Leadwerks Developer Blog

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Josh Klint
May 08, 2013
Leadwerks 3 Update Brings Rendering Enhancements to Mobile
[color=rgb(0,0,0)][font=arial]An update for Leadwerks 3 has been released, bringing new graphical enhancements to mobile games. Building on the efficient art pipeline and user-friendly tools of Leadwerks 3, the engine now supports projected shadows for characters and other dynamic objects. This tec…
1,335 views
Josh Klint
April 29, 2013
Leadwerks 3 Gets Projected Shadows
[color=rgb(0,0,0)][font=arial]We've got a Leadwerks 3 update coming out this week, with miscellaneous fixes and some new features.[/font][/color]

[color=rgb(0,0,0)][font=arial]The first are the addition of [/font][/color]Import[color=rgb(0,0,0)][font=arial] and [/font][/color]Export[color=rgb(0,0,0)…
1,222 views
Josh Klint
April 21, 2013
Leadwerks 3 Rendering Enhancements
Shadows in 3D games are important. Not only do they look good, but they communicate information about the 3D geometry of the scene. Leadwerks pioneered dynamic deferred lighting, with one of the first deferred renderers in the world on PC. However, the reality of today's situation in computing hard…
1,584 views
Josh Klint
April 18, 2013
Leadwerks 3 Brings Native Code to Mobile Games
[color=rgb(0,0,0)][font=arial]Leadwerks Software announced today the release of Leadwerks 3, their new development platform for building mobile games with native code. Based on the technology developed for their successful game engine for PC, Leadwerks 3 brings a totally new approach to mobile game…
2,316 views
Josh Klint
April 08, 2013
Using Light Vector Maps in Leadwerks 3
After a wild week at GDC 2013, it's nice to be back doing what I do best...writing code!

A new build of Leadwerks 3 is now available. We've added light vector maps so that lightmapped surfaces can display normal mapping effects. This is a fantastic technique because it gives us high quality per-pix…
2,370 views
Josh Klint
March 31, 2013
Post-GDC Wrapup
I'm back home now, relaxing after a long week away. And what a week it was!

I got my lecture out of the way on Monday. I felt like I was pretty well prepared, but some acoustical problems in the hall really made it very difficult to concentrate, plus I was pretty nervous about talking in front of …
1,614 views
Josh Klint
January 29, 2013
Unit Testing for Leadwerks 3
I've spent the last few days writing simple examples for every single command in Leadwerks 3. Not only does this make the documentation more friendly, it also acts as a final test to make sure all the commands work the way they say they should. I make the C++ example and then Chris converts it to L…
1,515 views
Josh Klint
January 03, 2013
Finishing up character physics in Leadwerks 3...
In this blog I'm going to explain the evolution of the entity and physics system in Leadwerks 3.

In Leadwerks Engine 2, physics bodies and character controllers are both separate entity classes. If you want a model to be physically interactive, you parent it to a body entity. If you want a model t…
1,742 views
Josh Klint
December 24, 2012
Merry Christmas, and a look at our new headquarters
I hope everyone is having an awesome Christmas week. I'm taking a break from coding to show you our new office we moved into in November at the Sacramento Hacker Lab.

All decked out for Christmas:


Chris is pretending to work, but he's…
1,179 views
Josh Klint
December 22, 2012
Leadwerks 3 Progress
Here's my list of things left to do:
  • Documentation
  • Undo system
  • Get character models for Darkness Awaits
  • Prepare the super secret special surprise for deployment


    Undo functionality is my absolute least favorite thing to program, and I also want to get some more real-world testing done before implementing…
  • 1,154 views
    Josh Klint
    December 20, 2012
    Import Model Scaling
    I got tired of rescaling some models every time I created a new instance of them in the Leadwerks 3 editor, so I added an option to resize the model file itself to the proper dimensions. Double-click the model thumbnail in the asset browser to open it in the model editor. Then select the Tools &g…
    1,604 views
    Josh Klint
    November 15, 2012
    Leadwerks 3 begins closed beta test
    Leadwerks 3 is a new game engine purpose-built for mobile. By building the entire platform on pure native code, Leadwerks aims to bring a new level of performance and flexibility to 3D mobile games.

    After two years of development, the team is now beginning a closed beta test. Select members of t…
    1,467 views
    Josh Klint
    February 18, 2012
    On the Naming of Things
    The design of the Leadwerks website involves organizing a lot of different kinds of data that are continually growing, including forum posts, blog entries, gallery images, videos, and downloadable files.

    All this information was organized in categories, and sub-categories, and in some cases, sub-sub…
    1,692 views
    Josh Klint
    November 26, 2011
    Why Small Companies Succeed
    The development of Leadwerks3D seemed like an impossible task at first. Not only did I need to write a new 3D engine entirely in C++ mostly by myself, but I had to make it run on four platforms (Android, iOS, Windows, and Mac), with a scalability all the way from the fixed-function pipeline up to …
    3,443 views
    Josh Klint
    March 06, 2011
    March Milestone Mayhem
    Leadwerks Engine 3 Art Pipeline

    Source
    831 views
    Josh Klint
    March 06, 2011
    Milestone Mayhem
    Leadwerks Engine 3 Art Pipeline

    Source
    938 views
    Josh Klint
    February 25, 2011
    Leadwerks Engine 3 version information
    Attached you will find a document detailing my tentative expectations for the features in the first two minor versions of Leadwerks Engine 3. There are no expected dates yet, but you can judge the speed of progress as I post. This may be subject to change as development progresses.

    Source
    1,364 views
    Josh Klint
    February 24, 2011
    2.41 Update
    A new update is posted for version 2.41. Run the update tool to get it. Here are the changes:

    Source
    907 views
    Josh Klint
    February 24, 2011
    Sleepless in Cyberspace
    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.

    Source
    796 views
    Josh Klint
    February 14, 2011
    Happy V.D.!
    918 views
    Josh Klint
    February 07, 2011
    Alpha Dog
    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:

    Source
    845 views
    Josh Klint
    February 04, 2011
    Hot for Keys
    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…
    797 views
    Josh Klint
    January 31, 2011
    Showing Some Skin
    Here's an alpha preview of the new forum skin. Your suggestions are welcome.

    Source
    813 views
    Josh Klint
    January 31, 2011
    Showing Some Skin
    Here's an alpha preview of the new forum skin. Your suggestions are welcome.

    Source
    808 views
    Josh Klint
    January 29, 2011
    Leadwerks Goes With the Flow(graph)
    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…
    627 views
    Josh Klint
    January 29, 2011
    Leadwerks Goes With the Flow(graph)
    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…
    785 views
    Josh Klint
    January 24, 2011
    You can pick your friends, you can pick your nose, and now you can pick your vegetation
    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 pi…
    612 views
    Josh Klint
    January 24, 2011
    You can pick your friends, you can pick your nose, and now you can pick your vegetation
    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 pi…
    635 views
    Josh Klint
    January 20, 2011
    Then We Shall Fight in the Shaders!
    This is what you see when you double-click a shader in the asset browser:

    Source
    609 views
    Josh Klint
    January 20, 2011
    Then We Shall Fight in the Shaders!
    This is what you see when you double-click a shader in the asset browser:

    Source
    644 views
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