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Leadwerks Developer Blog



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Crowdfunding Experiment: Leadwerks for Linux

Posted by Josh Klint, 16 June 2013 · 689 views
leadwerks, linux, ubuntu
Last week we launched our Steam Greenlight campaign to get Leadwerks into the hands of the Steam community. This week, we're rolling out the second stage of our plan with a Kickstarter campaign to bring Leadwerks to Linux. This will let you build and play games, without ever leaving Linux. The result of this campaign will be Leadwerks 3.1 with a hig...


Leadwerks on Steam

Posted by Josh Klint, 03 June 2013 · 1,088 views

Leadwerks on Steam I first connected with   Valve Software  during GDC 2013. I recognized an opportunity to work together, so last week I paid a visit to Bellevue, Washington and met with Valve employees (no one has job titles in the company except Gabe) and discussed Leadwerks and the evolving Steam platform.  Today, I'm excited to announce our   Greenlight campaign  for...


Leadwerks 3: Editor features and workflow enhancements

Posted by Josh Klint, 22 May 2013 · 105 views

This update to Leadwerks 3  brings the addition of lightmapping across curved surfaces with smooth groups. The image below is a set of lightmapped CSG brushes, not mesh lighting. You can read a detailed account of our implementation of this feature   here .  http://www.leadwerks.com/werkspace/uploads/monthly_05_2013/blogentry-1-0-89405400-1369109633_thumb...


Lightmapping curved CSG surfaces

Posted by Josh Klint, 15 May 2013 · 89 views

I'm a big fan of constructive solid geometry because it allows people without advanced modeling skills to design a game level that looks great. In fact, I originally got my start in game development using the Quake and Half-Life modding tools, making game maps.One of the criticisms of CSG has been that it only allowed creation of faceted objects. (Valve's...


Leadwerks 3 Update Brings Rendering Enhancements to Mobile

Posted by Josh Klint, 07 May 2013 · 45 views
iphone, ipad, android, ios and 2 more...
An update for Leadwerks 3  has been released, bringing new graphical enhancements to mobile games. Building on the efficient art pipeline and user-friendly tools of Leadwerks 3, the engine now supports projected shadows for characters and other dynamic objects. This technique works by casting a shadow onto the surrounding world geometry, to provide real-t...


Leadwerks 3 Gets Projected Shadows

Posted by Josh Klint, 28 April 2013 · 135 views

We've got a Leadwerks 3 update coming out this week, with miscellaneous fixes and some new features.  The first are the addition of   Import  and   Export  buttons in the Project Manager.  You can export an entire project to a zip file.  You can import a project from either a Leadwerks project file (*.werk) or a zip file.  This makes it easy to share proj...


Leadwerks 3 Rendering Enhancements

Posted by Josh Klint, 21 April 2013 · 352 views

Shadows in 3D games are important. Not only do they look good, but they communicate information about the 3D geometry of the scene. Leadwerks pioneered dynamic deferred lighting, with one of the first deferred renderers in the world on PC. However, the reality of today's situation in computing hardware has to be considered when we are designing a platform...


Leadwerks 3 Brings Native Code to Mobile Games

Posted by Josh Klint, 17 April 2013 · 327 views

Leadwerks Software announced today the release of Leadwerks 3 , their new development platform for building mobile games with native code. Based on the technology developed for their successful game engine for PC, Leadwerks 3 brings a totally new approach to mobile game development.  While environments such as Unity and MonoDevelop use managed code...that...


Using Light Vector Maps in Leadwerks 3

Posted by Josh Klint, 08 April 2013 · 355 views

After a wild week at GDC 2013, it's nice to be back doing what I do best...writing code!A new build of Leadwerks 3  is now available. We've added light vector maps so that lightmapped surfaces can display normal mapping effects.  This is a fantastic technique because it gives us high quality per-pixel lighting that requires very little processing, so it r...


Post-GDC Wrapup

Posted by Josh Klint, 31 March 2013 · 367 views

I'm back home now, relaxing after a long week away.  And what a week it was!I got my lecture out of the way on Monday.  I felt like I was pretty well prepared, but some acoustical problems in the hall really made it very difficult to concentrate, plus I was pretty nervous about talking in front of about 600 people.  I did it though, and hope to do another...






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