At last, it is time for the 2016 Leadwerks Winter Games Tournament! This is going to be a big one, for a few reasons.
We're very likely to reach 100 games in Leadwerks Game Launcher, which means it will be ready to move out of early access mode and be an official release on Steam.
As an experiment, you're getting two extra weeks to polish your games, with an extended deadline lasting until January 15th.
WHEN: The tournament begins Monday, December 5, and ends Sunday, January
Blender Cloud 50% Off Cyber Monday Only
https://cloud.blender.org/blog/
For about 15 euros (think it was about 12UK pounds) you get 3 months access to Blender Cloud.
This gives you access to some decent Blender training videos and some rigged blender characters but also quite a large selection of good quality textures which from what I could gather are CC-0 licensed (no credit even required). I could be wrong on that but whenever they mention textures they seem to say CC-0 along wit
I've updated the beta branch with a full build to address the following issues:
GI / water bug where everything would get brighter (the blend mode wasn't being reset to "solid").
"Cannot blit backbuffer" bug fixed.
VC .usr file added back into template, which contains info on the default working directory. This is why games weren't launching in the right directory.
SDK version set to 8.1 since the 10 SDK isn't installing on Windows 7 (what I'm on now).
FYI, I tested on an AM
An early build of Leadwerks Game Engine 4.2 beta is available on the beta branch on Steam. This release will update the engine with the latest C++ tools and add new graphics and other features.
Visual Studio 2017 support
Compatible with the latest C++11 / GCC on Linux
Refraction: apply "Materials\Effects\glass.mat" onto any object to see this in action.
Heat haze: drag the heat haze emitter prefab into the scene to view ("Prefabs\Effects\heathaze.pfb").
Spotlight texture: you can
I'm hoping to add analytics to both the editor and the engine API. I need to know how many people are actively using the engine on a week to week basis, and how many of those users are opening the Workshop browser in the editor. There will be an option to opt out of stats collection (a real one, not like Windows 10), and even if you do allow stats to be collected no data will be traceable back to your SteamID or IP address.
I've chosen the GameAnalytics.com API for this.
This will also
I've built a modified version of ReepBlue's C++ animation manager class (based off my Lua script) into the engine. This adds a new command and eliminates the need for the animation manager script.
void Entity::PlayAnimation(const std::string& sequence, const float speed=1.0f, const int blendtime=500, const int mode=0, const std::string endhook="")
void Entity::PlayAnimation(const int index, const float speed = 1.0f, const int blendtime = 500, const int mode = 0, const std::string end
C++11 modernizes the C++ programming language with many new features and techniques. Below are just a few of the new ways you can use C++ with Leadwerks.
auto
You can automatically declare a new variable type by the data that is assigned to it:
auto i = 42; // i is an int
auto l = 42LL; // l is an long long
auto p = new foo(); // p is a foo*
Here's a more practical use that saves a lot of typing. The code below:
std::map<std::string, std::vector<int>> map;
for
The beta branch now contains an update that adds C++11 support for GCC on Linux. To use this you must enable C++11 support in the compiler settings in Code::Blocks. Select the Settings > Compiler and Debugger... menu item and then check the box indicated below.
All new projects created from the Leadwerks templates will work correctly out-of-the-box.
Your existing projects need a couple of new libraries added to them. The easiest way to do this is to open the CBP project file i
The beta branch of the professional version is upgraded to use Visual Studio 2017. You can download the release candidate for free here:
https://www.visualstudio.com/vs/visual-studio-2017-rc/
Your existing projects should work with VS 2017 with no changes, but you might want to hold off while we test if you are in the middle of a project. New projects you create should open with VS 2017 by default.
The past 30 days have been very hectic but fun none the less. While it all started with the thought that I would have some time to spare, it became one of the busiest months of the year. It started with a non-Leadwerks project, where I am currently working on with 2 artists. I was done with the coding for the current sprint (we are using scrum). This meant simply waiting for the artists to do their part. The sprint ends December 14th, so that would mean time for a new project.
Back to Leadwe
As most of you may know, I've been working on "A Demon's Game" for quite a while now, but I'm happy to announce that it's almost time for it to actually release, but before that happens, there are a lot of things happening that I would love to let you know about.
Firstly, the game got accepted to be in Portugal's biggest gaming convention, Lisbon Games Week. I'll be there from the 17th to 20th November, I have my own booth where players can try the game, ask questions and I will
Draws a box from one vector to another.
To be used as some kind of arrow.
Need feedback if its a better way to do this, but so far seem to be ok for my purposes.
Example usage:
ArrowUi *t = new ArrowUi(Vec3(0.0, 0.0, 0.0), testshadow->GetModel()->GetPosition());
class ArrowUi {
private:
Model *model;
Entity *pivot;
Vec3 from;
Vec3 to;
float distance;
public:
ArrowUi();
ArrowUi(Vec3 from, Vec3 to);
void From(Vec3 from);
void To(Vec3
Leadwerks Game Launcher can now be used on SteamOS. I fixed a bunch of little issues that were preventing this from running. The interface is not optimal right now for controllers, and there is much left to do, but your games do run. It's pretty fun to play your games on a console, when most of them were developed on Windows and never even run on Linux before.
If you have a Steam Machine give it a try!
Valve has delivered on their plan to add a new Steam browser protocol for paid Workshop items. The Leadwerks Game Engine beta branch on Steam has been updated so that Workshop Store purchases go through the Steam client instead of requiring you to log into a web browser. You must also opt into the Steam client beta for this functionality to work. At the moment, this feature is only available on Windows.
This removes the biggest source of friction in the checkout process and makes the
Most of the prizes are now shipped, and I am just cleaning up a few pieces of missing information for shipping. In order to ship posters, I need a full name, which I have requested from onaid, MDGunn, Evayr, and Graham. I also am missing a shirt size for Garlic Waffle and MDGunn. I have not received any shipping info from MartyJ, or else I missed it.
I found some mailing tubes from ULine to send posters in, at about $0.75 each. If you are receiving a sticker it will be included in the tu
In this non-technical blog I will give you more of Josh's useful tips on how to live. In this blog I am talking about baggage, in the form of data physical possessions.
Archive and Delete
The first thing you need to do is organize. If you have all your files in dozens of different folders all over your computer, it will be very difficult to track them all down. This is why Leadwerks and most other programs store files in your Documents folder on your computer. Leadwerks projects, along
Visit forum topic here: http://www.leadwerks.com/werkspace/topic/15171-record-cameraobject-path-movement-script
Features
- Record camera path movement by controlling camera itself, what you see is what you get
- Path information can be saved to sperated file for later use
- Attach saved path file to any entity to playback recorded path
- Camera movement can be adjusted for smooth and better path record
- Great for cut scene or object with motion.
Demo
I was optimizing and downsizing my computer systems yesterday, and I thought I would write a blog about how I keep my Windows, Mac, and Linux systems running, along with email on my iPhone.
Install Windows and Linux on Two Separate Hard Drives
The best way to run Windows and Linux side by side is on two separate drives. Try anything else and you will run into trouble. You should unplug the other drive when installing the OS to make sure they don't interfere with each other. Use the boot
I figured out why some Workshop items weren't installing correctly. There's a series of steps I need to go through to make a paid item ready for sale, and I omitted one button press in the Steamworks interface.
If you experienced downloading problems with the nature model pack, zombies, or any of the scifi material packs, they should work now.
Let me know if you still have any problems.
After I've returned from Steam Dev Days, I caught a terrible cold, so my first week home was unproductive when it came to LEX or Blue Portals. But besides that, I had a great time! I mentioned briefly in my last blog post before I went that I was giving LEX some reorganizing and defragmenting. This blog post, I'm going to go more into detail.
LEX2 has a lot of things going for it. The developer console is really handy, the AssetManager prevents crashes and has the ability to pre-loads things
Everything I'm working on right now is a real grind. Trying to get some window code to run on Mac and chatting with Valve on how to optimize the Workshop Store. If I didn't have a plan this would not feel like I was going anywhere. I think that's why programmers often fail to reach beyond a certain level of success. I don't mean simply financial success, I mean they don't go big enough to make a really complete product. They make a car with 22 different gears and no seat. If you don't have
Being reasonably confident that my GUI design will work on Windows and Linux, I wanted to make sure it would also work for Mac computers. The first step was to compile Leadwerks Game Engine in Apple's Xcode IDE. Like Visual Studio and Code::Blocks, I was able to create two targets so that the same project can be used to compile both the static library and standalone executable.
At this point the Window class for Mac contains mostly empty functions that don't do anything, but this is a