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Games, games, games

Looking back at a recent blog, I talked briefly about my plans for 2016: My goals were the following: Paid Workshop items Release Game Launcher on Steam proper. More features.   These goals are actually linked together. Let's focus on the amount and quality of games being released for the game launcher. Right now, we have a lot of variety of simple games, and some that are very fun, but we don't have any must-play hits yet. As long as the reviews look like this, the game launc

Josh

Josh

Three New Model Packs available in the Workshop Store

Today we are rolling out three new paid model packs by artist Nova Dimension.   The Urban Interior Pack contains everything you need to populate your decaying urban settings with fixtures, furniture, and survival supplies.         The Morgue Model Pack provides a creepy setting for horror or apocalyptic games. Just imagine how scary this could be with the right lighting and music.     Finally, the Old Furniture Pack provides an extended collection of every type of furniture pr

Admin

Admin

Physically Based Rendering (C++)

(Wait all day for a bus and two turn up at once)   As part of my final year university work I’ve been looking into Physically Based Rendering(PBR) and its implementation. PBR is a method of generating images that takes physical values into account, this means lighting behaves much more predictably and accurately.     This link https://www.fxguide.com/featured/game-environments-parta-remember-me-rendering/ gives a fantastic, and in depth look into how PBR works in Remember Me. Notably, PBR s

Mattline1

Mattline1

Building the Soldier AI

I recently added a new "SoldierAI" script to handle enemies that can shoot back and coordinate with one another. This was developed for the new Mercenary Action Figure. In this blog I will explain how I designed the behaviors to work.   Just like the MonsterAI script, the soldier AI script includes a "teamid" value. This has three possible values, "good", "bad", and "neutral". Good guys and bad guys will attack each other, but not their own team or neutral characters.     At its simpl

Josh

Josh

Mercenary Action Figure Released

The Mercenary Action Figure is now available for purchase in the Workshop Store. This custom-made high-quality character includes high-res 4096x4096 textures, an assault rifle, and a prefab set up to work with the new soldier AI script. Drop him into your game, set his team to "good" or "bad", and watch him fight!   The new soldier AI script adds a new dimension of gameplay to Leadwerks games. You can now easily add enemies that shoot back. Set the character up as an ally, an enemy, or crea

Admin

Admin

Sell your 3D content in the Workshop Store

I am now accepting additional paid content from select authors to publish their Workshop content. Valve will take their standard 30% cut, you will receive 50% of each sale, and Leadwerks will take just 20%. If you are interested in reaching a new audience with the Workshop store, please contact me. You must be a seller with 3D models or textures in an existing marketplace for 3D content, or have a website showing your work.     More information on publishing here: http://www.leadwerks.c

Josh

Josh

PBR Lighting in Leadwerks

Physically-based Rendering (PBR), often also called Physically-based Shading (PBS), has taken the world of game engines and content creation tools by storm over the last couple of years. And for good reason: Art assets can be produced in a much more predictable and consistent way, since its properties directly relate to (measurable) real-world data, like the diffuse color of a material or the luminous flux (in lumen) of a light source. Even better, those assets also behave predictably and cosist

Rastar

Rastar

Game Engine Gems 3 Now Available for Pre-order

The book "Game Engine Gems 3" by Eric Lengyel is now available for purchase at Amazon.com (ISBN #978-1498755658). This title, set for release April 21, 2016, features 22 chapters of game programming knowledge, including a chapter by Leadwerks founder Josh titled "Vegetation Management in Leadwerks Game Engine 4". The accompanying CD even includes source code for an early version of the Leadwerks vegetation system, so you can see exactly what is going on under the hood of the engine. Pick it u

Admin

Admin

Workshop Spam

It appears that items that were released within a certain time period, right when the Workshop was made public, received a lot of "spam" comments like below, from people who don't even own Leadwerks:     I have nothing against TJHeldna's cola can, but I don't believe it is the top-rated item in the Workshop through genuine votes: http://steamcommunity.com/workshop/browse/?appid=251810&browsesort=toprated&section=readytouseitems&actualsort=toprated&p=1   It's very obvious

Josh

Josh

Workshop update

The Workshop interface is updated with new options to let you quickly find items to use in your games.     When you buy an item, you will now be directed to the Steam purchase page in the editor interface itself, without having to sign into an external web browser.  

Josh

Josh

Dont stop - games of winter

I downloaded the Saturn tutorial project yesterday to see how the project was holding up after all this time. After some bug fixing and adjusting some of the scenery ingame, I came to the conclusion I really liked the parcours part of the scene. So I thought lets just turn it in to a run and jump game real quick and add it to the winter games tournament.   http://www.leadwerks.com/werkspace/page/viewitem?fileid=616857680

AggrorJorn

AggrorJorn

Beta branch update

The Workshop interface will now more closely match our website. Item pages will now display videos, multiple images, and other information about the items.  

Josh

Josh

Gamedev Blog #1

https://www.youtube.com/watch?v=Y_sv3eim_cM   In the above Youtube link you can see my Blog entry as a video. Its a Blender timelapse of an Ingame device that lets you travel quickly on long distances.

Slastraf

Slastraf

The Future of Hunt for Food

I will share a bit of the past of Hunt For Food before going on to the future. Hunt For Food has been an ongoing project that I have worked on for nearly two years now. I started with the idea of making a survival game and realized I was biting off more than I could chew pretty quickly. Instead of giving up and working on smaller games I decided I would use this one project for my game development education.   The main reasons why I decided to work on one big project were: - I had no m

Haydenmango

Haydenmango

Finished character model

I've received our finished "Merc" character, made exclusively for Leadwerks! Say hello:     He still needs a simple rifle weapon and some scripting to make him actually shoot and not just punch people with the butt of his gun. When that happens, watch out, he is going to be one mean enemy (or perhaps a valuable ally against the mutant hordes?)

Josh

Josh

Beta update available

An update is available on the beta branch. This adds an optional recursive parameter to the Entity::SetCollisionType command and updates the MonsterAI script so that not so many special settings need to be adjusted to make enemies work.

Josh

Josh

Making a Character for my RPG game

This is a rigged model without textures.   In the next time I will texture it and make some basic animations for it.   There is going to be a system in the game that lets you equip stuff , for example body armour

Slastraf

Slastraf

LUA CPP "how to" 7/7

6) How to expose a Cpp Class to LUA using tolua++   At a glance:   A way to create instances of objects defined in Cpp from LUA scripts, so functions created in Cpp side should be called from LUA side. Somewhat the opposite direction of items 4, 5 and 6 of this series.   The way is not so difficult once you travelled it, as always!   First you have to write a header with your class declaration, then you have to use tolua++ application to translate it to LU

Charrua

Charrua

LUA CPP "how to" 6/7

5) How to receive returned parameters from LUA functions (yes one or more) come on, every time i edit the post, code /code get bad formatted and have to manually (again) correct it (really don't like to see un-indented code).     So, with an example will see how to receive parameters from LUA function scripts.   The example is basically the same as the one exposed in the previous tut (5/7) the only difference is that the function called has a Return sentence so

Charrua

Charrua

LUA CPP "how to" 5/7

4) How to call an entity's script LUA function passing parameters   following code is some what weird but you only have to pay attention on a few things   the idea is Push the parameters in the order they are declared in the lua function (from left to right) and pay attention in the Interpreter:Invoke method. You have to set the first parameter (number of staked values) one more of the amount of parameters passed.   consider the following LUA function:  

Charrua

Charrua

LUA CPP "how to" 4/7

3) How to call an entity's script LUA function easely (without parameters)   That's really easy. Suppose you have an entity in your scene with a script attached in which a function "noParams" has been declared   function Script:noParams() System:Print("executing noParams") end     using the loop exposed on tut 2/7 of this series, you can find that entity and then, to call one of their functions you only have to do:   entity->CallFunction("noParams");

Charrua

Charrua

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