I'm asking the community to look over the new documentation system and find any mistakes before I sign off on the project. The tutorials are not completed. The API Reference should be completed, although the main API Reference page is not showing anything right now.
https://www.leadwerks.com/learn
Here are my notes to the developer who is working on the docs:
Please review the material and make sure everything meets your satisfaction, and leave your comment below if needed. I figure
Main post available here
I first presented my PBR work about a year ago, since then I've been tweaking and making improvements.
Over the past 6 months Leadwerks has had some great updates for graphics junkies like me .The HDRi and environment probe features look great and have helped with 2 of the main issues with the last PBR system. Now what you see in the editor is what you get in the game, and HDR means proper tonemapping and a wider range of possible light intensities. Both of
An update for version 4.4 beta is now available. The Newton Dynamics library has been updated to the current version. Vehicles are temporarily unavailable, but everything else should work. The Newton DLLs have been moved into external DLLs, which allows the author of Newton to debug his own physics code in Leadwerks from Visual Studio.
You can get the update by opting into the beta branch on Steam.
The table of contents and index can now be used to navigate to a page:
https://www.leadwerks.com/learn
Search is also working.
Almost all of the commands are filled in, with examples for Lua and C++, updated to use the standard main() entry point, or in the case of Lua, just a main script with no function.
Function arguments and syntax will also be displayed in C++ or Lua data types. So if you have the docs set to Lua, you will just see "number" instead of "const float blah blah bl
I am currently looking into some 2d basic/arcade game tutorials which might follow up on the OLED project once all the lua basics tutorials are done.
Think about games like:
Minesweeper
Tetris
Pong
Bejeweld (match 3)
Asteroids
Snake
Arkanoid (breakout)
Minesweeper is already finished:
Replicating all these games myself gives a great indication on their complexity, even for arcade games. Grid based games like minesweeper, bejeweled and tetris are the easi
Visual Studio gives two options for creating C++ applications. Console applications use printed text to communicate with the user, harkening back to the pre-GUI days of DOS. The other option is a windowed application with a GUI interface, simply called "Win32 Project" in the Visual Studio project creation dialog.
A console application will use the regular old main function you know and love:
int main(int argc,const char *argv[])
This is cross-platform compatible and runs on an
Leadwerks Game Engine 4.4 beta is now available on the beta branch on Steam. This adds support for virtual reality with the OpenVR library. OpenVR supports both the HTC Vive and the Oculus Rift headsets.
To enable VR mode in your Leadwerks game, simply call the command below. If a VR headset is detected and initialized, this function will return true:
VR:Enable()
Any cameras not attached to a rendering target will render directly to the headset views. Both eyes will be rend
The new docs system is mostly working now:
https://www.leadwerks.com/learn?page=API-Reference_Object_Entity_SetPosition
Features:
Treeview list of all tutorials and API classes and functions.
Alphabetical index (generated automatically from the table of contents).
Search (with autogenerated search index).
Switch back and forth between languages, with cookies to remember your preference.
Entire examples are automatically selected when you click on them.
Todo:
Table of c
Hi! It has been a while. Here's an update on my networking library EvayrNet which is available for C++ users of Leadwerks:
While implementing it into the test project in Leadwerks, I saw that the use case had some flaws which made it really hard to debug what's going on. I figured that I should be spending some time on fixing some flaws. After a few weeks I came up with the following upgrades:
Debugging class
Simulation mode
More debugging information available
Here's some deta
We have seen a lot of statistics on the forum recently. I thought I'd share some from my Youtube account.
The stats below are from the past 365 days, including only videos that are relative to Leadwerks.
Geo stats
I've been getting good results storing documentation data in XML files. This allows me to make changes to the way documenation is displayed, without updating hundreds or thousands of pages. I can also write documentation without as much HTML markup. For example, bullets can automatically be inserted in line breaks for the syntax info. Javascript-based search engines usually require all page contents to be store in an array, so this gives us an easy way to collect that data.
Since XML is
I'm not entirely happy with the output of HelpNDoc for a few reasons. It outputs a great variety of formats, but doesn't do a spectacular job of any. I hoped to use CHM for local help but these do not scale well on high-resolution displays, and the technology will not be updated by Microsoft. HelpNDoc's HTML output is okay but not great, so I started experimenting with my own HTML to get exactly the look and functionality I want.
RIght now I have a javascript-based treeview for navigation
Our website has been updated with a new look and responsive design. Here are a few highlights.
Landing page:
Product pages:
Screenshots used in the site from games will display the title and author when you hover the mouse over them.
Responsive layout scaled for phones:
Clearer writing that says exactly what Leadwerks does and who it is for:
Dark gallery and video pages:
Sleek screenshot pages:
I left the Workshop pages as-is for now. The forum softw
I have a few preview images to show you my progress with the implementation of my design for the website refresh. Enjoy.
Here's a new version of the view image page. It's pretty bold. The image stretches to its max dimensions, and a dark background is shown beyond that.
Working with a dark background for the video and gallery pages, and it feels pretty natural. Information pages with lots of text use the light theme, while image-heavy artsy sections use a dark the
Intro
An interesting new project of mine. I've always wanted to become a network programmer and made many multiplayer games (like Ravage Online and SIEGE) because it really excites me to see it all work. For those games I used existing networking libraries like RakNet and ENet. Although, I found it was time to make my own for once. Not to make a new wheel, but to see how it rolls. This will make the finding of an internship easier as well.
For every project you will need an end goal. I want
Here are some concepts I came up with for the site redesign.
The bold no-bull**** interface of itch.io inspired this design:
I think what will work best is if the designer takes my rough sketches, turns it into a clean design, and implements it with clean code.
I don't think we can change the whole site over at once without me losing control of the creative process and having runaway costs. I want to focus on the pages I have shown here and establish a foundation
With the upcoming uncertainty that Steam Direct introduces to Steam sellers, I am putting more effort into our website, because it may be the primary channel through which new users discover Leadwerks in the future. Although the functionality of our site is awesome, the visual design is rather outdated and it's time for an actual designer to take over. I've got a rough idea of what I want the site to look like, but beyond that I am happy to let someone else figure it out.
I plan o
I've successfully pulled every website page out of the Invision Power Board CMS that I can:
http://www.leadwerks.com
http://www.leadwerks.com/graphics
http://www.leadwerks.com/editor
http://www.leadwerks.com/programming
http://www.leadwerks.com/features
http://www.leadwerks.com/steamos
http://www.leadwerks.com/gamelauncher
http://www.leadwerks.com/workshop
http://www.leadwerks.com/gallery
http://www.leadwerks.com/videos
http://www.leadwerks.com/games
http://www.leadwerks.com/company
The last blog I posted was Nov 2013. The blog section seemed stale for for a week or so so thought I'd share a change in design I recently did for our Dead Anyway game to spark conversation and ideas.
Our player script was just getting too massive and was doing too many different things directly inside of it. Adding features or modifying existing features was scary as hell. All the "helper" variables were adding up and the amount of hunting for what I needed in the script was pissing me off.
The upcoming changes to the Steam curation process may mean we experience greatly reduced visibility in the Steam store, and I am preparing for that possibility. The plan for quite a while has been to double down on the ease of use and learning that differentiates Leadwerks from every other game development system on the market.
To that end, I have begun translating the documentation into a format that is easier to view and search. The welcome page has been done away with and will be replac