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Leadwerks is the easiest way to build 3D games. With a rapid development pipeline, support for Lua and C++ programming, and plenty of learning materials, Leadwerks is the perfect way to learn to make games.

  • ADVANCED GRAPHICS: Leadwerks brings AAA graphics to the masses, with hardware tessellation, geometry shaders, and a deferred renderer with up to 32x MSAA. Our renderer redefines realtime with image quality more like a cg render than real-time games of the past. The use of OpenGL 4.0 provides equivalent graphics to DirectX 11, with cross-platform support across operating systems.
  • CSG MAPPING TOOLS MAKE LEVEL DESIGN FUN: Build game levels from scratch right in our editor with constructive solid geometry. Our tools make it easy to sketch out your design and bring your ideas to life. Anyone can build their own game worlds in Leadwerks, without having to be an expert artist.

  • BUILT ON THE INDUSTRY STANDARD: At it's heart, Leadwerks is a C++ library of functions you can call at any time, in any order. Leadwerks uses industry-grade tools like Visual Studio and Xcode, so you'll be coding games like a pro.
  • INTEGRATED LUA SCRIPT EDITOR: We integrated Lua right into Leadwerks because of its proven track records in hundreds of AAA games including Crysis, World of Warcraft, and Garry's Mod. Lua integrates seamlessly with native code for rapid prototyping and instant control. The built-in debugger lets you pause your game, step through code, and inspect every variable in the program in real-time. Lua is perfect for beginners, and the integrated Just-In-Time (JIT) compiler ensures you can publish commercial games that perform blazingly fast.
  • VISUAL FLOWGRAPH: Our unique visual flowgraph enables designers to set up game mechanics, build interactions, and design advanced scripted sequences, without touching a line of code. The flowgraph system integrates seamlessly with Lua script, allowing script programmers to expose their own functions and add new possibilities for gameplay.

  • ROYALTY-FREE LICENSE: Your games you make with Leadwerks are yours. Yours to play, yours to sell, yours to give away, or do whatever you want with. There's no royalties to pay, ever.

Join the community at www.leadwerks.com to learn more.

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Hey everyone!

Welcome to our second blog, this time we'll share light on how we approached the wheelchair movement, our troubles with it, and a wholesome story to go along with it! Smiley

On the 17th of July, we had the opportunity to participate in the GameDevStudent Showcase.

67403237_442650019651266_1463877257096331264_o.jpg


It was here that we for the first time, got first-hand feedback for the game because up until then, we were kind of winging it. Don't get me wrong, we already had a plan in motion, but this event solidified that and helped us polish the rough edges.

We received tons of great feedback, and one of the problems players found the most annoying, was this...

wheelchair_camera.gif


See, you couldn't use your mouse to rotate the camera as you'd expect, instead, you rotated left or right with the wheelchair, the mouse could only go up or down.

It's interesting how divided this choice was, some players liked it while others thought it wasn't needed, which lead us to a brief discussion about what we'd end up doing.

Well, we wanted to see how the game would feel if you had horizontal movement in the mouse too, and at first...things didn't go that...well.

almost_there.gif


What's happening here you ask?

Since the camera is clamped, meaning you can't go beyond certain limits with your mouse, the chair could rotate a full 360º but the camera wouldn't.
We clearly have an issue, so how do we fix it?

Firstly, I tried making the camera suffer from the rotation of the chair when the player pressed A or D, that didn't work.
Then I looked at the place you look whenever you feel stuck. Google.
Hours were spent scavenging the internet for anything remotely similar to my issue, some were close, but not quite what I was looking for.

Then I (Ruben), was invited to be the guest at a weekly Portuguese gaming podcast called Game Corner, and André, the co-host, so happened to be a dev himself, and after I explained the problem, he gave me a bit of an answer but wasn't sure, although it was a "puzzle to solve and I'll crack it eventually". That he did.

The next day, he shoots me a message on discord saying that he found a video that explained exactly what I needed, but it wasn't known at all.

Then what do ya know, after messing about with new code and doing things a bit outside of the box. Voilá.

works.gif


We got results. It works fantastically well (a bit too well), and this will be many of the features present in the upcoming demo.

We're keeping this blog entry short and sweet, as we have a lot to cover next time.

Be sure to keep up to date with our social media:

Facebook
Twitter
Discord

Thanks for reading!

Ruben

Back Then - Devblog #1 | Impact

Back Then - Devblog #1 | Impact

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Welcome to the first blog edition of 'Back Then', a game about a wheelchair-bound Alzheimer's victim.

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In the second edition we’ll be going what makes Shine tick, what you do in it, what makes it flow and how we got there.

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Border Recon

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Third-person Shooter inspired by the events of Desert Storm featuring infantries and soon: jets, cars, and tanks.

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Lone Water is a first person adventure horror game that tells a story about a Post-Apocalyptic FLOODED World. You are a lone survivor in this world and...

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TinyGom Racing

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1/10 remote-control cars solo racing in different environments and levels. 3 modes: Quick race (5 opponents) Time-Trial (ghost included or not) Championship...

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Comments  (0 - 10 of 26)
Guest
Guest

can i build/export game to Windows on Linux ? Or i need to boot to Windows (which i don't have :P)

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JoshKlint Creator
JoshKlint

When you export a Lua game it includes the Linux executable, so that will work automatically. If you are using C++ you need to compile your game on Linux to get the executable.

Reply Good karma+1 vote
demen2010
demen2010

hello can i juste know id it easy to learn or hard ?

Reply Good karma Bad karma+2 votes
JoshKlint Creator
JoshKlint

We're going for easy. Try the demo on Steam and let me know what you think.

Reply Good karma+2 votes
JackM.
JackM.

The thing is catch me, map editor similar to hammer!
Great job, and oh yes, real-time shadows in viewport!

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JoshKlint Creator
JoshKlint

It now exports to VMF format, too. I've only tried it with the Left 4 Dead SDK but the texture mapping planes are perfectly retained in Hammer. Also added texture lock mode.

Reply Good karma+2 votes
Crypt

It looks similar but it functions far worse. But the WYSIWYG viewport is quite nice!

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Lesbian_Owl
Lesbian_Owl

Its not crysis. But its good aswell :3 really cool

Reply Good karma Bad karma+2 votes
Crypt

Have you spent any time with this engine at all? The graphics aren't the only thing to look at in an engine, and this one is just not fun and awkward to use, I sincerely wish there was a demo before I bought it.

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JoshKlint Creator
JoshKlint

Specifically what are you having trouble with? We've worked very hard to make the development experience smooth and enjoyable. Was there any problems you ran into?

Reply Good karma+2 votes
Crypt

The review I've submitted covers some of the larger points in a bit more detail, but to summarize, everything from navigation, to menus is finicky, hard to work with and slow.

Reply Good karma Bad karma+2 votes
JoshKlint Creator
JoshKlint

Thanks for the feedback. I've been able to address a number of these issues recently. I didn't notice the viewport speed issue until you pointed it out, but once I did it was obvious. I fixed the bug and also added some mouse smoothing to make the navigation more fluid.

A new section for tutorials has also been created on the site here:
Leadwerks.com

And of course there are over 200 pages of documentation here:
Leadwerks.com

You might not be used to the constructive solid geometry approach to level design, but most people find it a lot simpler than trying to scale models precisely or build maps out of raw polygons.

Reply Good karma+3 votes
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May 23 2011 by Flash112

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