I'm trying to build a beautiful open world on map size 2048, where the player will have the possibility to play as a Street vendor, transporting and selling goods through the world.
The world should be an unhabitable zone. Unless you have a shield.
You will have manage your reccources between buying and re-selling goods, develop yourself with better vehicles, develop a little shopping industry, little bit enigm or fight to provide the shield.
Leadwerks Software today announced the release of version 4.4 of their topselling game engine on Steam. This version adds a new GUI system, support for inverse kinematics, and enhanced visuals. The free update goes out today to over 20,000 paid users on Steam.
Leadwerks Game Engine 4.4 sees the introduction of Leadwerks GUI, a system for creating resolution-independent in-game menus. Custom GUI elements can be created with Lua script, or an item can be selected from a number of pre-built
The easiest, but none the less effective, way to optimize a large outdoor scene is setting a view range for an entity. Here are some basic rules that I used during the rebuild of the Return to the Zone project.
Max: Here you can think of essential buildings and large structures. Think about distant buildings, powerlines, bridges and entities that stick out above the vegetation or water plane.
Far: Here we have the larger props: containers, trains, vehicles, walls, statues. This als
Luawerks has been updated for Leadwerks 4.4, taking advantage of the new GUI system while adding new features and commands that allow you to develop your game better.
Developer Console Refresh
The Developer Console is the stable of the framework. Thanks to the GUI, you can now scroll through your history, highlight, and move the cursor around! Page through your history using the Page Up and Page Down keys! Having a console is vital for development as it allows developers to chan
Distance fog is one of the most basic visual effects in 3D graphics, going back to the 1990s. Here is the effect in the Quake 3 Arena map "Fatal Instinct", which was shrouded in a dense orange fog:
Leadwerks Game Engine 2 had this available as a built-in effect, while the more flexible effects system of Leadwerks 3/4 had several Workshop shaders available to use, including one by Klepto and another one more recently added by myself. However, this has not been part of the official SDK
A new build is available on the beta branch. I am putting it out tonight because I want to give you guys as much lead time as possible.
I have not tested all hardware yet, and there were a lot of shader updates, so there could easily be a compile error on AMD or Intel cards. Will test those out in the morning.
New camera commands for fog:
virtual void SetFogColor(const float r, const float g, const float b, const float a);
virtual void SetFogAngle(const float start, const float s
Leadwerks Game Engine 4.4, scheduled for release soon, features some updated and enhanced visual effects. In this blog I will talk about some of the adjustments I made. Having "The Zone" scene that Aggror recreated actually helped a lot to see how shaders could be improved.
Bloom / Iris Adjustment / HDR
The bloom and iris adjustment shaders have been updated to give bloom a wider and softer blur. Iris adjustment is faster and more intense now, which will make the outdoors areas seem
Back in 2010 Josh, creator of the Leadwerks Engine, asked Dave Lee to create a part of the exclusion zone. 7 years later, this project has been revisited and rebuild.
Original footage from Leadwerks 2.3
With Leadwerks 3 I asked Josh if I could convert the assets to the new engine. Most assets were uploaded to the workshop, but they lacked proper physics, materials etc. Back then the Leadwerks 3 engine didn't have the vegatation editor and no deferred renderer. So build
This tutorial demonstrates how to create a high-quality skybox for Leadwerks Game Engine using Vue.
Download
Cloudy Blue Skies.zip
FixVueCubemap.zip
Required Third-Party Programs
Vue Esprit
Exporter Module
Loading the Example
Run Vue and select the File > Open menu item. Extract the zip file above and open the file "Cloudy Blue Skies.vue".
Atmosphere and Clouds
You can modify the appearance of the sky with the Atmosphere Edito
In my other blog (https://www.leadwerks.com/community/blogs/entry/1908-top-10-celebrities-who-use-component-architecture/) I talked about the component architecture I was using. I've since teamed up with Roland on this idea and together we have fleshed it out more. It's not 100% ready to be released yet but I realized that we've come a long way and that where we are today might seem confusing to someone if they weren't along for the ride. So I thought I'd use this blog to start down the journey
A new build is up on the beta branch, for Windows and Linux, with Lua and C++ support. This is a full update.
Version 4.4 will be announced June 26th, and this will go on the default branch some time next week.
I was not able to get the new vehicles working in time, and It will have to be added in an update. Version 4.4 will have vehicles disabled. If you need this functionality, stick with version 4.3.
A big thanks for all the people who are helping to test it.
An update is up which saves all menu settings into your game's config file. When your program calls System:SetProperty() the inputted key-value pair is saved in a list of settings. Your game automatically saves these settings to a file when it closes, located in C:\Users\<USERNAME>\AppData\local\<GAMENAME>\<GAMENAME>.cfg.
The contents of the config file will look something like this:
anisotropicfilter=8
antialias=1
lightquality=1
screenheight=720
screenwidth=1280
ses
Along with Leadwerks GUI, Leadwerks 4.4 adds an in-game menu that is available with the default Lua scripted game. You can use this to allow your users to adjust settings in the game, or provide a more sophisticated way to quit the game than simply pressing the escape key.
The default window size has been changed to 1280x720 when run from the editor. Your game will now run in fullscreen mode by default when it is launched outside the editor.
All of these changes are contained i
In Leadwerks 4.3 we integrated GameAnalytics.com into our software, both in the editor and in the engine, as a tool developers can use to track their player statistics. A number of events were set up in the editor to fire when certain actions were performed, in order to gain better insight into how people were using Leadwerks. Here are the results.
The most popular primitives
Unsurprisingly, boxes are by far the most popular primitive created in Leadwerks Editor. The community has c
So slowly I think I understand blender. I have created a few models by myself. Specifically, the clips the bullets and the RPG7 The body is of fuse. After Rigging in Mixamo i imported the FBX to blender and make some changes . Now I can use the RPG7 in the game.
and dont forget to use the Modifier "Decimate" to use. So you can reduce the plycount!!
before:
after:
Leadwerks Game Engine 4.4 has been updated on the beta branch on Steam.
Networking finished and documented.
GUI finished.
All new physics features finished.
The character controller physics and picking up objects has been improved and made smoother. There is a problem with the player sliding down slopes, as seen in the FPS Character Controller example map. I will work this out.
I also noticed during testing that picking up some objects in the FPS / AI map will f
I started out 7 months ago with splines and it turned in to one of those annoying projects you start but then fail to finish even to it is in the back of your head the entire time. The reason this time was that I managed to delete my online repository and my local files, leaving me with nothing of the work I had created. I finally had the spirit to sit down and start rebuilding.
Leadwerks Game Engine 4.4 features an upgrade to the latest version of Newton Dynamics, along with a bunch of new features to enhance physics.
Kinematic Controller
The new kinematic controller is a joint that lets you specify a position, rotation (Euler or quaternion), or a 4x4 matrix to orient the body to. You can set the maximum linear and angular force the joint may use to orient the entity. This allows you to create a kinematic controller that only affects position, only affects rot
A new easy-to-use networking system is coming soon to Leadwerks Game Engine. Built on the Enet library, Leadwerks networking provides a fast and easy way to quickly set up multiplayer games. Each computer in the game is either a server or a client. The server hosts the game and clients can join and leave the game at will. On the other hand, when the server leaves the game, the game is over!
Creating a Client
You can soon create a client with one command in Leadwerks:
clien
After a lot of research and development, Leadwerks GUI is almost ready to release. The goal with this system was to create an in-game GUI that was customizable, extendable, and could also serve as a windowed GUI for application development in the future.
Widgets
The GUI system is based on the Widget class. Once a GUI is created on a rendering context you can add widgets to it. Each widget is a rectangular container with a padding area. The widgets can be arranged in a hierarchy and
Back around February I started working on a website update that included the following:
Responsive design everywhere.
SSL everywhere.
Visual improvement of website.
Updated documentation system.
Tutorials for C++ programming basics.
Update forum software to new major version.
Forum moved to new URL.
All of that is now pretty much done. These changes improve the online Leadwerks experience and are independent from the software itself, so it
The forum software has been updated to a major new version. This completes my effort to give the entire website responsive design, and ensures we continue to receive security updates. The responsive design part is really for SEO, but it is kind of cool to be able to browse the entire site on your phone without zooming in.
Documentation has been switched over to the new system here, which is independent from the forum software: https://www.leadwerks.com/learn
The entire site is now us
I've taken your suggestions and incorporated the fixes into the new documentation system here:
https://www.leadwerks.com/learn
All classes and commands are alphabetized, with classes listed first.
All pages in the API Reference should be working now.
If a page does not appear in the old docs, or if a command does not have an example, it will not appear in the new docs, as I am not changing the content right now.
Please let me know if the table of contents of pages have any error