[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…
[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)…
[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)…
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…
[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…
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…
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…
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 …
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 …
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…
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…
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…
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…
All decked out for Christmas:
Chris is pretending to work, but he's…
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…
Undo functionality is my absolute least favorite thing to program, and I also want to get some more real-world testing done before implementing…
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…
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…
After two years of development, the team is now beginning a closed beta test. Select members of t…
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…
All this information was organized in categories, and sub-categories, and in some cases, sub-sub…
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 …
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.
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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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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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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…
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…
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…
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…
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…
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