We want to build a new renderer specifically designed for virtual reality with performance beyond anything you've ever seen.
We're getting rid of the limitations of traditional game engines by going beyond the bounds of 32-bit floating points.
And, as always, we're going to make it easily accessible and super easy to use.
✓ Vulkan, Done Right✓ Vulkan, Done RightA revolutionary new architecture enables more immersive VR experiences and boosts performance for all games and simulations. |
✓ 64-bit Worlds✓ 64-bit WorldsDouble floating points allow massive open-world games and to-scale space simulations, with a maximum area big enough to simulate the entire solar system with sub-millimeter precision. |
Planetary Scale TerrainPlanetary Scale TerrainTerrain is no longer a confined patch of land, but an endless landscape that extends as far as you can walk, drive, or fly. |
Leadwerks Editor 5Leadwerks Editor 5Leadwerks Editor 5 uses a well-established intuitive workflow, together with a sleek new interface that has a consistent look on all platforms, with support for 4K and even 8K screens. |
✓ Modular Plugins✓ Modular PluginsEditor plugins can be written with Lua, similar to how MaxScript works with 3ds Max, making the new editor expandable and customizable. |
✓ Physically-Based Rendering✓ Physically Based RenderingA physically accurate lighting model with BRDFs recorded from real-world materials is used to render photorealistic images. |
✓ C++ Smart Pointers✓ C++ Smart PointersThe latest features in modern C++ give us the convenience of a memory-managed language without the overhead of garbage collection. Say goodbye to lag spikes forever. |
✓ Unicode Support✓ Unicode SupportSupport for unicode text opens Leadwerks Engine 5 up to developers across the world and allows you to easily deploy your product to any region. |
✓ 64-bit Architecture✓ 64-bit ArchitectureLeadwerks Engine 5 is exclusively designed for 64-bit CPUs, giving you access to as much as 512 gigabytes of RAM. |