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Getting up to Speed with Leadwerks 3


Aaron Symons
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Hello all!

 

I'm a first-time user and was wondering, and hoping, if anyone could suggest how I could get up to speed with Leadwerks 3, considering most of the tutorials I've seen and read concern LE2 (the API has changed quite a bit since then, of course). The main things I wish to learn at the moment are how to properly implement post-processing effects, like: bloom, 'god rays', DoF, fog, etc, as well as collision detection and water. I'm also having some difficulties enabling dynamic shadows (this could be due to using the trial version - I don't know what the limitations are for the trial). I'm aware that LE3 is still under some development at the moment, so this could be another factor hindering progression.

 

I'm using C++ to program with. I've tried downloading some games created with Lua and translating some of the scripts into C++, but, of course, it's easier said than done when you're using a new software and API. At the moment, I'd feel more comfortable continuing to use C++, but if enough of you suggest I use Lua, and with good reason, I'll definitely consider doing so!

 

I’d love to get my prototype game finished before my 30-day trial is over and see what I can achieve with Leadwerks, but I’m still stuck on some of the basics and have 12 days left of the trial period! I didn’t want to start posting help questions in the forum, as I understand newbies can be a pain in the backside at times, but desperate times call for desperate measures!

 

Any help, suggestions and tips will be greatly appreciated!

Win7 64-bit | Intel i7-3770 3.40GHz | NVIDIA GeForce GTX 660

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Hello and welcome,

 

even though i am no expert myself the biggest point is the friendly community here.

 

i didn't even knew that the trial supports developing in C++ :)

 

 

Of course you can develop everything in C++. But i have found that using Lua for single enemies, doors, elevators etc. are really helpful. Some special main code for your game can still be done in C++.

 

For collisions in C++ this Tutorial from Josh shows how simple and easy it is:

http://www.leadwerks.com/werkspace/page/tutorials/_/class-hooks-r38

 

I don't know where you look but most tutorials and examples here are for Leadwerks 3.

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Hello

 

I recently started to learn Leadwerks. This looks like a good intro to post processing in Leadwerks:

http://www.leadwerks.com/files/Tutorials/CPP/Post-Processing_Effects.pdf

 

On the tutorial side I have found Aggror (Jorn theunissens) tutorials on YouTube very useful (a gold star to that young lad) :

https://www.youtube.com/user/Aggror89

 

The only tutorial I am missing from Aggror is how to make goof 2D UI stuff like HUDs and widgets in C++ and Lua. =)

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Thanks for the advice guys!

For collisions in C++ this Tutorial from Josh shows how simple and easy it is:

http://www.leadwerks.com/werkspace/page/tutorials/_/class-hooks-r38

I started following the Class Hooks tutorial, but the GetUserData(), SetUserData() and entity->Release() aren’t recognized as members of the Entity class. So, I’m guessing this has been changed. Either that or I’m being silly and missing something.

I recently started to learn Leadwerks. This looks like a good intro to post processing in Leadwerks:

http://www.leadwerks.com/files/Tutorials/CPP/Post-Processing_Effects.pdf

 

On the tutorial side I have found Aggror (Jorn theunissens) tutorials on YouTube very useful (a gold star to that young lad) :

https://www.youtube.com/user/Aggror89

I’ve looked through that post-processing PDF before. I’m not sure how to translate that into Leadwerks 3. Plus, Josh just advised holding off on post-processing until 3.1, which is a shame because I really want to get stuck in with all that.

I’ve already started following Jorn’s YouTube channel. I’m glad I found him because his videos have helped me quite a lot.

It's best to hold off on the post-processing effects until 3.1. Depending on how much time I have, it may just be a simple visual dialog in the editor.

 

Is there a road map available to look at? Saves me asking when certain things will be implemented. wink.png Also, are there feature limitations with the trial version? I know it’s limited to five minutes of game-play, but I noticed there’s no option for dynamic shadows in the Cast Shadows drop-down list in the editor.

Thanks again guys! smile.png

Win7 64-bit | Intel i7-3770 3.40GHz | NVIDIA GeForce GTX 660

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