• Register

Hi, I'm the founder of Leadwerks Software.

  • View media
  • View media
  • View media
RSS My Blogs

Compiling Leadwerks for Linux using the Code::Blocks IDE wasn't very hard. I particularly like the way Code::Blocks handles files in projects. Instead of creating your own "fake" file system in the project explorer, you just add the folder or files you want, and they are organized in a hierarchy that matches the file system.

I found the X windowing system to be extremely easy to work with. I've implemented windowed OpenGL contexts on Windows, OSX, iOS, and Android, and Linux was by far the most straightforward and simple.

One problem I ran into was that some Leadwerks classes conflict with Linux classes. Our Windows, Font, and Time classes match other classes in the Linux headers. I got around this by prefixing the classes with the "Leadwerks::" namespace, but some better solution should be found.

Upon my first attempt to run Leadwerks, all I got was a blue screen. I fell back from OpenGL 4 to OpenGL 2 and started playing with the OpenGL matrix commands (a relic of the fixed-function pipeline I never even use anymore). When I called glOrtho() with the context width and height, I produced an OpenGL INVALID_VALUE error. From there it wasn't hard to figure out the cause...

int Window::GetClientWidth) { return 0;/*don't forget to add this later*/ }
Once I implemented the missing function, everything worked fine. So I am pleased to unveil the very first screenshot in the history of the universe of Leadwerks running in Linux using OpenGL 4:

Attached Image
Behold, the green square of triumph!

Though this is a simple example, we have a full 3D engine with deferred lighting and a really unique terrain system, so I don't think it will be long now before we can start showing off some great Linux graphics. Linux has the fastest possible performance for 3D rendering, so it will be interesting to see what we can do with it.

Procedural Terrain

Procedural Terrain

JoshKlint Blog
Start a group Groups
Linux Gamers

Linux Gamers

2,969 members Fans & Clans

The group for gamers dedicated to Linux. No matter if game developers or game players all are welcome interested in Linux as a gaming platform.

Leadwerks Software

Leadwerks Software

1 member Developer & Publisher

Leadwerks Software was founded in 2006 to build powerful game development tools that are easy to use. The company launched Leadwerks 3, their first multiplatform...

Leadwerks Developers (BETA)

Leadwerks Developers (BETA)

8 members Web & Community

This new community group is for developers making games with the Leadwerks engine. Hang tight as we create the group.

Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.


Latest tweets from @leadwerks

Space atmosphere add-on for Ultra Engine by Klepto: Youtube.com #gamedev #indiedev #vulkanapi

Sep 23 2022

Atmospheric scattering by Klepto: Youtube.com #gamedev #indiedev #vulkanapi

Sep 21 2022

Multiplayer horror game made with Leadwerks: Store.steampowered.com #gamedev #indiedev

Sep 16 2022

Let's play Disinfection: Youtube.com #gamedev #indiedev

Sep 16 2022

PBR rendering is only as good as the scene lighting info you have. Voxel ray tracing prevents light from penetratin… T.co

Sep 14 2022

AI-generated game textures and concept art: Ultraengine.com #gamedev #indiedev T.co

Sep 9 2022

Exporting a glTF model from 3ds Max: Ultraengine.com #gamedev #indiedev @thekhronosgroup

Aug 27 2022

Screen-space reflections combined with voxel ray tracing: Youtube.com #gamedev #indiedev #vulkanapi

Jul 23 2022

This shot shows how voxel ray tracing fills in the missing information that screen-space reflections can't detect.… T.co

Jul 21 2022

Screen-space reflection with per-pixel material roughness #vulkanapi #gamedev #indiedev T.co

Jul 14 2022