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Leadwerks Developer Blog



Two Thumbnails Up

  Posted by Josh Klint, 18 January 2011 · 116 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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We Are Living in a Material World

  Posted by Josh Klint, 17 January 2011 · 135 views

Here's what I have had in mind for a long time for the material editor. I've explained this in the past, but images are always better.

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We Are Living in a Material World

  Posted by Josh Klint, 17 January 2011 · 120 views

Here's what I have had in mind for a long time for the material editor. I've explained this in the past, but images are always better.

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What's Up, Dock?

  Posted by Josh Klint, 16 January 2011 · 102 views

I got the docking elements working. The asset browser is the only element that presently can be docked. The texture, material, and model editors can have any number of instances, and they don't normally get left open, so they won't be dockable elements.

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What's Up, Dock?

  Posted by Josh Klint, 16 January 2011 · 112 views

I got the docking elements working. The asset browser is the only element that presently can be docked. The texture, material, and model editors can have any number of instances, and they don't normally get left open, so they won't be dockable elements.

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And now for something completely different

  Posted by Josh Klint, 15 January 2011 · 93 views

I've been playing with 3D World Studio, Valve Hammer Editor, and Unreal Editor. I feel more comfortable with a layout like that shown below. It feels more practical. You would drag the file thumbnails onto whatever you want to apply them to, or drag a model into the scene.

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And now for something completely different

  Posted by Josh Klint, 15 January 2011 · 105 views

I've been playing with 3D World Studio, Valve Hammer Editor, and Unreal Editor. I feel more comfortable with a layout like that shown below. It feels more practical. You would drag the file thumbnails onto whatever you want to apply them to, or drag a model into the scene.

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The Good, the Bad, and the Fugly

  Posted by Josh Klint, 14 January 2011 · 132 views

Leadwerks Engine 2

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The Good, the Bad, and the Fugly

  Posted by Josh Klint, 14 January 2011 · 116 views

Leadwerks Engine 2

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An Interesting Conundrum

  Posted by Josh Klint, 09 January 2011 · 89 views

You have probably figured out by now that the Leadwerks Engine 3 editor supports dynamic reloading of all assets. If not, then let me just say that it dynamically reloads models, textures, sounds, materials, shaders, and any other media files any time the user overwrites the source asset file. This allows you to keep the editor open while...

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