to make the beam arc. This allows us to climb up to areas above our head. The trick to this is to take our single beam picking mechanic and split it up into a lot of little segments, for both the intersection test and the visual display. I decided to make a kind of simple physics simulation for this, rather than using bezier curves or another method. The basic idea is you have a starting position and a velocity. You move a point along tha

Josh

Josh

Back Again For A Bit

It's been quite a while since I posted here. All is well, and I now have some time to talk to you on where I've been and what I wish to do in the future. I started a job back in August and my enormous amount of free time dwindled to a few hours a day. However, I now have an income to support myself and buy new toys. I wanted to get into the Linux ecosystem and further distance myself from the Windows world. So for about $300, I've built a PC with an i3-6100, 4GB of DDR4 Ram, put it in a Min

reepblue

reepblue

Creating a VR Teleporter: Part 2

The next step is to put our scene into VR and look at everything. I'm about six feet tall and the player model seems the same height, so that all looks right. The controllers, as you can see below, are all working with full articulation of all controls. The teleport indicator looks good too. Now we're going to start our VR player script. We start with a new script and initialize the VR environment in the Start() function. A camera is also created in code, and I deleted the camera

Josh

Josh

Creating a VR Teleporter

I'm building the VR project template for Leadwerks 4.5.  Although you can enable VR in any project, this template is specifically designed to provide some of your most common room-scale VR features: Teleportation movement, which prevents motion sickness. Picking up and throwing objects. (It's actually really fun!) To start with I am creating the art assets for the teleport effect. This is basically what I want: Your controller shoots a beam which ends in an indicato

Josh

Josh

First Footage & Important News

Hi guys, this time I have something special for you. A video containing some real "ingame" footage, so you can finally see how the things, I am writing and talking about, actually look like. This is also the last blog entry for this devblog (I may just rename it/reuse it for the next project, because it will build upon the PHFW). Find out more by watching the video. Enjoy it and of course tell me your thoughts! For those of you, now wondering, if the Framework will ever be av

Phodex Games

Phodex Games

4.5 beta update 4

A new build is available on the beta branch on Steam. Fixed Kinematic joint rotation (thanks Julio!) Fixed FlushKeys / FlushMouse not working on Linux. I'm still having trouble compiling with the latest version of Code::Blocks / GCC: https://www.leadwerks.com/community/topic/14663-compile-problem-on-ubuntu-1604-using-codeblocks-c  

Josh

Josh

Visual Studio 2017 'byte': ambiguous symbol

I upgraded to Leadwerks 4.5 beta. And lots of the errors seen below: error C2872: 'byte': ambiguous symbol https://developercommunity.visualstudio.com/content/problem/93889/error-c2872-byte-ambiguous-symbol.html   This worked for me and solved the issue: In Project Properties -> Language -> C/C++ set The C++ Language Standard to  ISO C++14 Standard (/std:c++14)

aiaf

aiaf

How I turned my 3D game into a VR game with eight lines of code

I recently published the full source code to my little mini-game "Asteroids3D". You can download it here: Turning this into a VR game with Leadwerks Engine 4.5 was very easy.  I will show you how here. The first step is to enable VR.  This code will check to see if OpenVR initializes correctly. If it fails for any reason, an error message will be printed and the game will exit: if VR:Enable()==false then System:Print("VR failed to initialize.") return end Now we need to adjus

Josh

Josh

4.5 Beta Update 3

Another build is available on the beta branch on Steam. Fixed zip import behavior. Fixed physics swept collision bug, waiting for confirmation this fixed other reported problems. Kinematic joint rotation not fixed yet. Updated to Steamworks 1.41 Updated to latest version of OpenVR Code::Blocks C++ project not updated yet. We're getting close to release, so your reports (especially the ones with examples!) are appreciated. Instructions for upda

Josh

Josh

Game Launcher and game distribution

Three years ago I realized we could safely distribute Lua script-based games on Steam Workshop without the need for a binary executable.  At the time this was quite extraordinary. http://www.develop-online.net/news/update-leadwerks-workshop-suggests-devs-can-circumvent-greenlight-and-publish-games-straight-to-steam/0194370 Leadwerks Game Launcher was born.  My idea was that we could get increased exposure for your games by putting free demos and works in progress on Steam.  At the same time

Josh

Josh

Version 4.5 Beta Update

The beta branch on Steam is updated with some fairly big changes. Leadwerks Engine is now compiled with and uses Visual Studio 2017. It is now compiled on Ubuntu 16.04.  I do not know yet what changes this means for the end user but I had to add some dependencies in the editor. In addition to that, ZIP import is now working (File > Import). The VR command set is finished and documented.  A VR project template is forthcoming. The new vehicles are not yet ready.

Josh

Josh

Zip File Import

Leadwerks Engine 4.5 will add ZIP files to the list of file formats you can import into the editor.  This isn't really anything special except that it works in a very specific way.  Source art files will be extracted first, followed by final game-ready formats (mdl and tex), followed by .meta files, which contain thumbnails and conversion settings for each file.  The resulting behavior is that you can import a zip file of game assets, with source art files, and the files will be copied in a way

Josh

Josh

How infinite terrain can be implemented in Leadwerks Engine 5

Gamers have always been fascinated with the idea of endless areas to roam.  It seems we are always artificially constrained within a small area to play in, and the possibility of an entire world outside those bounds is tantalizing.  The game FUEL captured this idea by presenting the player with an enormous world that took hours to drive across: In the past, I always implemented terrain with one big heightmap texture, which had a fixed size like 1024x1024, 2048x2048, etc.  However,

Josh

Josh

4.5 Beta Updated

The beta branch has been updated with a new build of version 4.5 beta.  VR support is implemented and documented here: https://www.leadwerks.com/learn?page=API-Reference_Object_VR Linux C++ projects will currently not build in the beta (working on it now). See this thread on updating your C++ projects: https://www.leadwerks.com/community/topic/16838-upgrading-44-c-projects-to-45/  

Josh

Josh

Phodex Framework Publishing

Hi its me again , as promised last time, I will talk about publishing and what my plans are with the Phodex Framework. Next time I continue posting the progress of the Framework. So I made myself some toughts about that topic. I am working very hard on this project and I think it has some very good attempts and intuitive systems, but still is pretty far away from meeting my expectations. When I started making the Framework, my intention was to create all the systems, as userfriendly, c

Phodex Games

Phodex Games

Why Leadwerks is the clear choice for VR simulations

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

Josh

Josh

Vehicle Improvements in 4.5

The revision of our vehicle system has been a long time coming, and I am happy to say the wait will soon be worthwhile.  The new system uses a hyperrealistic slip differencial system to adjust the power given to each wheel. The results are a clear cut above any game vehicle physics you've ever seen. I am also taking steps to make the vehicle system easier to use.  The AddTire() command can now accept an entity as a parameter for the tire object.  This would typically be

Josh

Josh

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