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Leadwerks Developer Blog



Hot for Keys

  Posted by Josh Klint, 04 February 2011 · 134 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 · 133 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 · 140 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 · 117 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 · 168 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 · 133 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 · 153 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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Then We Shall Fight in the Shaders!

  Posted by Josh Klint, 20 January 2011 · 93 views

This is what you see when you double-click a shader in the asset browser:

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Then We Shall Fight in the Shaders!

  Posted by Josh Klint, 20 January 2011 · 141 views

This is what you see when you double-click a shader in the asset browser:

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Two Thumbnails Up

  Posted by Josh Klint, 18 January 2011 · 119 views

One important idea in programming is to construct algorithms in a way that they aren't dependent on constraining factors. This is way more important than actual code execution speed, because it can make a difference in performance that is several orders of magnitude.

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