-
Leadwerks 3.2 Indie Theora in Leadwerks (Again)
Work in Progress - Started by Steam Community,
Community member 'Niosop' had graciously given the community a route to play videos in LE2.31 via lua. I was able to get this to work in Leadwerks 3.2 Indie by reworking his original scripts. -
Leadwerks 3.2 Indie Highlight and Glass Effect Shaders
Work in Progress - Started by Steam Community,
Two shader effects working together in LE3. Waiting for access to default buffer to try other effects. -
-
Atmospheric Scattering (WIP)
Work in Progress - Started by klepto2,
I made this with Leadwerks Game Engine! -
-
Tank battle arena (gameplay 2)
Work in Progress - Started by ValT,
Almost full remake of old good game :-) Supporting cooperative for 2 players. 2 gamepads or keyboard. Designed for PC.
-
Procedural animation spider
Work in Progress - Started by Slastraf,
This is a spider which walks in a responsive way to the ground.
Inverse Kinematics + regular animation
//edit
I will not be able to put the script for this online because nobody would understand it and I wanted to put it out as fast as possible, without over-engineering the code.
-
Cyclone Wall Launch Auto-Look
Work in Progress - Started by reepblue,
The camera will now automatically point towards the direction of the launch with wall Cyclones.
-
Revamped Cyclone Behavior
Work in Progress - Started by reepblue,
I pretty much had to rewrite my FPS player and Cyclone code but it was worth it!
Find out more at http://reepsoftworks.com/cyclone/
-
Basic FMOD Implementation in Cyclone
Work in Progress - Started by reepblue,
Steam: *Coming Soon* itch.io Page: https://reepblue.itch.io/cyclone Discord: https://discord.gg/Hh7Ss9fWaW Blog Post about it: https://www.ultraengine.com/community/blogs/entry/2732-leadwerks-fmod-studio/ This video shows basic implementation of FMOD being implemented in Cyclone/Leadwerks Game Engine. It's still a work in progress but the groundwork is done.
-
Real-time Global Illumination WIP
Work in Progress - Started by Josh,
The edges of the GI volume now fade as they go out of range. This can be used with the final GI stage to fade the effect out, or to smooth the transition between stages. It was difficult to get the code for this exactly right because the volume texture moves in increments with the camera.
-
Real-time Global Illumination WIP
Work in Progress - Started by Josh,
The edges of the GI volume now fade as they go out of range. This can be used with the final GI stage to fade the effect out, or to smooth the transition between stages. It was difficult to get the code for this exactly right because the volume texture moves in increments with the camera.