Jump to content

  • Log In with Google      Sign In   
  • Create Account

Interested in a FREE copy of HTML5 game maker Construct 2?

We'll be giving away three Personal Edition licences in next Tuesday's GDNet Direct email newsletter!

Sign up from the right-hand sidebar on our homepage and read Tuesday's newsletter for details!


We're also offering banner ads on our site from just $5! 1. Details HERE. 2. GDNet+ Subscriptions HERE. 3. Ad upload HERE.


Leadwerks Developer Blog



Two Thumbnails Up

  Posted by Josh Klint, 18 January 2011 · 138 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.

Source


We Are Living in a Material World

  Posted by Josh Klint, 17 January 2011 · 152 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.

Source


We Are Living in a Material World

  Posted by Josh Klint, 17 January 2011 · 129 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.

Source


What's Up, Dock?

  Posted by Josh Klint, 16 January 2011 · 119 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.

Source


What's Up, Dock?

  Posted by Josh Klint, 16 January 2011 · 134 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.

Source


And now for something completely different

  Posted by Josh Klint, 15 January 2011 · 114 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.

Source


And now for something completely different

  Posted by Josh Klint, 15 January 2011 · 118 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.

Source


The Good, the Bad, and the Fugly

  Posted by Josh Klint, 14 January 2011 · 152 views

Leadwerks Engine 2

Source


The Good, the Bad, and the Fugly

  Posted by Josh Klint, 14 January 2011 · 125 views

Leadwerks Engine 2

Source


An Interesting Conundrum

  Posted by Josh Klint, 09 January 2011 · 104 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...

Source






PARTNERS