This code creates a GUI directly on a window, with no OpenGL rendering context created at all. The same scripts can be used for widgets created on a window, a rendering context, or a texture:
--Initialize Steamworks (optional)
Steamworks:Initialize()
--Set the application title
title="$PROJECT_TITLE"
--Create a window
local windowstyle = window.Titlebar + window.Resizable + window.Hidden
if System:GetProperty("fullscreen")=="1" then windowstyle=windowstyle+window.FullScreen end
window=Wind
This code added to main.lua actually works:
--Create a window
local windowstyle = window.Titlebar
if System:GetProperty("fullscreen")=="1" then windowstyle=windowstyle+window.FullScreen end
window=Window:Create(title,0,0,System:GetProperty("screenwidth","1024"),System:GetProperty("screenheight","768"),windowstyle)
window:HideMouse()
--Create the graphics context
context=Context:Create(window,0)
if context==nil then return end
--Create a GUI
local gui = GUI:Create(context)
local widget = Wid
GUI* GUI::Create(window);
GUI* GUI::Create(context);
GUI* GUI::Create(texture);
A GUI created on a window would draw to the window, with no graphics context, and would be used for making 3D applications (like Leadwerks Editor). A GUI created on a context would use OpenGL drawing to render the GUI onto the context. A GUI created on a texture would require the user to manually input events and would be used for interfaces that appear in the 3D world, like a computer panel you can interact
Our ranking on Steam is 185 ratings with 75% positive, which Steam categorizes as "Mostly positive". This is great. Over the last couple of years the reviews have gotten more positive as more features and better documentation has been added. So at this point, the more reviews we get the higher our rating goes, since our average rating today is better than when we started on Steam.
From what I gather looking at other products on Steam, we're only 5% away from a "Very positive" rating at 80
Just thinking out loud here, and I am considering designing the GUI like this:
The GUI class handles events, window clipping, widget layout, etc. Rather than having a bunch of C++ classes that extend a base Widget class, there would just be the Widget class with a Lua script attached to it. The Lua script would handle all events and drawing, so it would determine what kind of widget the C++ object is. For example, here's a script for a simple button:
function Script:Draw(x,y,width,h
Leadwerks Game Engine 4.1 is now available on Steam. This release cranks up the already legendary Leadwerks visuals to new levels of awesome.
Environment Probes The new environment probe entities can be used to add global illumination and reflections to any scene.
Volumetric Lighting Each light in Leadwerks can now display an adjustable volumetric effect using a ray-marching technique to give your game dramatic visuals.
Enhanced Post-Processing Effects Leadwerks 4.1 includes
Hello everybody. Today I probably will start the first lesson dedicated to developing games with LeadWerks Game Engine 4.1.
Table of contents:
Introduction
Requirements
Project preparation
Setting up the project
Level creation (Prototype)
Ball Script
Introduction
This lesson is to create a game where the main character is a ball (or other primitive). By the way, there is such a lesson ( "Marble Game") in the official documentation.
Requirements
Before we be
Hello everybody. I first appeared on the website leadwerks, but I've been working a long time with this engine (first seen in 2012, LE2). And in the beginning, I would like to show their achievements in this engine.
A little about me. I am 19 years old, live in the cold and harsh Russia (in fact it is not. We have a warm and beautiful country. All this is the stereotype) is a C / C ++ / C # programmer (3 years) and a game developer (5 years)
If there is a wish, I can help you answer
I have learned much in Scripting and some Lua function as i worked on Akt2.
So i implemented a primitive Loading Screen (not realy one but i looks in my eyes nice).
Also the performance is better now because i released some entitys if they not longer used.
Feedback is welcome.
Also if something not function.
An update is available on the beta branch. This includes all recent bug fixes, and is a full build with C++ libs for Windows and Linux.
The following header search path needs to be added to your Visual Studio projects:
$(LeadwerksHeaderPath)\Libraries\glslang
An update is available on the beta branch. This only updates the editor, only on Windows.
The environment probe entity should now be available to create in the editor, for all users.
When shaders are compiled with the "Debug" button (F5) they will now be run through the GLSlang reference compiler first. This can help to catch errors that more permissive hardware lets slide by (Nvidia). The goal of this is to prevent games from not working on AMD and Intel hardware when they use third-
Leadwerks Game Engine 4.1 beta is now available on the beta branch on Steam. This is the final version 4.1, barring any bug fixes that are made before the release later this month. I am going to focus on just resolving bug reports and adding new documentation for the next two weeks.
4.1 adds environment probes, which have been covered previously, and volumetric lighting. Point and spot lights can display a volumetric effect by adjusting the "Volume strength" setting, found under Ligh
It's been over a year ago since I've released the Vectronic Demo using Leadwerks. The demo was composed of assets I've made ported from the Source Engine and my lack of understanding of the API and lua scripting at the time. (I'm used to coding everything in C++) As of writing, it has 1,221 subscribers on the Steam Workshop, 25 out of 26 positive ratings, and is the second most subscribed item! So there is sigh that this as a MVP (Minimum Viable Product) was a success. And again, the Game Launch
After some problems with the Game.exe ( crash ) I have at least a couple of solutions found . None good solutions at the end but still the game works.
On the one hand I had the collision system in the vegetation system off (if i activate the collision with paintet rocks and put a prefab (barrel with shape) in it, the game crashed. if i delete the barrel the collision function in the vegetation system but then i can´t implement my quest idea. So i deactivated the collsion in the vegetation sy
For the past few months, (on top of working on my greenlit mod) I've been developing a new foundation for Vectronic that will take care of all the 'internal yucky bits' such as window/context/world management, and other features and functions. I really wasn't happy how the first implementation came out as I felt like I was taking too much from the developer, and it was messy and confusing to do something simple like adding a loading screen.
LEX2 is more lua friendly, not bloated with scripts
I came across a very interesting presentation that talks about how to avoid "banding" artifacts in game graphics. The author uses dithering to add noise to an image and break up the visible lines your eye can detect. This even works with audio. When noise is added to the mix, the original tune appears to become more high-fidelity than it actually is:
I was able to use this concept to improve the appearance of banding in shadow acne in a low-resolution spotlight with a large volum
If you join the beta branch and updated your projects, you'd probably noticed that the low res Leadwerks 2 icons have now been replaced with high resolution ones that match the rest of the user interface. Decals, Particles Emitters, Cameras, and Probes now have their own icon, and you can tell all entities apart just by looking at them.
I've originally made these a while ago when I noticed that each entity had it's own material and texture, but most of them just recycled the pivot icon. I've
First, there's a lot of confusion about what HDR actually is, and I want to clear it up. HDR does not automatically mean "iris adjustment" although the two often go together. HDR, at its simplest, means that colors won't get washed out during the rendering pipeline.
Game graphics inputs are 8-bit (per channel textures). The output is 8-bit (unless you have a 10-bit monitor). So if we only perform one rendering step, it is impossible to lose color resolution. Even if our lighting step br
Environment probes are now available on the beta branch. To access them, you must set the "UnlockBetaFeatures" setting in the config file to 1, then start the editor. Environment probes are available in the "Effects" object creation category.
Environment probes should be placed with one in each room. Use the object scale to make the probe's volume fill the room. (Like decals, probes will display a bounding box when selected.) You do not have to worry about covering every single space as
A "roughness" property has been added in the material editor. This is a simple slider with a value from zero to one. (The default material roughness value is 0.5, so all your existing materials won't turn into mirrors when the update comes). Changing the roughness value will have no visible effect unless an environment probe is visible in the scene, although I could modify the lighting shaders to make this control gloss in the specular calculation:
Two new commands have also been add
I was able to work out the shader fixes and now I can show you a good schematic of how the new lighting system works. Instead of a single light source, we now have three types of lighting that are combined for the final render. Direct lighting is the standard deferred lighting model you know and love from Leadwerks. This looks great, but shadowed areas have always looked pretty flat.
The second component is the new GI ambient lighting. This is a view-independent lookup on the local cube
I've been puzzling over a problem that exhibits itself on flat surfaces. Cubemap reflections appear "jittery" as if they are been rounded off to a lower-precision float. At first I thought this might mean that our best-fit normals routine using 8 bits per channel might lack the precision needed for cubemap reflections. However, when I changed the normal texture in the gbuffer to a 32-bit floating.point RGBA texture, the problem remained. This error is also visible in Igor's SSLR shader.
Hi community !
I just announce the availability of the demo of my game TinyGom
You can download on my site http://tinygom.sdmg-studio.eu through the link provided in the email you receive after a short registration, excuse me for this.
Alternative link for 32 bits version: http://www.indiedb.com/games/tinygom/downloads/tinygom-demo-32-bits
Alternative link for 64 bits version: http://www.indiedb.com/games/tinygom/downloads/tinygom-demo-64-bits
PS: I lost my previous post by