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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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Crowdfunding Experiment: Leadwerks for Linux

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[color=rgb(0,0,0)][font=arial]Last week we launched our [/font][/color]Steam Greenlight[color=rgb(0,0,0)][font=arial] campaign to get Leadwerks into the hands of the Steam community. This week, we're rolling out the second stage of our plan with a [/font][/color]Kickstarter[color=rgb(0,0,0)][font=arial] campaign to bring Leadwerks to Linux. This will let you build and play games, without ever leaving Linux. The result of this campaign will be Leadwerks 3.1 with a high-end AAA renderer running on Linux, Mac, and Windows, with an estimated release date before Christmas.[/font][/color]

[color=rgb(0,0,0)][font=arial]Valve has given Linux users a taste of PC gaming, so now it's up to us to reach the Linux community with our message. If you dig this, please help spread the word that someone is trying to put game development on Linux:[/font][/color]



Leadwerks for Linux

[color=rgb(0,0,0)][font=arial]Linux is a solid and secure operating system that's perfect for gaming, but at this time Windows remains the lead platform for PC games. We want to change that by putting the game development process right on Linux, with [/font][/color]Leadwerks for Linux[color=rgb(0,0,0)][font=arial]. This will allow you to build and play games without ever leaving the Linux operating system.[/font][/color]

[color=rgb(0,0,0)][font=arial]Leadwerks is a visual tool for building any kind of 3D game, including dungeon crawlers, first-person shooters, and side-scrollers.. We want to put game development on Linux with Leadwerks for Linux. Our campaign has three goals:[/font][/color]


Linux Game Development. On Linux.

[color=rgb(0,0,0)][font=arial]It's not enough just to export games to Linux. We want to put the game development process on Linux, so you can build and play games, without ever leaving the Linux operating system. We have a complete visual editor that handles all aspects of the game development process, and we're porting it to run natively on Linux. We're using GTK for the user interface, so our editor will look and feel like a native Linux application.[/font][/color]

[color=rgb(0,0,0)][font=arial]We're targeting Ubuntu 12.04 to start with, and will support other distros as we make progress. You'll also be able to compile games for Windows and Mac...if you feel like sharing.[/font][/color]



Expand the Linux Library of Games

[color=rgb(0,0,0)][font=arial]Our second goal is to facilitate expansion of the Linux library of games, and encourage the production of Linux-exclusive titles. The Linux community is pretty intelligent, and they have a lot of good programmers. We think by putting the appropriate tools in their hands, it will enable them to make great Linux games.[/font][/color]

[color=rgb(0,0,0)][font=arial]Hoodwink by E-One Studio[/font][/color]


AAA Graphics on Linux

[color=rgb(0,0,0)][font=arial]Leadwerks is known for having great graphics. We want to push Linux graphics beyond anything that's ever been done. Linux is the perfect platform for triple-A graphics, because it has [/font][/color]OpenGL performance faster than Windows or Mac[color=rgb(0,0,0)][font=arial]. We're taking advantage of this performance with deferred lighting, hardware tessellation, and up to 32x multisample antialiasing.[/font][/color]

[color=rgb(0,0,0)][font=arial]The Zone by Dave Lee[/font][/color]


Steam Integration

[color=rgb(0,0,0)][font=arial]When Valve announced Steam was [/font][/color]coming to Linux[color=rgb(0,0,0)][font=arial], that was a clear sign to us that Linux is ready for PC gaming. We're working to integrate Leadwerks with Steam and take advantage of new features Steam offers for developers.[/font][/color]



[color=rgb(18,26,13)]Steam Workshop[/color]

[color=rgb(18,26,13)][font=arial]We're hooking into the Steam Workshop to deliver game assets. This includes models, textures, scripts, and maps, so you can get everything you need to make games. When you find an object in the Steam Workshop you want to use in your game, just hit the "Subscribe" button and it will show up right away, ready to use in Leadwerks. We're also adding support for Valve's asset formats, so you can access lots of great content from the rest of the Steam Workshop, and add it to your game.[/font][/color]

Export for Steam
[color=rgb(0,0,0)][font=arial]We're working with the Steam SDK to make it easier to submit Linux games to Greenlight. Just press a button, and your game files will be packaged up, ready to send to Steam.[/font][/color][/font]



[color=rgb(0,0,0)][font=arial]Leadwerks is a powerful yet easy to use game engine with thousands of users worldwide. Here are just a few of the main reasons we think Linux users will love Leadwerks.[/font][/color]

C++ Programming
[color=rgb(0,0,0)][font=arial]Programming with Leadwerks is a breeze. Underneath our visual editor lies a powerful yet easy to use programming API that can be accessed in C++, Lua, and other languages. With documentation and examples for every single command, you've got everything you need to make any kind of game.[/font][/color]

Visual Scripting
[color=rgb(0,0,0)][font=arial]For scripting, we use the Lua script language, just like in Crysis, World of Warcraft, and hundreds of other games. We've got a built-in script editor, so you don't have to switch back and forth between Leadwerks and an external editor. It's even got a built-in debugger so you can step through your script and see everything that's going on in the game. The flowgraph editor is used to connect scripted objects and make gameplay happen. This lets map designers set up sequences of events and complex gameplay, with no programming required.[/font][/color]

Constructive Solid Geometry
[color=rgb(0,0,0)][font=arial]Finally, we use a level editor based on constructive solid geometry. This lets everyone make game levels, without having to be an expert. If you're familiar with Valve's Hammer Editor, you'll feel right at home in Leadwerks.[/font][/color]

[color=rgb(0,0,0)][font=arial]Combat Helo by Tricubic Studios[/font][/color]

[color=rgb(0,0,0)][font=arial]We plan to deliver a visual editor that handles every aspect of the game development process, a powerful yet easy to use programming API, with triple-A graphics, all running natively in Linux. By working with Steam and the Linux community, our goal is to make Linux the number one platform for PC gaming. Thank you for helping us take Linux gaming to the next level.[/font][/color]

[color=rgb(0,0,0)][font=arial]Big Five Game Hunter by Unidev[/font][/color]


Risks and challenges

[color=rgb(0,0,0)][font=arial]We expect to encounter some graphics driver bugs. This is always the case when you are pushing advanced graphics. Fortunately, we have good relationships with the major graphics hardware vendors, and have been able to get driver bugs fixed on other platforms in the past. Valve Software has done some of the heavy lifting for us here, by prompting the graphics hardware vendors to get their drivers in good shape.[/font][/color]

[color=rgb(0,0,0)][font=arial]Our GUI has a GTK implementation for Linux, but we expect to encounter some problems that have to be overcome. Our GTK Scintilla implementation (for the code editor) has not been written, and it's a complex library.[/font][/color]

[color=rgb(0,0,0)][font=arial]Since the Linux file system is case-sensitive, we expect to have to modify some code to work properly on Linux.[/font][/color]

[color=rgb(0,0,0)][font=arial]We're implementing a new method for terrain layers using virtual texturing. We do not anticipate any problems here, but it is one of the few features we haven't fully prototyped.[/font][/color]

[color=rgb(0,0,0)][font=arial]Although building Leadwerks for Linux will undoubtedly present some difficult problems, our team has a lot of experience with multi-platform development and I'm confident we can deal with all issues we encounter. [/font][/color][/color][/color]

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Finally, a capable engine for Linux! I've never really played with Leadwerks, but I'm about to! Thank you for supporting an underused operating system. smile.png

I'll be your first backer!


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Very very cool! Indeed people about time some brings C++/OpenGL to Linux platform in a good solid usable engine, to help promote the great Linux OS!! May the desktop environment live on!!!!


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Apparently you're not the only one who feels that way.  We blasted past the 50% mark in less than a week!  :O


I honestly did not expect it to do so well.


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Awesome Dedication Josh. You have my full support.


PS: I still play METAL.



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