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Leadwerks Developer Blog


Banding and Dithering

Posted by Josh Klint, 17 May 2016 · 551 views

I came across a very interesting presentation that talks about how to avoid "banding" artifacts in game graphics. The author uses dithering to add noise to an image and break up the visible lines your eye can detect. This even works with audio. When noise is added to the mix, the original tune appears to become more high-fidelity than it actually is:...

Leadwerks adds Oculus Rift support [beta]

Posted by Josh Klint, 28 November 2014 · 751 views
Leadwerks adds Oculus Rift support [beta] I've added Oculus Rift support to Leadwerks Game Engine . The feature is presently in beta, but very usable.

Enabling virtual reality mode in your game is very simple. Just add the Window::VRDisplay flag when your game's window is created, and the rest is automatic:Window* window = Window::Create("My VR Game",0,0,1024,768,Window::Titlebar|Window::VRDisp...

A Week in Seattle: Steam VR, Gas Works, and the Strawberry Moon

Posted by Josh Klint, 16 June 2014 · 672 views

Last week I travelled to Seattle for a few days to lay some groundwork for the future of Leadwerks Software. During the week I tried out Valve's VR hardware, visited a gassification plant, and survived a trifecta of astrological phenomenon.

Steam VR
Although I attended Steam Dev Days, I did not get a chance to demo Valve's virtual reality hardware....

Leadwerks Game Engine Launches in Ubuntu Software Center

Posted by Josh Klint, 27 May 2014 · 676 views

Now that the Kickstarter rewards are shipped from my campaign to bring Leadwerks to Linux, I'm getting distribution channels set up. Today Leadwerks Game Engine launched in the Ubuntu Software Center. This is a big deal for two reasons:
Linux users now have first-class rapid game development tools written natively for Linux.
We're bringing more games to L...

Leadwerks Workshop on Steam Launches Beta

Posted by Josh Klint, 20 March 2014 · 828 views

Leadwerks Workshop on Steam Launches Beta Previously, I described the goals and philosophy that were guiding my design of our implementation of the Leadwerks Workshop on Steam. To review, the goals were:
1. Frictionless sharing of items within the community.
2. Protection of intellectual property rights.
3. Tracking of the chain-of-authorship and support for derivative works.

In this...

Building a Collaborative Content Production Pipeline - Part One

Posted by Josh Klint, 12 March 2014 · 933 views

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...

Putting the finishing touches on Leadwerks for Linux

Posted by Josh Klint, 06 March 2014 · 806 views

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 scri...

Building a recursive file system watcher for Linux

Posted by Josh Klint, 20 February 2014 · 1,618 views

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, if I do say so myself:


The next step is to implement a file system...

Linux Development Update

Posted by Josh Klint, 24 January 2014 · 728 views

With all the excitement of the Steam release and Steam Dev Days behind me, I have literally nothing else to work on but Linux and small bug fixes for the Steam users. Together with the recent solution of two long outstanding problems, the pace of development is picking up, and you can expect more frequent updates from me.

I started investigating the righ...

Adding Native Support for Steamworks, Steam Controller

Posted by Josh Klint, 21 January 2014 · 949 views

A new update for Leadwerks has been posted which adds new features that allow users to use Steam features.

S teamworks 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...