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Leadwerks Developer Blog



Sleepless in Cyberspace

  Posted by Josh Klint, 24 February 2011 - - - - - - · 332 views

It's 2:02 A.M. in California and I am pretty sure at this point the girl at the coffee shop slipped me a caffeinated drink last night instead of decaf. I also came down with the flu yesterday, so please bear with me.

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Happy V.D.!

  Posted by Josh Klint, 13 February 2011 - - - - - - · 345 views

Leadwerks Editor 3

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Alpha Dog

  Posted by Josh Klint, 06 February 2011 - - - - - - · 352 views

Apparently there was some sort of sporting event being broadcasted on television today. Fortunately, if it's not on YouTube and doesn't feature singing cats, I won't watch it. Here's what I worked on today:

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Hot for Keys

  Posted by Josh Klint, 04 February 2011 - - - - - - · 295 views

I needed to get a realistic idea of what the menu and toolbar layouts would look like in the various tool windows, like the material, shader, and model editors. Originally I gave these windows buttons for "OK", "Apply", and "Cancel", but this interface is a little confusing. Additionally, some of these tools will be...

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Showing Some Skin

  Posted by Josh Klint, 30 January 2011 - - - - - - · 264 views

Here's an alpha preview of the new forum skin. Your suggestions are welcome.

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Showing Some Skin

  Posted by Josh Klint, 30 January 2011 - - - - - - · 274 views

Here's an alpha preview of the new forum skin. Your suggestions are welcome.

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Leadwerks Goes With the Flow(graph)

  Posted by Josh Klint, 28 January 2011 - - - - - - · 217 views

Last week we had an interesting discussion and it was one of those times where my proposed design did not match what users want. I am going to talk about this extensively because it will be valuable knowledge for you as software developers and game designers. So if you'll permit me to go into biz mode for a minute...

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Leadwerks Goes With the Flow(graph)

  Posted by Josh Klint, 28 January 2011 - - - - - - · 336 views

Last week we had an interesting discussion and it was one of those times where my proposed design did not match what users want. I am going to talk about this extensively because it will be valuable knowledge for you as software developers and game designers. So if you'll permit me to go into biz mode for a minute...

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You can pick your friends, you can pick your nose, and now you can pick your vegetation

  Posted by Josh Klint, 23 January 2011 - - - - - - · 229 views

Vegetation layer raycasts now work. It took a while because the vegetation rendering system is pretty complex. Fortunately the same design that makes the rendering so fast also aids with fast intersection tests. All the regular pick and visibility commands work with vegetation layers. When a pick commands results in a vegetation layer being...

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You can pick your friends, you can pick your nose, and now you can pick your vegetation

  Posted by Josh Klint, 23 January 2011 - - - - - - · 252 views

Vegetation layer raycasts now work. It took a while because the vegetation rendering system is pretty complex. Fortunately the same design that makes the rendering so fast also aids with fast intersection tests. All the regular pick and visibility commands work with vegetation layers. When a pick commands results in a vegetation layer being...

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