Two new commands are available:
System::CountGraphicsModes
System::GetGraphicsMode
This allows you to view available graphics resolutions and choose one.
Fullscreen windows now work on Linux.
The "Go To" menu item in the scene browser will also recenter the flowgraph editor, if it is open and the selected object has been added to the map flowgraph.
The Leadwerks Workshop has been evolving over the last year, and here I will talk about how it came about and where we are going with this.
What We've Learned
Use of the Leadwerks Workshop has increased since the last major revision. Encouraged by this, I have added additional tools that make it easier to make models game-ready, like convex decomposition and automatic hit boxes on character models. The Steam WebAPI has been very helpful and allowed me to create a nice web-based interface
A new update is available on the beta branch on Steam.
Changes
Temporary slowdown from last beta is fixed.
Bone picking behavior now matches default branch's original behavior (for compatibility with existing code).
All recently locked bug reports fixed.
Please see this note about updating C++ projects to accommodate the addition of the VHACD library.
A new update is available on the beta branch. This adds automatically generated hitboxes for animated characters, and a new tool to calculate physics shapes using convex decomposition.
Existing C++ projects require a small modification due to the addition of the VHACD library. The VHACD includes directory must be added to the project header search paths.
Visual Studio:
$(LeadwerksHeaderPath)\Libraries\VHACD\src\VHACD_Lib\inc
Code::Blocks:
$(LeadwerksPath)/Include/Libraries/
The limiting step on getting animated characters into Leadwerks is the creation of "hitboxes". Since vertex sknning is done entirely on the GPU, static boxes are attached to bones to approximate the shape of each limb. This works well and is efficient, but very tedious to set up. The zombie character pack, for example, would have been released much sooner if not for this task.
This morning I began with the intention of adding an option in the Model Editor to automatically calculate hit bo
Physics simulations typically require physical geometry to be provided in a series of convex hulls that approximate the shape of the object. This is because the intersection of two convex objects can be calculated fast enough for use in real-time simulations.
One solution for creating this type of physical geometry is to create a low-detail model of the object in a modeling program. However, this process can be tedious and is often overlooked by artists. Auto-generating this type of geome
You can now try out the new Workshop Browser by opting into the beta branch. This makes it simpler to install Workshop items, and allows you to browser, install, and uninstall items without having to switch to the Steam window.
It's been 15 days since the official launch of my first software and so far it has been an incredible learning experience. You can't predict the future, but you can learn from your mistakes, and with that I'd like to share my number one discovery.
When your product releases it reaches a number of unique people who each have a unique age, position and disposition of your product. There will always be a myriad number of reasons a person might want your game or product but it's rare that this h
The implementation of the Leadwerks Workshop has always been planned in two steps:
Initial implementation using the Steam interface.
Implementation of built-in interface in editor.
I've been working on the second part for a couple days, and the results are pretty awesome so far. A built-in browser lets you view all items in the Workshop, search, and sort by rating or date uploaded.
When you click on an item, you can view its detail view. Pressing the "Install" button wil
I'm pleased to say our very first character pack DLC is now available on Steam.
Originally, my plan was to just license third-party model packs and sell them on Steam, ready-to-use with Leadwerks. However, once I started acquiring content I ran into some problems.
The selection of usable character packs out there are pretty lacking, when you start examining them closely.
Artists often just wanted to sell "raw models" and were not interested in the final steps to make an item truly
Our first character pack for Leadwerks has been released. The Zombie Character Pack DLC is now available on Steam for $29.99, with a 15% launch discount.
The Leadwerks Zombie Character Pack provides you with a horde of undead monsters to slay. Fight your way through the flesh-eating mob or pit them against each other in an all-zombie brawl to the death. All characters are fully scripted and ready to use in Leadwerks, with no programming required. Just drop them into your map and press
The first Leadwerks Winter Games tournament has begun!
How to Enter Submit your playable game to the Leadwerks Games Catalog, before January 15th. You can use any Christmas or non-Christmas related ideas. You can work together in teams or on your own. On the day of January 15th, a review of submitted games will be posted.
Prizes Rather than a competition, this tournament is a "co-opetition". The community is encouraged to help one another make fun playable games. Everyone who participat
So I attempted to thread out my application and i think OpenGL got angry at me. This is what some simple threading to test if i can spin off threads in my C++ back end (which would be great). However I don't think this is possible so loading assets in a linear fashion seems to be my only option. This may be a product of early optimization.
Along with finding out that I can't multi-thread, it became that when i use the crawler prefab, the game will crash when it loads. I don't get any err
Leadwerks 3.3 is now available. This update adds usability improvements and a few new features.
Two new entity classes that extend the model class are present. Sprites are a quad that can face the camera, a specific direction, or can rotate around one axis. These are useful for lighting effects and the axis rotation is great for making laser beams or tracer rounds.
The Lensflare class extends the sprite class and adds a simple glow effect for lighting.
The editor now support shift
You must enter the prison. You must gain control or you WILL die.
You start by entering the front doors, enter the weapons repository, Grab something that might be of use and begin your journey. Every cell can be opened and you just might find something in there. Will you be cornered? If you survive this much, you can make your way to the yard by passing the death chamber. Is some one there? Will you witness an execution? Im not too sure yet. In the yard you will encounter more adversaries that
Playing the same map over and over again can get boring and repetitive causing players to loose interest quickly. I'm writing a system that when the map is loaded, will randomly load entities, position, and rotate them as appropriate. This means that every time you enter an arena or the gauntlet, the enemies spawned will be different. Not only will they be different but so will their abilities.
This idea comes from trying to optimize the loading of map file. What I plan on doing is inste
So after a quick, prompt to mentoring session from Josh about how to use Lua, I learned a lot. Hear are just a few things.
Each Lua project has its own virtual stack. Here is what this means. Each Leadwerks project, when running, creates it own virtual, global, stack. You can use this just like a normal stack in C/C++ except is done in a more explicit manner. In C, you call functions and the function along with the parameters are pushed onto the stack. When you exit the function, the f
I've added display pages to the games database, so you can now fill in more information about your game, receive comments, post a video, and add additional images if you wish:
http://www.leadwerks.com/werkspace/page/games/_/rogue-system-r17
In the future I will add a file upload option so you can distribute your games here if you want to. Some games in the Downloads section have received a pretty high number of downloads, even though they were hidden away and weren't promoted at all:
http
So as many of you may know, before the release of Leadwerk 3.0 I was working on a castle defense type game. With the release of Leadwerks 3.0, I was unable to get my models to import properly. It has been a while since then as I didn't have any ideas for a game for me to work on, as well as time and inspiration to work on one. I also got a new job as a C# developer which will help me become a better programmer. I've also been taking classes and just life in general. I have recently gotten a
As described earlier, Oculus Rift support is now enabled on the beta branch on Steam!
Enabling VR To enable VR in any game, just add the Window::VRDisplay flag in the creation flags in the Window::Create() function:
Window* window = Window::Create("My VR Game",0,0,1024,768,Window::Titlebar|Window::VRDisplay);
Or in Lua:
local window = Window:Create("My VR Game",0,0,1024,768,Window.Titlebar + Window.VRDisplay)
(If you are using a Lua project, you must update the project to
As you probably noticed, I've been playing around with the Oculus Rift DK2 and it's really neat! With Klepto's help I was able to get it running and integrated into the engine very quickly. Beta support will be added soon so you can play with it yourself. Why is it beta? Because it is possible some behavior may change, particularly the way head rotation is handled. Also, it only works on Windows at this point. I'm waiting for OculusVR to add direct HMD rendering for Linux, because without
My first baby steps will be:
A first set of prefabs for modular dungeon layout
Floor
Ceiling
Wall
Up stairwell
Down stairwell
[*]Dynamically build the dungeon with Lua based on a hard-coded layout
[*]Use stairs to move between levels
That's it for the first set of goals! Gotta keep it simple and doable. So far I've got floor, ceiling, and wall prefabs done and I'm starting to look into dynamically placing them with Lua. The textures and geometry are just whatever I c
About Tinyboss Games
Well, it's just me making games in my spare time. I've got two games published on the Google Play Store, Coinbox Clicker and Coinbox Clicker 2. These were developed with Corona SDK, which is a pretty nice tool for authoring mobile games with Lua.
I've always stayed away from 3D games due to the complexity, but Leadwerks had a 50% sale on Steam and I saw that it uses Lua as well, so thought I'd give it a try. So far it looks like it'll be feasible to make a game I