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Leadwerks Developer Blog



Leadwerks 3 Gets Projected Shadows

Posted by Josh Klint, 28 April 2013 · 299 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 · 590 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 · 663 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 · 617 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...





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