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Leadwerks Developer Blog

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Leadwerks 3 Brings Native Code to Mobile Games

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 development.  While environments such as Unity and MonoDevelop use managed code...that...

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-pixel lighting that requires very little processing, so it r...

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 about 600 people.  I did it though, and hope to do another...

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 Lua (and tells me what I did wrong!).I didn't realize it at...

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 to walk around with physics, you parent it to a character c...

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 not fooling me: So we changed the arrangement to make a reverse mullet. (Party in the front, business in the back): The ki...

Leadwerks 3 Progress

Here's my list of things left to do:DocumentationUndo systemGet character models for Darkness AwaitsPrepare 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 it, so it comes last. This evening I will start on the d...

Import Model Scaling

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 > Resize menu item. The Resize Model dialog will appear...

Leadwerks 3 begins closed beta test

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 the community will provide feedback and testing so that...

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-categories. The...