An update is up which saves all menu settings into your game's config file. When your program calls System:SetProperty() the inputted key-value pair is saved in a list of settings. Your game automatically saves these settings to a file when it closes, located in C:\Users\<USERNAME>\AppData\local\<GAMENAME>\<GAMENAME>.cfg.
The contents of the config file will look something like this:
anisotropicfilter=8
antialias=1
lightquality=1
screenheight=720
screenwidth=1280
ses
Along with Leadwerks GUI, Leadwerks 4.4 adds an in-game menu that is available with the default Lua scripted game. You can use this to allow your users to adjust settings in the game, or provide a more sophisticated way to quit the game than simply pressing the escape key.
The default window size has been changed to 1280x720 when run from the editor. Your game will now run in fullscreen mode by default when it is launched outside the editor.
All of these changes are contained i
In Leadwerks 4.3 we integrated GameAnalytics.com into our software, both in the editor and in the engine, as a tool developers can use to track their player statistics. A number of events were set up in the editor to fire when certain actions were performed, in order to gain better insight into how people were using Leadwerks. Here are the results.
The most popular primitives
Unsurprisingly, boxes are by far the most popular primitive created in Leadwerks Editor. The community has c
So slowly I think I understand blender. I have created a few models by myself. Specifically, the clips the bullets and the RPG7 The body is of fuse. After Rigging in Mixamo i imported the FBX to blender and make some changes . Now I can use the RPG7 in the game.
and dont forget to use the Modifier "Decimate" to use. So you can reduce the plycount!!
before:
after:
Leadwerks Game Engine 4.4 has been updated on the beta branch on Steam.
Networking finished and documented.
GUI finished.
All new physics features finished.
The character controller physics and picking up objects has been improved and made smoother. There is a problem with the player sliding down slopes, as seen in the FPS Character Controller example map. I will work this out.
I also noticed during testing that picking up some objects in the FPS / AI map will f
I started out 7 months ago with splines and it turned in to one of those annoying projects you start but then fail to finish even to it is in the back of your head the entire time. The reason this time was that I managed to delete my online repository and my local files, leaving me with nothing of the work I had created. I finally had the spirit to sit down and start rebuilding.
Leadwerks Game Engine 4.4 features an upgrade to the latest version of Newton Dynamics, along with a bunch of new features to enhance physics.
Kinematic Controller
The new kinematic controller is a joint that lets you specify a position, rotation (Euler or quaternion), or a 4x4 matrix to orient the body to. You can set the maximum linear and angular force the joint may use to orient the entity. This allows you to create a kinematic controller that only affects position, only affects rot
A new easy-to-use networking system is coming soon to Leadwerks Game Engine. Built on the Enet library, Leadwerks networking provides a fast and easy way to quickly set up multiplayer games. Each computer in the game is either a server or a client. The server hosts the game and clients can join and leave the game at will. On the other hand, when the server leaves the game, the game is over!
Creating a Client
You can soon create a client with one command in Leadwerks:
clien
After a lot of research and development, Leadwerks GUI is almost ready to release. The goal with this system was to create an in-game GUI that was customizable, extendable, and could also serve as a windowed GUI for application development in the future.
Widgets
The GUI system is based on the Widget class. Once a GUI is created on a rendering context you can add widgets to it. Each widget is a rectangular container with a padding area. The widgets can be arranged in a hierarchy and
Back around February I started working on a website update that included the following:
Responsive design everywhere.
SSL everywhere.
Visual improvement of website.
Updated documentation system.
Tutorials for C++ programming basics.
Update forum software to new major version.
Forum moved to new URL.
All of that is now pretty much done. These changes improve the online Leadwerks experience and are independent from the software itself, so it
The forum software has been updated to a major new version. This completes my effort to give the entire website responsive design, and ensures we continue to receive security updates. The responsive design part is really for SEO, but it is kind of cool to be able to browse the entire site on your phone without zooming in.
Documentation has been switched over to the new system here, which is independent from the forum software: https://www.leadwerks.com/learn
The entire site is now us
I've taken your suggestions and incorporated the fixes into the new documentation system here:
https://www.leadwerks.com/learn
All classes and commands are alphabetized, with classes listed first.
All pages in the API Reference should be working now.
If a page does not appear in the old docs, or if a command does not have an example, it will not appear in the new docs, as I am not changing the content right now.
Please let me know if the table of contents of pages have any error
I'm asking the community to look over the new documentation system and find any mistakes before I sign off on the project. The tutorials are not completed. The API Reference should be completed, although the main API Reference page is not showing anything right now.
https://www.leadwerks.com/learn
Here are my notes to the developer who is working on the docs:
Please review the material and make sure everything meets your satisfaction, and leave your comment below if needed. I figure
Main post available here
I first presented my PBR work about a year ago, since then I've been tweaking and making improvements.
Over the past 6 months Leadwerks has had some great updates for graphics junkies like me .The HDRi and environment probe features look great and have helped with 2 of the main issues with the last PBR system. Now what you see in the editor is what you get in the game, and HDR means proper tonemapping and a wider range of possible light intensities. Both of
An update for version 4.4 beta is now available. The Newton Dynamics library has been updated to the current version. Vehicles are temporarily unavailable, but everything else should work. The Newton DLLs have been moved into external DLLs, which allows the author of Newton to debug his own physics code in Leadwerks from Visual Studio.
You can get the update by opting into the beta branch on Steam.
The table of contents and index can now be used to navigate to a page:
https://www.leadwerks.com/learn
Search is also working.
Almost all of the commands are filled in, with examples for Lua and C++, updated to use the standard main() entry point, or in the case of Lua, just a main script with no function.
Function arguments and syntax will also be displayed in C++ or Lua data types. So if you have the docs set to Lua, you will just see "number" instead of "const float blah blah bl
I am currently looking into some 2d basic/arcade game tutorials which might follow up on the OLED project once all the lua basics tutorials are done.
Think about games like:
Minesweeper
Tetris
Pong
Bejeweld (match 3)
Asteroids
Snake
Arkanoid (breakout)
Minesweeper is already finished:
Replicating all these games myself gives a great indication on their complexity, even for arcade games. Grid based games like minesweeper, bejeweled and tetris are the easi
Visual Studio gives two options for creating C++ applications. Console applications use printed text to communicate with the user, harkening back to the pre-GUI days of DOS. The other option is a windowed application with a GUI interface, simply called "Win32 Project" in the Visual Studio project creation dialog.
A console application will use the regular old main function you know and love:
int main(int argc,const char *argv[])
This is cross-platform compatible and runs on an
Leadwerks Game Engine 4.4 beta is now available on the beta branch on Steam. This adds support for virtual reality with the OpenVR library. OpenVR supports both the HTC Vive and the Oculus Rift headsets.
To enable VR mode in your Leadwerks game, simply call the command below. If a VR headset is detected and initialized, this function will return true:
VR:Enable()
Any cameras not attached to a rendering target will render directly to the headset views. Both eyes will be rend
The new docs system is mostly working now:
https://www.leadwerks.com/learn?page=API-Reference_Object_Entity_SetPosition
Features:
Treeview list of all tutorials and API classes and functions.
Alphabetical index (generated automatically from the table of contents).
Search (with autogenerated search index).
Switch back and forth between languages, with cookies to remember your preference.
Entire examples are automatically selected when you click on them.
Todo:
Table of c
Hi! It has been a while. Here's an update on my networking library EvayrNet which is available for C++ users of Leadwerks:
While implementing it into the test project in Leadwerks, I saw that the use case had some flaws which made it really hard to debug what's going on. I figured that I should be spending some time on fixing some flaws. After a few weeks I came up with the following upgrades:
Debugging class
Simulation mode
More debugging information available
Here's some deta
We have seen a lot of statistics on the forum recently. I thought I'd share some from my Youtube account.
The stats below are from the past 365 days, including only videos that are relative to Leadwerks.
Geo stats