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Some hints of 3.0


This is a quick blog to fill you in on some of the features planned for Leadwerks Engine 3.0.

 

-Any entity can be a physics body. The body command set will become general entity commands, i.e. Entity.SetVelocity(). You can make an entity physically interactive with Entity.SetShape( shape ).

 

-Any entity can have any number of scripts attached to it. The basic model script functions will be supported for all entities, plus specialized script functions for certain entities. For example, particle emitters will have an optional script function that is called when a particle is reset. This could be used to make a fire emitter "burn" a mesh. Script functions are called in sequence, so you can attach a chain of scripts to an entity to combine behaviors.

 

-Prefabs will be supported, with the ability to drag entities together to make a hierarchy, add lights, emitters, and other entities, attach scripts, and then save a prefab.

 

-Record screenshots and movies from the editor!

 

-Tons of scripted behavior you can attach to your own models, and lots of scripted assets you can download. Basic AI features will be supplied.

 

-The editor is being designed so you only need a mouse to make games. If you want to script or program or make artwork you can, but at the simplest level, the whole workflow can be controlled in the editor, with reloading assets, automated imports, and lots of drag-and-drop functionality.

 

 

That's all for now. I can't tell you some of the coolest features, but this gives you an idea of where we are headed.

14 Comments


Recommended Comments

Richard Simpson

Posted

Sounds great Josh. Can't wait to hear about the coolest ones ;)

Canardia

Posted

It makes sense to have physics features available for entities, although I think they are really models then. Most objects you work with in game development are models; meshes are only used for programmatically animated or additionally constructed with physics elements (in ragdoll fashion), and entities are more like internal 3D objects like pivots and sources.

 

The high level 3D objects should be always called models, not entities. Else you confuse everyone without any logical reason, unless you find a good new name for the core entities.

Michael Betke

Posted

I don't want a mouse only. I want shortcuts! Lots of shortcuts. Clicking with a mouse is ancient. ;)

Pancakes

Posted

I want the editor to also tell me whether I have got email. "Welcome to Leadwerks, YOU'VE GOT MAIL"

 

Editor must talk. That would change everyone's perception of what a game engine is capable of.

Canardia

Posted

Newbies don't make games, no matter how good the Editor is. I want more game engine features to the engine itself. Today I saw also a PhysX demo where the player model was a ragdoll and it combined bone animations and ragdolls seamlessly, even including joint stiffnesses:

David Will

Posted

Would be nice to have something a bit like the Quest3D Engine's editor where you can drag and drop the code and pretty much make your game from the editor without having to do much externally. I quite like the save to executable feature in Quest3D because it allows to output the work fairly quickly which is great for my 3d realtime visualization work that I show off at film studios and museums because it allows for very quick turnaround when all you're really doing is showing off visuals.

David Will

Posted

Newbies don't make games, no matter how good the Editor is. I want more game engine features to the engine itself. Today I saw also a PhysX demo where the player model was a ragdoll and it combined bone animations and ragdolls seamlessly, even including joint stiffnesses:

 

Yeah, it is important to not shift the emphasis away from the actual engine to just make it easier- but it is nice to have the option since some of my work needs split second turnarounds at times!

AggrorJorn

Posted

this looks really promising.

 

I especially like the prefabs and the script attachment.

 

What kind of term do we have think about? a year from now or longer/sooner?

Josh

Posted

What kind of term do we have think about? a year from now or longer/sooner?

Once we are able to start in earnest, I will have a better answer than that. There's a lot of groundwork to prepare.

Joh

Posted

As i read here we want a different engine to different users.. Could you do this Josh?

;)

 

Seriously this is the direction of the engine who don't like it can always change his own direction.

Josh

Posted

I think we can satisfy both groups. By providing more high-level structure, we can help programmers to make scripts and programs that the rest of the community can use.

Guest Annika O'Brien

Posted

Keep in mind that everyone starts out a newbie. Making the GUI easier to work with without gimping it takes a lot of work and balance. We aren't planning to replace performance with ease-of-use. It's probably true that you aren't going to be able to make a AAA game without learning some code or getting some technical skills. You can't "mouse click your way to being a #1 game developer". ;)

 

Hopefully newbies will stick around and get good enough to make really awesome games. Easing the barriers to entry for beginners and softening the learning curve to making something playable will only encourage more users.

Canardia

Posted

However, if the game engine lacks advanced features, you can't do them with an easy-to-use Editor either ;) You can do some of those with coding, but many of them need to be part of the engine.

Shard

Posted

Prefabs == Destructible Environments?

Guest
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