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Key Configs and Tedium

This post was inspired by this forum thread http://www.leadwerks.com/werkspace/topic/8942-keys-customisation-shortcut/ by YouGroove   A little background of how a concocted this solution. I run a bunch of Left 4 Dead 2 servers and I make mods for them using sourcemod. I find myself having to make special keyconfigs when administrating or adding stuff to the levels. In the process you find out that all actions in the source engine are abstracted. So I adapted that to Leadwerks.   When most pe

Einlander

Einlander

Time to Linux

So in anticipation of Leadwerks 3.1 standard on linux, I just installed linux an i'm installing wine to run my desktop SVN viewer Source Tree which links back to BitBucket . I've got to get famirliar with this interface. I've used it once before but couldn't get used to the interface. If anyone has any tips or tricks for modifying the interface or has any reccomendations of sub kernals to use and how to configure/install them I would be very greatfull.   Last time i treid linux i only saw

xtreampb

xtreampb

Building a Collaborative Content Production Pipeline - Part One

As the maker of a game engine primarily aimed at Indie game developers, I have the opportunity to observe behavior of many individuals working together. This allows me to observe interactions from a perspective the individual participants in the system sometimes can't see.   There are many steps in game development, that can be performed by people with different skill sets. The workflow for Leadwerks is designed on this premise. At its simplest, Leadwerks can be used as a visual design tool

Josh

Josh

LuaJIT = Awesome! luaJIT-Enet Loaded!

Tonight I did some more modeling and discovered that sandbags and sandbag walls and bunkers are hella hard! Sandbags will either have to wait for a version 2.0 release of the pack or be on hold indefinitely .   I also did some learning for the sake of learning. The topic: Lua JIT. There was a lua jit in Leadwerks 3.0 but I never braved it. In Leadwerks 3.1 it has been advertised that it has a jit compiler. So being the curious person that I am I decided to read up on it. Upon further research

Einlander

Einlander

Putting the finishing touches on Leadwerks for Linux

I'm happy to say that Leadwerks now supports the entire process of making games natively on Linux. Let's take a quick tour through the process. First, we create a new project in the project wizard. The project wizard will detect project templates (you can make your own) and let you make a game based on Lua script, or on a combination of C++ and script: Step two is to make your game. Fortunately, you've got everything you need built into a single integrated editor, including script and s

Josh

Josh

Caffeine, Assets and Rambling

Got off work a few hours ago and decided that tonight would be a good time to have some insomnia. Fueled by caffeine I decided that i should model more assets for people to use. Last time the theme was health items. Avid players of Left 4 Dead 1/2 will notice I modeled my own imaginings of the Left 4 Dead health items and threw in a first aid box .   [modeled and rendered in Anim8or]   This time I set the theme as barriers and barricades. I spent a few hours modeling a few i

Einlander

Einlander

Firing up game design

Hello everyone,   So with my business software released, i'm moving back into game design. I'm putting my castle game to the side for, what I feel, a easier game to execute. With the majority of mechanics planned out, I'll begin to design the first few levels. I think i'm also going to video record a developer diary to keep people informed on the status of the development of the game. I am looking for some artists, especially 3D modeling with animation skills as well as texturing artists.

xtreampb

xtreampb

Creating Game Assets

I have recently been devoting increasing amounts of my free time prototyping things on Leadwerks. The one thing that i have constantly found sorely lacking is the absence of 3d assets that are ready to drop in and use. Lacking the funds at hand to go buy model packs. I thought I would try my hand at creating some.   Not bad if i do say so myself.   Modeling objects In my opinion is the easiest part of everything. Its the texturing that can be a [insert deity here] [insert expli

Einlander

Einlander

Building a recursive file system watcher for Linux

Following my previous update about correcting file path cases, I am now able to load all our maps in Leadwerks. The power of this tool running natively on Linux is starting to show:     The next step is to implement a file system watcher to detect file changes. Leadwerks automatically monitors the current project directory, and will reload assets whenever the file changes. This allows you to keep an image open in an image editor like GIMP, and any time you save your changes will be refle

Josh

Josh

Teaser from Tron land

At this point just a little WIP note to make sure Josh doesn't take over the blog space...   I am still tuning the tessellation procedure. Temporarily (?) I have switched from my beatifully crafted concentric mesh rings to a uniform grid structure - it is more difficult to get a smooth LOD transition for those rings than for a uniform mesh, and I have enough problems with that already. So, I'll first try to get things right with the simpler mesh structure and then see if things work as well w

Rastar

Rastar

Leadwerks Game Engine on Steam gets plugin post-effects system

Leadwerks Game Engine on Steam has been updated with bug fixes and a host of new features that are now out of beta. Crowdsourcing Post-Processing Effects Although Leadwerks 2 featured an extensive set of post-processing effects, they were all hard-coded into the engine. This limited the ease with which new effects could be added, and caused all Leadwerks screenshots to look similar. In Leadwerks 3 we decided to implement a post-processing stack of shaders. You can attach post-processing ef

Admin

Admin

Linux update: Scene browser and hidden window contexts

I've made two major improvements to the editor UI this week. The scene tree is now fully functional, and objects can be dragged around in the scene hierarchy: Models and prefabs can now be dragged into the viewports from the asset browser, so the editor is near fully functional now. The X11 windowing system cannot create an OpenGL rendering context on a hidden window. (The same happens on OSX.) On OSX I did a cheesy hack whereby the asset editor windows (the model, texture, material, etc. e

Josh

Josh

New beta update adds improved project updating, bug fixes

A new update is available on the beta branch on Steam. To avoid confusion with outdated projects, the project's status will now be displayed in the project manager. If the project is older than the template folder, a warning icon will be displayed. In addition, the script editor will now warn once about an out-of-date project before running.     The FBX converter has been updated to fix the following issues: Second UV coordinate set was not always being saved. Some FBX files exporte

Josh

Josh

Up! (Part 2)

After torturing you with a walk-through of my terrain vertex shader I will do the same harm again, this time using the fragment shader... Without further ado, here we go:   #version 400 //Uniforms uniform sampler2D texture0;//diffuse map uniform sampler2D texture1;//normal map   After the obligatory version information, this time two texture uniforms are declared, the (already used) diffuse map and an additional normal map.   //Inputs in vec2 ex_texcoords0; in vec4 ex_color; in ma

Rastar

Rastar

Up! (Part 1)

I feel a bit like I'm spamming the community blog... but of course that won't stop me from doing it again! With the basic mesh generated it's now time for diving into shader programming. I will displace the vertices in the vertical using a heightmap, and then apply a global color and normal map to make the terrain look more... terrainy. I'll explain the shader line by line. All of this will actually be very basic (so, shadmar and klepto: Move along, nothing to see here... whew, we're amongst ou

Rastar

Rastar

3D Coat column game making of

A quick making of a 3Dcolumn made in 3D coat for my LE3 game.   Why struggles with modeler when you can make hard surface models using 3D coat super easy Voxel modeling?     1) Voxels : Some primitives than Tool : Add objects (with the great Tinker library)   2) Retopology (pretty low poly and fast)   3 ) Bake normal map To Low Poly   4) Paint damage , details, specular, dirt : ( lof of masks and alpha in 3D coat and more in the Web )     5) Once the model and textures has

YouGroove

YouGroove

Patchwork

As described in my last post, I'd like to create a homegrown system for rendering large terrains. The basic idea is to use a set of planar mesh patches that are displaced in the vertical using a heightmap in the shaders, and using OpenGL 4's tessellation features to create a more detailed and optimally structured mesh during run-time. Also mentioned before was the fact that this might be a bit of trial and error, so bear with me, and if you see me running in the wrong direction - please let me k

Rastar

Rastar

Large-scale terrain algorithms

Leadwerks has a very nice terrain system that allows terrains of up to 4096x4096 units (in version 3.1, 3.0 goes up to 1024x1024) that performs very well and has a pretty unique texturing method. For most game applications, this is more than enough - filling such an area with objects and interesting gameplay is already quite a challenge. But some game ideas still require larger terrains. In my case, I am pondering something similar to a racing game, taking place in real-world areas, where a sing

Rastar

Rastar

A walk in the woods

After cluttering the regular Leadwerks forums with irregular posts and screenshots about terrains, tessellation and the like, I thought it might be better to collect those in a blog where I can happily mumble to myself without distracting anyone...   So what's this about? Well, from day one of my (not so long ago) foray into game development I have been interested in creating large outdoor scenes. Now, most game engines don't support the required features for that out of the box, and I guess f

Rastar

Rastar

Leadwerks Adds Native Support for Steamworks SDK, Steam Controller

Leadwerks has added new features that allow users to take advantage of Steam features. Steamworks Integration Leadwerks now has native support for the Steamworks SDK. You can make your game ready to publish on Steam by calling Steamworks:Initialize(). This also enables the in-game overlay so you can take screenshots, chat with friends, and access the entire Steam community in-game. Screenshot Publishing The new screenshot publishing window allows you to upload rendered images directly to

Admin

Admin

Steam Launch Recap and Steam Dev Days

On Monday, Leadwerks Game Engine: Indie Edition was finally launched on Steam. Before the Kickstarter campaign there was a Greenlight campaign to put Leadwerks on Steam, which it got through in just 27 days. Based on the success of the Kickstarter campaign, I decided to delay the Steam launch and try to get Linux done in time. However, there was one serious deadline I could not miss, and that was the Steam Dev Days conference next week. I knew we needed to have an actual product on Steam by then

Josh

Josh

Leadwerks Game Engine Arrives on Steam, Turns Players into Makers

After blasting through Greenlight in just 27 days, Leadwerks Software today announced the launch of Leadwerks Game Engine: Indie Edition, exclusively available on the Steam distribution platform. The arrival of Leadwerks adds 3D game development software to Valve’s lineup of creative and productivity tools.   Leadwerks is designed to make game development easy for Steam’s 65 million users, with a royalty-free license for making commercial products. A new renderer built on OpenGL 4.0 provides h

Admin

Admin

Leadwerks 3.1 Pre-orders Now Available, Indie Edition coming to Steam January 6th

Leadwerks 3.1 is nearly ready for release! In Leadwerks 3.0, we focused on making a solid cross-platform art pipeline and editor. In 3.1 we're adding graphics that go above and beyond the capabilities of Leadwerks 2.   New Features in 3.1 OpenGL 4.0 deferred renderer with up to 32x hardware MSAA. Geometry and tessellation shaders. Support for the Linux operating system, for both the engine AND editor.   Leadwerks 3.1 is now available for pre-ordering in the Leadwerks s

Josh

Josh

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