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The Ancient Forbidden Knowledge of X11

The most interesting thing about the development of Leadwerks is digging into low-level X11 libraries that no one really understands. If the stock answers of "use GTK" or "use QT" were sufficient, this project would not be necessary. No one really knows how X11 works anymore, so it's like we are exploring an archaeological ruin and discovering ancient forbidden knowledge.     Here's me looking at the X11 documentation.     X11 doesn't really have a concept of non-embedded child wind

Josh

Josh

Digging Deeper

The general GUI elements for LeadwerksGUI are more or less done, and I have turned my attention to another problem. The LeadwerksGUI system is built around the notion that GUI widgets have a discrete bounding box in which they are contained. All events and drawing occur within these bounds, which are further constrained by either their parent widget's bounds or the area of the window they are created on. However, there are three situations where this paradigm breaks down.   Menus   Wind

Josh

Josh

Steam Dev Days 2016

I got back last night from Steam Dev Days 2016 in Seattle. This year focused heavily on VR, with Valve mentioning they are working on a new unannounced title built for VR. Valve also announced Steamworks will begin supporting the PS4 controller, with other controller support in the works.     This was also an opportunity for me to meet with a bunch of people on the Steam dev team and chat with other developers. I got a lot done! We're getting our Steam controller integration fixed, as I

Josh

Josh

TinyGom Racing New release and New demo

TinyGom Racing PC Game is available !   New demo : at: tinygom.sdmg-studio.eu (register)   or if you have an account on indiedb.com : http://www.indiedb.com/games/tinygom   lot of bugs corrected: menu appearance now conform to what it should be all sub-menus revisited in game cosmetics adjustments time trial mode now fully fonctionnal screen resolution detection improved and working with multi monitors no more bugs at the first launch of the demo SDMG-STUDIO produc

diedir

diedir

A Demon's Game - 2 year retrospective, how far I've come

"Once you hit rock bottom, that's where you perfectly stand; That's your chance of restarting, but restarting the right way." -Justin Kanayurak     About two years ago, I had this idea to make a horror game, a horror game that would be different to most, "Myst and a bit of Amnesia" I thought back then, little did I know that the game would evolve so much, so quickly.   Back then everyone thought I was crazy for making a game (game development where I live is a

lxFirebal69xl

lxFirebal69xl

Pre-Steam Dev Days small update

A small update is available on the beta branch. This just changes it so that surfaces using the leaves or groundplant vegetation shader will be skipped when computing a convex decomposition. This was implemented specifically to make it easier for Nenero to get his Tree Pack approved for sale in the Workshop Store. At this time, only the Windows build is affected.     I will be in Seattle tomorrow evening for Steam Dev Days, along with some other people from the Leadwerks community.  

Josh

Josh

[Example] Basic missile class

Want to share this maybe will help someone.   Its pretty basic but it has missile effect by distance and at certain time. Should be easy to extend.   trigger the missile:   tm3 = new Missile(Vec3(5.0f, 5.0f, 0.0f)); tm2 = new Missile(Vec3(0.0f, 0.0f, 0.0f), tm3->GetPosition(), true);   and call the Loop method in the game loop   #ifndef __S_MISSILE_H__ #define __S_MISSILE_H__ #include "Leadwerks.h" using namespace Leadwerks; class Missile { private: Emitter *mem; Materi

aiaf

aiaf

Quick Update

Very happy on how everything is coming along. Blue Portals: Anniversary Edition development is going a tad slower than I wanted it too, but it's coming along nicely. We've finally shipped that in late August, and the mod made even more progress since. We just got some unknowns to work out like voice acting and music. I got some puzzles in the pipeline, and the mod right now has 11 playable maps.   LEX2 is getting re-organized. I went back to the CMD window based dev console as I plan on add

reepblue

reepblue

Create your own FPS Character Controller in LUA - Part 2

II. Implement advanced actions Previous tutorial guided you to create your own FPS Character Controller with basic actions: Move, Look. This tutorial will help you add some advanced actions like Jump, Run, Crouch, and Lean *Note: Below steps will use code from previous tutorial (CharacterController.lua) 1. Jump / Run / Crouch Firstly, build obtacle with space under it to test crouching, the space height shoud be at least 120cm (leadwerks editor will show you this height

tipforeveryone

tipforeveryone

Create your own FPS Character Controller in LUA - Part 1

In Leadwerks FPS game, if you want to do something like Leaning, HeadBobbing, ThirdPersonView, modifing default FPSCharacterController to fit these needs is a painful task. But it is much easier when you make your own Character Controller (CC) then alter it. This tutorial series will guide you to: Create a CC which can: Move, Look around from scratch. Implement advanced actions: Lean, Jump, Run, Crouch I. Create a basic CC Step 1: Understand CC's components

tipforeveryone

tipforeveryone

Realistic sniper rifle scope in LUA

This tutorial will help you to make something like this       Step 1: Prepare scope model   In 3D application, import your 3d scope model and adjust its pivot point. Make sure the pivot's position looks like image below. This step is extreme important! The position of pivot point is the position of Scope Camera Render Target   If you use Blender, press Ctrl + A > Location / Scale / Rotation to reposition scope's pivot   Example model file attached at the bottom of this entry  

tipforeveryone

tipforeveryone

Top Sellers in the Leadwerks Workshop Store

These are the top-ten top grossing items in the Leadwerks Workshop Store over the last three months: Nature Model Pack SciFi Materials 1 Modern Sewer Construction Kit Zombie Action Figures Old Furniture Pack SciFi Materials 5 Mercenary Action Figure Morgue Strike Troop The Stalker   First of all, we can see that outdoor vegetation and rocks sells best. This is consistent with what I have seen with our DLCs and with products in the past.   We also see four c

Josh

Josh

Structura devblog report

A progress report on Structura   First i want to say im glad i choose Leadwerks engine, easy to use and freedom to choose how you develop.     This will be a single player rts game, is a long term project (written in c++, 11k lines of code at moment).   Have some ideas that will differentiate this game from others: Game is controlled by a command line and some kind of rudimentary ui.Will see how far i can go with this, its around 100 commands implemented at the moment. I added game pers

aiaf

aiaf

Gun with ironsight in LUA

(Note: English is not my native language)   If you want to create a weapon that can use ironsight for aiming, this tutorial is for you. (requested by Jen)     Step1: Suitable weapon model   Make sure your weapon's pivot point is laying on weapon's line of sight in 3D application (I use Blender) and weapon's direction is heading to the positive global Y Axis, we will export this weapon as a fbx file into leadwerks to get mdl file.   In blender, after adjusting weapon to its right pos

tipforeveryone

tipforeveryone

Leadwerks Game Launcher on Linux

If you opt into the beta branch of Leadwerks Game Launcher on Steam, you can now try the application out on Linux, using the new LeadwerksGUI user interface.   LeadwerksGUI is a cross-platform GUI library that features DPI scaling for any resolution, supporting 4K and retina screens.    

Josh

Josh

Rendering Text on Linux with Xft

Diving into the innermost workings of the Linux operating system is a pretty interesting challenge. Pretty much nobody nowadays implements anything with raw X11 anymore. They use QT, SDL, or for drawing Cairo, with Pango for text rendering. The thing is, all of these libraries use X11 as the backend. I need full control and understanding over what my code is doing, so I've opted to cut out the middleman and go directly to the innermost core of Linux.   Today I improved our text rendering b

Josh

Josh

Preparing Leadwerks for the Future

In this blog I am going to explain my overarching plan to bring Leadwerks into the future and build our community. First, regarding technology, I believe VR is the future. VR right now is basically where mobile was in 2006. The big publishers won't touch it and indies have a small but enthusiastic market they can target without fear of competition from EA. I have an HTC Vive and it is AWESOME! After using it, I don't really want to play games on a 2D monitor anymore. I want to be in the gam

Josh

Josh

A first look at Leadwerks GUI on Linux

Below you can see LeadwerksGUI running nicely on Ubuntu. Once we get through the window and event code, the GUI code acts exactly the same on Linux and Windows. The behavior of the widgets is reliable and double-buffered rendering makes the appearance perfectly solid. Image loading is not working yet, but you can see the vector graphics are working perfectly.     Leadwerks GUI will provide a smoother user experience on Linux and give us cross-platform UI consistency across all operating

Josh

Josh

First blog entry - My game's technical demo CSCĐ:VMP

After 7 months learning Leadwerks Game Engine, I wanna show you guys my very first techdemo of my game     Features:   1. Fully functional GUI created by myself: Menu are global for all maps Adjust ingame graphic and show the result directly, (include night time and night vision goggle test - thanks to shadmar's shader) Graphic settings can be saved to a config file for next time game starts Let you choose game language, language can be saved too (if I want) Scenarios s

tipforeveryone

tipforeveryone

Writing the Treeview Widget

I've begun a Lua script for a Treeview widget. This is arguably one of the most complex widgets to implement, but after having done this in another language I have a design that I think is pretty simple. The script sorts all tree view nodes into a linear list-like table so that they can be drawn quickly. Like other widgets, the script will calculate where the starting point in the list is to display just the visible nodes. This is very important because it prevents the program from slowing d

Josh

Josh

Resolution Independence

I figured out how to make our GUI resolution-independent so that the existing editor code will correctly create items with the same proportions. This was very difficult, and it works really well! Some images aren't scaled here, but the important thing is the existing code is working the same, with no changes.   When the GUI is scaled to 200%, the buttons are bigger and indented further in from the right / bottom edges. The code that creates them just calls the parent ClientWidth() minus 74

Josh

Josh

Workshop Store picking up steam

Over the recent months the Leadwerks Workshop Store has experienced a noticeable increase in sales, correlating to an increased number of products offered. Although Workshop Store sales are quite a bit lower than DLC sales, the Workshop Store is more scaleable because it allows third parties to submit a greater variety of products.   We're also able to send out payments to Russia and other regions that other stores and websites may have trouble sending payments to, because our transaction sys

Josh

Josh

Leadwerks Summer Games 2016 Roundup

With the Summer Games 2016 Tournament completed, it's time to review the entries. This tournament brought a new level of quality, with several small games that could be considered Greenlight-ready, made in just four weeks!     Sound Game http://www.leadwerks.com/werkspace/page/viewitem?fileid=732192584   Test your spatial reasoning skills in this unique and challenging game. Navigate with your map and lit up clues to get to the end of the maze.     Soundscape http://www.leadw

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