Once again, I like to attack the things I haven't done in the past first. I know how to make a CSG editor. What I haven't done in the past is a visual editor for gameplay and logic.
In the shot below, you can see the properties editor, with the "Scripts" tab selected. I moved the name and angle editor outside the tabbed panel, with the idea that these are so important they belong in the main window, but the real reason was to break up the boredom of a full-window tabbed panel. Under the
The scene browser lets you see every entity and brush in the scene, and also lets you arrange entities in a hierarchy. You can add a light to the scene, position it onto a lamppost, then use the scene browser to parent the light to the lamppost model and save the whole thing as a prefab.
There's no "mesh" class in the new engine, and entities inherit a lot of the properties that models in LE2 had, like scripts and physics. Models are just MDL files, and generally just contain model and bon
Modding games is a popular sport, and very productive, since you don't have to code usually much, maybe some little additions only.
However, modding has its limits, as you are usually bound to a quite hardcoded game genre environment, unless you use Garry's Mod or something, but that has then it's own limits too with the engine features.
Since I am currenly building a GameLib FPS template for LEBuilder, these thoughts came up. What the template will do, is to create a simple FPS game with o
We have our design parameters. We know the editor should let the user control every aspect of the engine in a visual manner, without having to use any other tools or do any editing of text files. We have 3D World Studio to serve as inspiration for the design and feel of the program.
The sky's the limit. You, the users, have told me that you want to invest in a system that does more for you and makes your life easier. I'm happy to provide the basis for your next projects. Thank you for l
I implemented resizable viewports this morning. This is so much more fun than fiddling around with compiler settings.
You can grab the bars between viewports, or the very center space, and drag it around to resize the four viewports. I usually prefer a smaller perspective view, and like to devote most of my space to the 2D views when doing serious editing:
You can also drag the views around to make a single big viewport, or just have two viewports visible:
In 3D World Studio, w
The fantastic Fatcow icon set was recommended to me in the comments in a previous blog post. These are very similar to the Silk icon set, but come in 32x32 and 16x16 versions, have more icons, and better coloration. The Silk icon set is sort of a desaturated pastel tone I don't like, and Fat Cow's icons are more saturated and bright. I had actually considered running the Silk icons through a color-correction algorithm, but Fat Cow has already done the work for me.
I knew from the start I
I hired a local Android developer to get Leadwerks 3.0 running on Android devices. We don't know a lot yet, other than that we have an OpenGLES renderer, and everything should be cross-platform compilable. The Android version of LE3 is using a minimum requirement of Android 2.2, which is the lowest version that supports OpenGL ES 2.0. This will run on about 75% of Android devices:
As you can see here, the proportion of 2.1 devices is steadily dropping. If a linear rate of decrease i
Leadwerks Software has released version 2.5 of their game development software Leadwerks Engine, featuring enhanced graphics and support for the Microsoft .NET application framework. Josh, CEO of Leadwerks said, “.NET support fits in with our goal of making game development simple and more approachable for programmers. We have an energetic community of coders who have been requesting .NET support for some time, and we’re happy to deliver that in Leadwerks Engine 2.5 along with enhancements to ou
I am usually very excited to read about new graphical techniques, and even new hardware approaches, even if they are presently impractical for real use. I was very interested in Intel's Larabee project, even though I didn't expect to see usable results for years.
However, sometimes articles get published which are nothing but snake oil to raise stock prices. The uninformed reader doesn't know the difference, and these articles are usually written in such a way that they sound authoritative
It took a while to figure out, but I was able to get drag and drop interaction working on OSX. (Thanks to Seb Hollington for helping with the coordinate transformation stuff.) Now the editor lets you assign textures by dragging them onto texture slots, just the same as on Windows. There's one last step before the editor code becomes totally platform-agnostic. A file system watcher needs to be implemented on Mac. On Windows, this was fairly straightforward, because there is a built-in API fo
To prevent non Leadwerks Engine specific entries from my Blog being automatically published here via the Blog Feed, I have removed that functionality, and will simply add a new entry title and link here for all Leadwerks Engine specific entries.
Leadwerks Specific Blog Entry.
3rd Person Movement & Animation Control Rig Test
Things change
and other things using those things must be updated from time to time to keep them working properly.
Leadwerks Engine C/C++ was originally designed to work only with VS 2008, but keeping GNU C++ in mind, then a few updates were made to make it work with MinGW 3.4.5. Now MinGW 4.5.2.1 has been updated to support the newest C++ standard, and so a few updates need to be done in the Leadwerks Engine C/C++ headers too. But don't worry, those updates are fully backwards compatibe, s
So here's what it took to get Leadwerks running on the iPhone:
Let's start at the point we had the C++ code building and running with an OpenGL 1 renderer on OSX. I was worried OpenGLES might be a dramatically different API that required a whole new learning curve, but I was pleasantly surprised. It's just a stripped-down version of OpenGL, more like OpenGL 3.3 than anything else. Making the OpenGL2ES renderer was mostly just a copy and paste operation, and then I had to comment out a few
Leadwerks has released a new evaluation kit for version 2.4 of their game development tool. The demo lets developers program games in C, C++, and Lua script for a trial period of 30 days.
There's a new set of pages for Leadwerks Engine 2 up. I think these do a better job communicating all the features of LE2, and explain why it's unique and awesome. Existing users might even learn something from the material:
http://www.leadwerks.com/werkspace/page/Products/le2
This also integrates into the forum skin. The only page left on the site that isn't using the global forum template is the 3D World Studio page, and that will be changed shortly.
The 2.43 evaluation kit will be
It just came like a lightning from the clear sky, and illuminated us all.
I can't remember to have ever seen such a great success in concept, it's so unbelievably thought troughout.
All the details you experience, all the things which just work like they should have always worked in other systems.
Everything is real, the people, the talks, the lifes, the avatars, the celebrities, just everything. The Google+ system leads it to be that way.
It's simply amazing, and very valuable.
Source
Leadwerks.com now features a video gallery where our members can post movies of their games made with Leadwerks Engine. Instead of slowly uploading a huge video file, you can simply enter a YouTube video ID to submit movies. Check out some of the cool videos like Legos falling over to a techno soundtrack, fly through floating islands in Aerora, and of course there's Dave Lee's excellent Chernobyl Exclusion Zone.
We've also created a random rotating banner image in our website header. Lead
I have developed my own forum software for Domino for some time, because I was always shocked with the basic lacks of functionality of conventional forum softwares like phpBB, vnboards, Invision Power Boards, SMF, etc.... For them it seems normal that all messages are lost when the forum software is updated, and they just eat it with a bitter taste in their mouth. They also take happily backups every day, but most of the backups fail because of some misconfigured ftp accounts.
For someone who h
A few weeks ago, I was getting pretty nervous about all the known unknowns in going cross-platform with the Leadwerks Engine 3 code. All my libraries and languages are platform-agnostic, but there's always going to be small issues, and I wanted to get those worked out while the code was still malleable. Here's a few things I found.
-OSX file paths don't have a drive letter, so the only way to specify a relative path is to add ".\" to the beginning. This had some significant implications f
Hi Folks,
another small progress update I would like to share with you.
While working on extending the exported functionality of the dll i have discussed with some people here in the forum and I came to the conclusion that just extending the dll and program advanced parts in .Net is not really the best for the community. While some extensions will work only for .Net at first (eg Awesomium, full XBOX360 Controller support) most extension will be programmed fully in Blitzmax and exposed th
Just fresh out from the press: IBM will drop the Lotus part from the name, because it misleads many people who remember Lotus 1-2-3, Lotus Smartsuite, and yes even Lotus Notes which is often thought as ancient and dead.
This is very cool, because it removes the long name nonsense and makes it clear that it's a real IBM product, and everyone knows that IBM is the leader in computer technology, mostly on the hardware side, but since the aquisition of Lotus also on the software side, and of course
Post 1: On 'Beyond Civilization'
Hey guys! After lurking around in the Leadwerks forums for quite a while now, I thought it was time to present what I am actually working on.
The team:
I am the lead programmer and teamleader of a group of people developing a video game (well, who isn't^^). Our team is called '
Clockwise Studios
' and currently consists of 8 people - 2 Programmers, 2 Leveldesigners, 1 concept artist, a modeller and two people doing web design, management and ga
Hi,
this is just a short blog to keep you informed. I have promised to upload a first version last weekend, but unfortunatly I wasn't able to do so.
I'm currently working on a solution to provide the extended functionality to both .Net Wrappers (LE.Net and Leadwerks.Net) which is more difficult than i thought.
I have already extended the engine.dll with some new functions which already work in both .Net Wrappers and i will hopefully be ready with a small package next week. So no worr