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Leadwerks Developer Blog

4: Adsense

We Are Living in a Material World

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?

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?

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

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

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

Leadwerks Engine 2

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The Good, the Bad, and the Fugly

Leadwerks Engine 2

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An Interesting Conundrum

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

An Interesting Conundrum

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

Amnesia: An Independent Triumph

According to Friction Games' Blog their ongoing sales of Amnesia: The Dark Descent have been stronger than their initial sales suggested. They've now sold 200,000 copies, twice as many as their high-end estimates before the game was released.

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