After creating my Component based engine structure for my main project, I have now moved on to the next stage of development: an in-game console.
Possibilities
To sum up what you can do with it, here is a little video demonstration.
On the To-Do list
Although the core of the console is finished and working the way I want it to work, there are some slight improvements.
Grapics are simple boxes at this point. I want to go for Valve's in-game console look , which looks simple b
After getting so far with Gobbo Soup I have done my usual and started working on 2 other types of games. This is in part because I have been working a lot lately and sitting back at the pc I find it hard to get back into my current project.
I am determined to carry on with Gobbo Soup to see if I can turn it into an enjoyable game, If so I will finish it. This will involve kind of starting from scratch again.
I have also decided to make as much of my code reusable, when I start a new
What do you know, i managed to come up with a random'ish name for this post. It's actually quite appropriate to my day. I was very pleased that the LCP2 is about to get underway and had a quick chat last night with Rick about the subway level.
I put myself out there, I've taken on the role of level designer for that project. Still doing my own project, and I'm open for more work (free with credit - or you could donate me a custom model or somet ) Anyway, the reason "don't touch that, it bit
There is no question that LCP (Leadwerks Community Project) 1 had some issues. I think we learned a lot from working on it and I'd like to apply those lessons and give LCP another try with LE 3. I'm thinking with CSG, "automatic" pathfinding, and a better scripting system that LE 3 has to offer will greatly increase the speed and quality of another LCP project.
This blog entry is to get a feel for people interested and to give a basic overview of the game and requirements. Unlike the last LC
I have a tendency to write random thoughts which appear on facebook or randomly to a friend on skype. So I decided to make use of the blog system here since most of my thoughts are somewhat game related. The blog is called 'Inside the mind of eternal insomniac' which isn't far from the truth, I am an insomniac and have been for a v.long time and even if I wasn't my mind tends to function in overdrive at times and see very odd connections.
So 'Welcome to the rabbit hole', my current thoughts
Valve Software's Steam is a game distribution platform used by millions of gamers worldwide. What started as simply a way to buy and update games has evolved into a vast ecosystem with instant messaging between friends, game hubs featuring players' screenshots and video, and workshops for sharing user-generated content. Last fall, Valve added software titles to its lineup of products, and implemented Greenlight, a system that lets users vote directly on which titles should be sold on Steam.
I first connected with Valve Software during GDC 2013. I recognized an opportunity to work together, so last week I paid a visit to Bellevue, Washington and met with Valve employees (no one has job titles in the company except Gabe) and discussed Leadwerks and the evolving Steam platform.
Today, I'm excited to announce our Greenlight campaign for Leadwerks 3: Steam Edition.
This software will be distributed through Steam and allow you to build games with Lua script and publish
This update brings the addition of lightmapping across curved surfaces with smooth groups. The image below is a set of lightmapped CSG brushes, not mesh lighting. You can read a detailed account of our implementation of this feature here.
The project manager now includes an "Update" button, so you can easily update your project any time we modify files in the template folders. Although we tested with no problems, it is recommended you back up your project before using this feature.
I'm a big fan of constructive solid geometry because it allows people without advanced modeling skills to design a game level that looks great. In fact, I originally got my start in game development using the Quake and Half-Life modding tools, making game maps.
One of the criticisms of CSG has been that it only allowed creation of faceted objects. (Valve's Hammer Editor has a workaround for this that lets you set smooth groups, but you can't see the results until they are run in the game.)
An update for Leadwerks 3 has been released, bringing new graphical enhancements to mobile games. Building on the efficient art pipeline and user-friendly tools of Leadwerks 3, the engine now supports projected shadows for characters and other dynamic objects. This technique works by casting a shadow onto the surrounding world geometry, to provide real-time shadows that run fast on all platforms.
To enable dynamic shadows on a single object, just select it in the editor and choose the
Besides making tutorials I am also working on my own project. It is my biggest one yet, but I think I have enough knowledge to get at least really far. Right now I am building my own engine on top of Leadwerks 3. The entire project is written mainly in C++.
Component Based engine design.
Since Leadwerks is very flexible you can do a lot of different things with it. The Lua scripts in the editor are a good example of component based design. However if you switch to C++ you don't have this d
About a week ago we sent a survey out to Leadwerks 3 customers to get their feedback and plan our next leg of development. According to the results, the number one most important issue Leadwerkers care about is tutorials.
We've taken the following steps to build resources for Leadwerks user to learn from:
The Leadwerks 3 tutorials database is available here. Anyone can submit a new article, but all articles must be approved by the staff before they appear visible. Without a process of a
We've got a Leadwerks 3 update coming out this week, with miscellaneous fixes and some new features.
The first are the addition of Import and Export buttons in the Project Manager. You can export an entire project to a zip file. You can import a project from either a Leadwerks project file (*.werk) or a zip file. This makes it easy to share projects and synchronize your work across different computers.
The second new feature is projected shadows. These allow characters and other ob
Shadows in 3D games are important. Not only do they look good, but they communicate information about the 3D geometry of the scene. Leadwerks pioneered dynamic deferred lighting, with one of the first deferred renderers in the world on PC. However, fully dynamic lighting requires some pretty beefy hardware, and the reality of today's situation in computing hardware has to be considered when we are designing a platform for other people build commercial products on.
To support games that re
I was sorry to hear the news of Stonetrip's liquidation earlier this month. Shiva3D pioneered multi-platform publishing, and I enjoyed killing zombies in "The Hunt". I know that many of you are wondering what to do next. So, let me just get it out on the table that Leadwerks might be an option for your team.
We just released Leadwerks 3, our first cross-platform product for mobile. Leadwerks 3 is completely redesigned to accelerate developer productivity with new advances in tools and wo
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
Between the release of LE3 and the GDC, life at Leadwerks has been busy to say the least. Now that things have settled down (a little) it is time for something that I have been looking forward to for a while: Tutorials!
At GDC we were constantly talking about the power and flexibility that direct native code programming allows and how users are not locked into only component based programming. But then you look at the example game Darkness Awaits and see only component based programming and
After a wild week at GDC 2013, it's nice to be back doing what I do best...writing code!
A new build of Leadwerks 3 is now available. We've added light vector maps so that lightmapped surfaces can display normal mapping effects. Lightmapped materials with normal maps should use the texture "Common/lightvectormap.tex" in slot 4. (If you create a new lightmapped material, this will be done automatically.)
This technique works by calculating the average light vector that influences eac
Hopefully this will be the most pointless blog I ever post for Alien Saga. BUT, fyi, I have a weird work schedule where I work like crazy for about 9 days where I'm on the road a lot and so on even when I'm sick like with last week and this week, and then I hopefully get 5 days off round abouts.
tl;dr There are updates to be made within the next 5 days or so.
You may notice the website header looks a little different. Sleeker, cooler, more 2013ish. Well, it's actually a lot more classic Leadwerks than you might realize. Here's what Leadwerks.com looked like in 2005:
I don't think it's fair for me to put Josh's every move with LE3 under scrutiny without exposing my own work to criticism. So here I will be posting my progress on my opening exercise with Leadwerks 3. I will be working on improving in all walks of game development and also responding to the soon to be created video tutorials.
I plan to work on my first LE3 project for the next 4-6 months in iterations. Which means that I will do a rough once over version that will admittedly look and play l
I'm back home now, relaxing after a long week away. And what a week it was!
I got my lecture out of the way on Monday. I felt like I was pretty well prepared, but some acoustical problems in the hall really made it very difficult to concentrate, plus I was pretty nervous about talking in front of about 600 people. I did it though, and hope to do another one next year. The recorded lecture should be available in the GDC vault.
During my talk, I described my experience as a PC developer,
In follow up to Andy, I also want to do a little blog on my experience with Leadwerks 3 so far. The first week after purchasing I didn't have much time to spend on it. Luckily after that week, there was quite some time left for the start of a new adventure.
Lua
In contrary to Leadwerks 2.3, I now want to lay most of my focus on C++. That is kind of Ironic, since a lot more people are interested in Lua now that Leadwerks 3 has arrived. It is not that surprising since the advantages of