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Leadwerks Developer Blog



Leadwerks Workshop on Steam Launches Beta

Posted by Josh Klint, 20 March 2014 · 213 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 · 276 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 · 278 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 · 1,039 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:

https://s3.amazonaws.com/ksr/assets/001/658/790/b62aa01c8a43794b9fefaf7756bc9af2_large.png?1392930161

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


Linux Development Update

Posted by Josh Klint, 24 January 2014 · 350 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 · 346 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...


Steam Launch Recap and Steam Dev Days

Posted by Josh Klint, 13 January 2014 · 417 views
steamos
On Monday, Leadwerks Game Engine: Indie Edition was finally launched on Steam. Before the Kickstarter campaign there was a Greenlight campaign to put Leadwerks on Steam, which it got through in just 27 days. Based on the success of the Kickstarter campaign, I decided to delay the Steam launch and try to get Linux done in time. However, there was one se...


Leadwerks is on Steam

Posted by Josh Klint, 07 January 2014 · 1,032 views

Well, I finally got Leadwerks onto Steam with an "indie edition" focused on Lua.

The response has been quite good. It's pretty surprising to see it in the top ranking place for software, and on the front page of Steam, especially right now when there is so much interest in Valve. I guess January is a great time to put news out!



If you want the whole...


Leadwerks 3.1 Pre-orders Now Available, Indie Edition coming to Steam January 6th

Posted by Josh Klint, 16 December 2013 · 1,362 views

Leadwerks 3.1 is nearly ready for release! In Leadwerks 3.0, we focused on making a solid cross-platform art pipeline and editor. In 3.1 we're adding graphics that go above and beyond the capabilities of Leadwerks 2.

New Features in 3.1
OpenGL 4.0 deferred renderer with up to 32x hardware MSAA.
Geometry and tessellation shaders.
Support for the Linux...


Leadwerks 3.1

Posted by Josh Klint, 02 December 2013 · 556 views
linux, ubuntu, steamos
It's December, which means Leadwerks for Linux is nearly here! Last week I had to get into more depth with our tutorials. We're creating a series of maps that demonstrate simple game mechanics. The goal is to show how to set up game interactions by attaching scripts to objects and connecting them in the flowgraph editor, without getting into any actual pr...






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