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Leadwerks Developer Blog



Leadwerks is on Steam

Posted by Josh Klint, 07 January 2014 · 1,294 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 · 1,555 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 · 768 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...


Leadwerks 3.1 Enters Beta; Heading to Steam Dev Days

Posted by Josh Klint, 29 October 2013 · 829 views
Linux, Ubuntu, SteamOS
Leadwerks 3.1 has entered the beta testing phase on schedule according to our development plan laid out in the Leadwerks for Linux Kickstarter campaign. Supporters who chose the SUPER BACKER reward have been granted access to try the early builds of Leadwerks for Linux.

We chose to use the excellent Code::Blocks IDE for Linux development. Beta teste...


Building Leadwerks for Linux and SteamOS

Posted by Josh Klint, 05 October 2013 · 537 views

Building Leadwerks for Linux and SteamOS Compiling Leadwerks for Linux using the Code::Blocks IDE wasn't very hard. I particularly like the way Code::Blocks handles files in projects. Instead of creating your own "fake" file system in the project explorer, you just add the folder or files you want, and they are organized in a hierarchy that matches the file system.

I found the X windowing sy...


Build a Killer Linux Gaming Machine for $430

Posted by Josh Klint, 04 October 2013 · 598 views

Several people have asked me for my hardware recommendations for a new Linux gaming machine. I get rather frustrated by PC manufacturers who load computers up with expensive Intel CPUs and extra RAM you don't need , and then forget to include a graphics card. Or they proclaim PC gaming is not dead and proudly announce their "gaming machine" with...


A Red Letter Day: SteamOS and Leadwerks

Posted by Josh Klint, 23 September 2013 · 668 views

Last week Valve founder and CEO Gabe Newell took to the stage at LinuxCon and proclaimed that "Linux is the future of gaming". Gabe talked about Linux gaming capabilities and promised to unveil something "on the hardware side" the following week. Today, Valve announced the upcoming release of SteamOS , a living-room operating system designed specificall...


Kickstarter shipping update, Leadwerks in the Wild

Posted by Josh Klint, 06 September 2013 · 415 views

All stickers from our Kickstarter campaign have been shipped, and they look absolutely fantastic:
http://www.leadwerks.com/post/sticker.jpg

I've never been a "sticker on my laptop" kind of guy, but I am putting one of these on mine as soon as I get home.

Physical items are a little different from getting software to customers. With software, the...


Leadwerks 3.0 Terrain Update Now Available

Posted by Josh Klint, 01 September 2013 · 718 views

A new update to Leadwerks 3.0 is out. Registered developers can run the Leadwerks updater to download and install the patch. This update adds terrain, bug fixes, and a few small feature enhancements.

Our new terrain system, described in our Kickstarter campaign to bring Leadwerks to the Linux operating system, is based on a unique "dynamic megatextures"...


Procedural Terrain

Posted by Josh Klint, 29 July 2013 · 991 views

I wanted to add some default procedural generation tools in the Leadwerks 3.1 terrain editor. The goal is to let the user input a few parameters to control the appearance of their terrain and auto-generate a landscape that looks good without requiring a lot of touch-up work.
Programmers commonly rely on two methods for terrain heightmap generation,...






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