Leadwerks is the easiest way to make your own 3D games. With a rapid development pipeline, Lua script integration, and a royalty-free license, Leadwerks is the perfect platform for your next project or your first game.
User reviews: Mostly Positive (44 reviews)
Release Date: Jan 6, 2014

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Recent updates View all (24)

November 26

Leadwerks 3.3 Released

Leadwerks 3.3 is now available. This update adds usability improvements and a few new features.

Two new entity classes that extend the model class are present. Sprites are a quad that can face the camera, a specific direction, or can rotate around one axis. These are useful for lighting effects and the axis rotation is great for making laser beams or tracer rounds.

The Lensflare class extends the sprite class and adds a simple glow effect for lighting.

The editor now support shift-drag to select in the main window viewports.

On Windows, the main window now uses resizable splitters so you can adjust the size of the side panel and program log, or click the separator to show/hide them. You can also right-click on a file or folder in the Asset Browser and select the Properties menu item to bring up the Windows file properties dialog.

The Leadwerks Workshop, our system for publishing user-made game assets, has been streamlined to make the process of installing and removing items easier.

Encryption has been added for your published games to protect your game files from tampering. This works with both Lua and C++ games.

You can pick up Leadwerks 3 at a discount during the Steam Exploration Sale.

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November 11

FPS Weapons Pack DLC Released



The Leadwerks FPS Weapons Pack is now available on Steam as a DLC. The FPS Weapons Pack provides a small arsenal of game-ready weapons, with no coding required. Drag these objects into your map for the player to pick up and use. Pulverize your enemies with a machete, .22 pistol, combat shotgun, MP5 submachine gun and an M4 carbine. Each weapon includes sounds, effects, animations, and scripted behavior that make it ready-to-use in your Leadwerks games.

The pack can be purchased with a 15% discount during the launch period.

http://store.steampowered.com/app/329100/

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About This Software

Leadwerks is the easiest way to make games that look amazing. With a rapid development pipeline, Lua script integration, plenty of learning materials, and a royalty-free license, Leadwerks is the perfect platform for your next project or your first game. Get started today making your own 3D games for Steam.

Now with Steam Workshop support, you can choose from tons of free content to build games with, share your own 3D models, textures, and sounds, and even publish your game to Steam for other Leadwerks users to try with the built-in game player.

Check out some of the great games Steam players are making with Leadwerks.

Key Features

Learn to Make Your Own Royalty-Free Games
We provide tons of documentation and video tutorials walking you through the steps to build your own 3D games. Leadwerks is the perfect pathway to go from total noob to pro game developer. And when you do publish your commercial game, there's no royalties to pay, ever.

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, for future expansion.

Built-in Level Design Tools
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.

Integrated Lua Script Editor
We integrated Lua right into Leadwerks because of its proven track records in hundreds of commercial 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 your games will keep running fast as they grow.

Visual Flowgraph for Advanced Game Mechanics
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 are yours. Yours to play, yours to sell, yours to give away, and do as you please. You will never be charged royalties for any game you make in Leadwerks. And because we only rely on free open-source middleware libraries, you never have to worry about purchasing expensive licenses from third parties.

Steam Features

  • Download and publish game content with Steam Workshop.
  • Publish your Lua game to the Workshop for other users to play.
  • Publish image renders and YouTube videos directly to Steam from the editor.
  • Built-in Steamworks support makes your game ready to publish to Steam.

Graphics

  • OpenGL 4.0 deferred renderer with uniform lighting model supports any number of lights, all casting soft dynamic shadows.
  • Up to 32x hardware MSAA makes rendered images incredibly sharp and detailed.
  • Full support for vertex, fragment, geometry, and tessellation shaders.
  • Dynamic megatexture terrain provides fast rendering of terrains with many layers.
  • Hierarchical hardware occlusion queries provides fast visibility testing.
  • Hardware tessellation for dynamic real surface displacement on the GPU.
  • Normal mapping with specular and cubemap reflections.
  • Instanced rendering allows fast drawing of large volumes of objects.
  • Hardware skinning provides fast skinned animation.
  • Deferred transparency with multiple overlapping layers of shading.
  • Real-time mesh modification.
  • Trilinear and up to 16x anisotropic filtering.
  • Blend and transition animation sequences.
  • Extract animation sequences in the editor.

Editor

  • Automatic asset management reloads models and textures when they are modified from another application.
  • Drag and drop import of FBX, DDS, BMP, JPG, PNG, TGA, and PSD files.
  • Visual interface controls every aspect of the art pipeline.
  • Constructive solid geometry modeling tools.
  • Brush primitives include box, wedge, cylinder, sphere, arch, tube, and torus.
  • Automatic UV mapping.
  • Brush smooth groups.
  • GPU-accelerated terrain editor makes sculpting silky smooth and fast.
  • Built-in shader editor with instant visualization and error highlighting.
  • Native user interface is used on each supported platform.

Programming

  • Built-in Lua script editor with debugger, code stepping, and syntax highlighting.
  • Visual flowgraph lets you connect objects to control game interactions and set up scripted sequences.
  • Launch your game and debug the Lua virtual machine as it runs.
  • API design with an object-oriented command set lets you code any type of game.
  • Entity scripts provide a per-object hook interface.
  • Direct programming gives you control over your game's loop and program structure.
  • Script variables are displayed in a visual interface and reloaded in real-time.

AI

  • Navmesh pathfinding provides automatic AI navigation that works everywhere.
  • Navigation paths are displayed in the editor in real-time as you build your game level.
  • Character controller movement seamlessly integrated with physics and pathfinding systems.
  • Set entities to automatically chase another object or navigate to a position.

Physics

  • Fast and accurate rigid body physics.
  • Constraints including hinge, ball, and sliding joints.
  • Joint actuators provide fast and stable motorized constraints for doors, robotic arms, and other motion.
  • Automatic physics shape calculation.
  • Generate physics shapes in the editor from models or brushes.
  • Swept collision.
  • Raycasting with lines or spheres.

Particles

  • Real-time particle editor with instant visualization.
  • Emission volumes include box, sphere, cylinder, tube, and cone.
  • Adjustable curve graph for alpha and scale.
  • Particle animation sheets with adjustable frame counts and layout.
  • Velocity-based rotation for directional particles like sparks.

Sound

  • 3D sound spatialization.
  • Emit a sound from any entity.
  • Automatic channel management frees up unneeded channels.
  • Skip to any time in sound.

System Requirements

Windows
SteamOS + Linux
    Minimum:
    • OS: Windows Vista, 7, 8, or 8.1
    • Processor: 2.0 ghz dual core
    • Memory: 2 GB RAM
    • Graphics: Nvidia, AMD/ATI, or Intel OpenGL 4.0 / DirectX 11 capable graphics card or integrated graphics chip, with current drivers
    • DirectX: Version 11
    • Hard Drive: 2 GB available space
    • Additional Notes: See forum for required Intel graphics drivers. Non-English characters including Cyrillic in the user path are not supported.
    Minimum:
    • OS: Ubuntu 14.04 LTS 64-bit
    • Processor: 2.0 ghz dual core 64-bit
    • Memory: 2 GB RAM
    • Graphics: Nvidia or AMD/ATI OpenGL 4.0 graphics card with proprietary drivers
    • Hard Drive: 2 GB available space
    • Additional Notes: Non-English characters including Cyrillic in the user path are not supported.
Helpful customer reviews
3 of 3 people (100%) found this review helpful
413.6 hrs on record
Posted: November 26
If you read this before the end of the 2nd December 2014, and you are wanting to be be able to write a 3D game, get this now. Its incredible value at 50% off. If you have and use visual studio and write code in C++, and want to use it to write a game, splash out and get the Standard version too. I bought mine in a previous sale, with -25% off, and have invested many hours in using this latest version during the beta testing of 3.3.

There are lots of video tutorials on you-tube, which are really useful for a beginner to understand how to start to use Leadwerks. The Forum http://www.leadwerks.com/werkspace/ is a great community resource, which is always worth a visit when your stuck, answers to many of your questions can be found by searching in here. If its not already answered you can ask the community, and there are some really great people who have been using Leadwerks for years, including Josh (Leadwerks CEO) who respond with knowlegeable answers.

The steam workshop is really improved in version 3.3 and the community provide free resources for you to use in your programs. For the indie edition you can even publish your completed game, or prototype onto the workshop for other Leadwerks users to try and comment on, this also gives you a count of the number of subscribers. In addition the latest feature of publishing games also gets you a web page for you to customise, and can create links to standalone zips of your completed game for non leadwerks users to try, though I haven't actually got to this stage yet.

For those who want to create their own models, you can update Blender, with an export utility thats provided, and then make models and import them into Leadwerks. Other vendors such a WorldCreator can also be used to create landscapes and these can be imported using the RAW files, which you can then paint and alter in Leadwerks, or you can just create landscapes directly in Leadwerks. Many other proprietry programs can also be used to create models and can be imported into Leadwerks.

Water effects can be found in the forums, I have recently been adding this to my Work in Progress. You can create your own textures, from photos, crop them to squares in GIMP 2.8, other photo editors also work, and either reflect them horizontally and veritcally to form a new tile, or for images like grass or mud simply use the Filters > Map > Make Seamless to get a tile that you can port straight back into Leadwerks. Then you can use Leadwerks to make a normal tile, that will give your tile 3D surface effect. There are hundreds of textures already availabe on the Workshop, provided by the community, in addition to the starter set you get with Leadwerks installation, so don't worry even if you don't yet have the artistic skills.

You can paint your map with the workshop and built in textures to start with then simply replace the textures with your own as you make them, and you dont have to repaint the map to do so, as the painting is done by layering the textures. Simply replace one of the 16 textures in the terrain tool, with your own.

If your not into landscapes you can use CSG brushes, ie basic geometry for builing your map, boxes, cones, wedge, cylinder and sphere, and compound geometry Arch, torus and tube. Or combine both methods.

With Leadwerks you get an animated model, called a Crawler, which you can easily colour and size to your requirements. It comes with a script which can control its behaviour to some extent, and you can adapt the script to make them respond in slightly different ways.

Once you are near to finalising your map, you can run a Build Navmesh tool, which will scan your map and mark out all the places that are navigable by the Crawlers. This can be viewed in the editor to see the pathways between places on your map. The Leadwerks engine automatically uses this Navmesh to control pathfinding for the Crawlers without having to code anything yourself. The Navmesh does take a few minutes to complete, on slower pcs, time to put the kettle on.

You get 1 pistol as a starter weapon, other weapons are available in the optional (pay extra for) FPS weapon download, and there are some more free ones on the workshop provided by the community.

You also have ambient lighing and detailed lighting to add to your scene, these can be incorporated inside models, like car headlights for instance, use spot lights inside the model, to shine out and use a point light outside the model to show the headlight shining.

You can also add particle effects, called emitters, to your map and by tweaking the colours, make steam, or smoke, or lava blobs.

Overall its a fantastic tool, and its has a royalty free commercial license builtin to it, so no more royalty payments need to be made to leadwerks, even if you go on to sell the game you make commercially.

There are always things that can be improved, and Josh does a great job of taking Leadwerks forward adding features to the beta release, the latest version 3.3 has just gone live, I guess about 6 months between releases.

This product does need some coding skills to get the most out of it, but if you don't code, you can still do many things like creating landscapes adding crawlers and still have a lot of fun. The FPS weapon pack is already to use and requres no coding skills to use it. The scrips that make the gameplay are available to look at and amend, so once you understand how things interact, you can start by changing some of the scripts values, such as walking speed, and see how the gameplay changes, many of these values can be made to appear on the scenes list of items, as each entry can have its own script tab and you can show the values being used and change them.

I would reccomend having a decent PC, with a SSD drive, as this will save you a lot of loading time. I have an NVIDIA GTX 750 Ti graphics card and quite often get 60fps wondering around my levels. In ceartain areas though, through bad coding or design of a level can cause this to drop to 5 fps, but with a bit of tuning these bad areas can be brought back up to 15fps, without too much hassle, like for instance turning off shadows on the Crawlers, or reducing the number of particles used in an emitter from 9000 to 300, but making them much bigger.

The workshop could do with some more animated models, with some nice movements, jumping, stagering, lunging, rolling etc. So if your an animater, your work would be a most welcome addition to the community workshop.

Hope you enjoy your Leadwerks experience, I know I have.





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1 of 1 people (100%) found this review helpful
3.1 hrs on record
Posted: November 26
me and my freinds are working on a game using this engine :D its worked well so far. 9.9/10
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13 of 80 people (16%) found this review helpful
0.3 hrs on record
Posted: November 2
Do not get if you have an intel hd graphics 4000 chip. It WILL NOT run.
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A developer has responded on Nov 23 @ 1:51pm
(view response)
68 of 74 people (92%) found this review helpful
316.9 hrs on record
Posted: July 3
(Edited 11/24/2014)
Aside from the fantastic graphics capabilities, this is a very good engine for the price! It provides a lot of freedom and the workshop is a great feature that should be integrated into other engines the way it is in this engine. Haha, this might be a bit long but here are my pros and cons:

Pros:
-Graphics: this is likely something that will improve much more in the future, but what's already in the engine is great to be honest, especially since you can achieve a lot of performance with the deferred renderer since it lessens the performance hit of geometry and lights
-Support: the engine is mainly a one-two man show, but the support from the development team and their strong presence in the community is great
-Shader Editor: this is a really useful and easy feature that I initially overlooked, and it can make shader creation and editing easy and quick
-Price: I know $100 may seem like a lot, but with what you get out of this engine, it's well worth it
-Polish: Despite missing some features, this engine is very easy and intuitive to work with (especially the drag-and-drop options) and CSG editing
-Workshop: This actually sort of sets this engine apart from the rest since so many quality assets are in the workshop with a great and helpful community
-License: The license is great for both the Workshop and the engine itself
-Coding: I was hesitant about using Lua, but for me it's a great language for this type of engine, and it's pretty easy to put objects with Lua scripts into a scene without breaking other code
-Vehicles: This used to be a missing feature, but it now has been put into the engine, and the physics are very stable and realistic

Cons:
-Missing features: Some functionality is missing such as water. However, the most notable feature missing is a vegetation system, which is being worked on
-Hardware: This engine requires a lot in terms of hardware to create many useful projects (of course this is a downside of a deferred renderer in general), but with that comes with great graphical potential

Overall, I would definitely recommend this engine, especially since the development team behind it is very helpful and supportive of the community.
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25 of 28 people (89%) found this review helpful
2,036.7 hrs on record
Posted: September 7
So after using the engine for some time now I decided to write a review. Having no prior experience in coding (Lua) I was able to learn by using the tutorial maps provided with the engine, as well as helpful tutorials created by other users of the engine (leadwerks.com/werkspace).

Now after creating a basic game and publishing it on the community workshop I have moved on to creating a rather big game. Keep in mind I have only been coding and using this program for about 6 months. My game is called the Hunt for Food. Check out the videos on my steam profile if you want to see what you can do with this engine in its current state (with little experience). My most recent update on youtube. - https://www.youtube.com/watch?v=0Voq5c3abIU

Ok now onto the engine itself.
Pros-
Engine Developer- This engine is being built by one person (for the most part as far as I know) which is great because he is really good at communicating (he responds to forum posts everyday and will even talk to you personally if you have issues). You might think that means there are slow updates? Well that isn't true if you opt into the beta. You will get multiple updates every month if you are in beta.
Coding-The script functions are easy to learn and you will be able to code your own game after spending some time on tutorials. Lua is addicting to me now, when I start on making a script I can't stop until I am done.
Graphics- It really looks great. It's easy to make a really good looking scene and even add post-effects to it. Even with everything on low quality it looks good.
Community-The leadwerks community has been extremely helpful and a lot of people will help you out. Many useful tutorials have been made by community members.
Art Workflow-It is very easy to import textures and models straight into your game. Just drag and drop the file into your folder and the editor imports it for you. Setting up animations is quite simple now that an animation viewport has been added so that you can watch your animations play before you seperate them into sequences.
Price-At first I thought this was going to be a rather low end piece of software due to the price comparison between it and unity. I was pleasantly surprised when I found this engine to be very useful and of high quality for the low price of 100$.
License-You don't need to show a splash screen or pay any royalties and that is awesome. There is no need to worry about publishing your game if anything the engine developer will help you out.
Workshop-The workshop is full of useful assets create by the community that are free to use.

Cons-
Scene Organization- Right now the scene is organized in one list starting from the first entity you added to the last entity you added to the scene. This creates problems and makes you spend a lot of time scrolling up and down a long scene list looking for a tree you placed a long time ago.
Missing Features/Improvements-The engine isn't 'done' yet. While it is usable and the things it can currently do are very impressive it still feels a bit young sometimes with features like water and vegetation painting missing. There could also be other improvements implemented to things like physics and lighting. On the other hand this leaves lots of room for the engine to grow since it isn't locked down yet in terms of development.

Overall-
This engine is very fun and easy to use. The engine developer is awesome, the engine is great, and the community is friendly. You can make a game in a day with this engine if you put your mind to it and then you can put it on the workshop and have everyone in the community check it out!
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7 of 9 people (78%) found this review helpful
40.9 hrs on record
Posted: September 17
Outstanding graphics, Lightning fast, Lua integration, easy to use... this engine is perfect for any indie developer or professional game studio. I would recommend Leadwerks to anyone.
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10 of 27 people (37%) found this review helpful
43.2 hrs on record
Posted: August 11
This program is good but not worth the price at it's current state. I'm surprise this program doesn't come with a beta tag or something. when you finally get in it... you get a basic interface with limited controls. However the physics,c++ capability, and easy to learn; but the lua scripting implemented in is actually quite diffucult to get use to if your not fluent in it and/or more use to writting in c#,c++, or java.This program along with other features such as the updates they release quite regurally, the developers make the demo least worth trying out until new features and updates occur to help boost it's functionality.

Pros
•good soft shadows
•solid foundaton
•excellent physics
•drag and drop in files with ease
•good community support (developer quick response to some messages and ideas)
•ability to use sprites
•good particle effects

Cons
•pretty simplistic interface (could be a pro)
•no vegetation system in this version yet
•no fog
•no water implemented
•no .obj support
•limited amount of tutorials
•no mp3 support (Wav files supported)
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3 of 24 people (13%) found this review helpful
0.5 hrs on record
Posted: August 7
HEEEEELP.............
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176 of 192 people (92%) found this review helpful
50.7 hrs on record
Posted: January 8
Ok here is what I think of the engine

Pros:
- It is really easy to use once you get the hang of it
- Is a good start for newbies to mess around with
- Cheap royalty free engine (This is hard to come by now)
- Lua is a simple language to start out since it's a scripting language and the engine has a built-in IDE.
- Very easy to build basic maps without any modeling skills
- Come with a few simple scripts for doing simple tasks (Doors, Platforms, Character Controller, Etc)
- Easy to use lighting
- Supports OpenGL 4.0 (Same as Directx 11)
- Steam Controller Support
- Steam Workshop (In beta)
- Option to upgrade to C++ Version (Uses C++11 and works with VS2013)
- Demo (Please for the love of god try it before buying)

Cons:
- No built-in protection for assets when compiling
- No native network support built-in (You can use Raknet)
- No vegetation painting system in Terrain Editor (Only Ground)
- Limited support and documentation (It's growing and has good starter videos)
- Doesn't support older version of OpenGL (Give it a few more years and it won't matter anyways)
- Needs more announcements on whats going on with the development of the engine.
- No Mobile Support (I'm sure in time)

Like any engine starting out I'm sure it will have it's ups and downs. Some of you are asking, is this worth it? Well that depends on what you want to do with the engine. They give you a blank slate to work with and you start building. You can build any type of game you want but it will require some effort to do so.

Q: Can I sell the game I make?
A: That is a big Yes

Q: Is it fun to play around with even if I have never built a game before?
A: I'd say yes

Q: Can I build any game I want?
A: Sure

Q: This or Unity or Another Engine?
A: Well I'm sure some of the other engine has more features but they do come with a price and not royalty free. If you want to be cheap then this is a good engine. New features are being added every few months.

Q: Can you model inside the engine?
A: We it's not a modeling tool but you can place primitive shapes and texture them. (like a wall or floor)

Q: Do I have to code?
A: Well yes, if you want to do anything besides walk around then you'll need to know Lua or C++ if you have the upgrade version.

Q: What type of models can I import?
A: FBX file type

Q: Does the engine come with some Assets?
A: A few but you'll need to provide most of the stuff for your game.

Q: Can I run this if my video card doesn't support OpenGL 4.0?
A: No, Check your support OpenGL version with this http://www.ozone3d.net/gpu_caps_viewer/

Q: Does the free version of Visual Studio Express 2013 work with Leadwerks Standard?
A: Yes it does Visual Studio Site

Q: Well I'm using linux so what compiler can I use?
A: Codeblocks http://www.codeblocks.org/

Q: What are accepted file types for the workshop?
A: (As of May 20, 2014)
For any type of asset:
"mat","pfb","phy","tex","mdl","lua","shader","wav","ttf","map","meta"

For add-ons:
"luo","lib","a","so","h","c","cpp","dll","pdb","ini","html","htm"
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105 of 136 people (77%) found this review helpful
20.0 hrs on record
Posted: January 6
As a previous user of Leadwerks 2 I have to say that it was the easiest 3D game engine I came across and the community is awesome. I have long awaited Leadwerks 3.1 and find myself right at home in no time at all!

The ability to make entire games with Lua alone is incredible, I have done this with a 2d engine in the past and scripting with Lua is the way to go in my humble opinion.
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83 of 113 people (73%) found this review helpful
8.6 hrs on record
Posted: January 7
Should have done my due diligence, expected there would at least be a simple water function. There is not, among other things but that's one of the biggies. As the indie edition currently stands, you're not going to be making much of a game that you couldn't make with Unity's free version. Perhaps it's something that's coming, but all the documentation I see says additional features will be charged for. I hope I'm just misunderstanding and impatient.

Edit* Having spoken with Josh, the current release was brought out in time to meet deadline, minus the mentioned items. However they are being worked on to be updated. I've liked everything else about the engine, so I'll wait for the update top see what else I can get into. Until said update, I will be changing my recommend to a yes pending further review. And my thanks to Josh for a quick reply to my concerns (that gets an "A")
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75 of 103 people (73%) found this review helpful
20.7 hrs on record
Posted: January 25
Leadwerks advertising caught me at the right time, I was seeking an alternative to Unity that included features that shouldn't be excluded in this day and age, and I wasn't about to pay $1500 for the them.

As an individual hobbyist, the price was right, the advert promised to turn players into to gamers! And I have absolutely no doubt it could... that is if you've created games in LUA before. This is definitely not an engine for beginners, it's an advanced engine for individuals who are well versed in LUA game development.
The severe lack of progressive tutorials for new users is unacceptable and even though the community maybe helpful most times, they expect you as a newcomer to know exactly what they're speaking of... And even though most are right when they state you should learn LUA, the implementation of the language isn't 1:1 with Leadwerks, which led me to frustration and confusion. As an artist first, the lack of LUA/Leadwerks tutorials working together becomes very very demotivating to someone such as myself.

Aside from that, the features aren't there yet (for example an integrated HUD creator) and if you're not making another FPS then you may become quickly frustrated as I have.

At this point, I don't have buyers remorse, but I am really upset at myself because I was unfortunately swept away by the advertising which led me to not doing full due diligence as I usually do on any product I buy.

I will hold onto the engine as I really have hopes for it maturing, but at this point it's off my list until the next update and some time has passed to allow for documentation to be created.
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23 of 31 people (74%) found this review helpful
1.2 hrs on record
Posted: March 30
First off I write this review as a newbie "game designer" with zero knowledge really of how this sort of thing works.

This engine is by far the easiest I have picked up since the Serious SDK (Used in Serious Sam). Many engines are designed for the versed with little guidance. This one however is built it seems for whomever wishes to pick it up and give it a shot. True it is not an easy thing to do its not like it will turn you into a game developer in minutes. Which is after minutes I write this review. But in 15 minutes of looking I already found out how to make a terrain, paint it, put a character on the ground and also a pipe which I walked through and as simply as I did that I then went on to figure out collision meshes.

It seems there is also a lot of material on Youtube and an active community at the website.

Other pros include the commercial non-royalty licence you get with this which means once your game is finished you can package it and sell it with up to 100% of profits coming your way. Certainly worth considering as a foot in the door to the indie game market or as an educational tool to learn how to start with game design. And a relative snap at $99.99 although for C++ support you will need $200 (this addition is an upcoming DLC on Steam but purchasable on the website already). As a person with limited to no knowledge of programming LUA will do for now.
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16 of 21 people (76%) found this review helpful
2.4 hrs on record
Posted: January 16
Leadwerks is what it says on the box, it's a software development kit like Source SDK or UDK. You create a game completely from scratch (without the need of modelers and coders, the code and models are supplied to you already but that doesn't mean you can't code or create your own models.)

This "Software Development Kit" is very simple to use (It is VERY similar to Source SDK so it's quite easy to use if you know your way around Source SDK) and only takes a few hours to get the hang of the basics, creating blocks & texturing them is a breeze, adding spawn points, light environments, lights, models placement etc.

I'd certainly recommend picking this up if you're a beginner at creating games or wanting to learn how to create your own game without all the hardships of C++ or modeling.

I'm sure there is better SDK's out there (such as Source SDK) for creating games however this is for creating your own licensed games not Valve Licensed games.

Would i recommend this? Hell yes i would if you're creative and have spare time on your hands during your bored periods.

In all honesty i've only played with this a little while, so i don't know much about it but there is tones of tutorials & help on the in-app help page so you're not going in blind. (This "Software Development Kit" is very well thought out and very well created.)

I'd easily rate this a 9/10 for simplicity & user friendliness for new developers or for old developers looking to make unique games.
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18 of 26 people (69%) found this review helpful
39.7 hrs on record
Posted: May 30
It's almost ready for creating some cool games :) It needs a little work (which it is recieving as I am writting this review) but already you can do some cool stuff. Unlike some of it's competitiors it doesn't require royalties to be payed. The only thing you pay for is the software (and optionally the c++ support too). I recommend this to developers, especially when it is finished :D
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13 of 19 people (68%) found this review helpful
136.1 hrs on record
Posted: February 8
This piece of software has been really great so far, though it may not quite be for complete beginners to game programming.

Pros:
-Good level editor
-Automatic normal map generation
-Lua
-Flowgraph editor (good for scripted events & ect)
-Relatively easy asset importing
-Cheap(ish)

Cons:
-Can be glitchy at times
-Shadows are laggy
-Character controllers have a fixed size
-Can't export for mac or linux (I don't know, maybe you can with the $200 version)
-Some of the error messages aren't that helpful
-Model animation is weird to import, and isn't that obvious to do.

I'd definetly recommend this to a starting indie game developer, especially since it's not $1500 *cough*Unity*cough*
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13 of 19 people (68%) found this review helpful
9.8 hrs on record
Posted: January 10
WOW, I knew nothing about game development/Programming and after a couple of hours playing and watching a few of the tutorials i Have a good understanding and able to put a basic level together and roam around.
Highly Recommended! (if your willing to put the effort in)C++/Lua)
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15 of 23 people (65%) found this review helpful
101.0 hrs on record
Posted: January 23
great and easy for beginner to advanced v4 programmer like myself to use.the layout is user friendly, great instructions on teaching you how to get started,as long as you know some programming.I had to get this also for some friends of mine.Love all the options you have a freedom with this engine. looking forward to making some games and adding to greenlight.well now i have to get back to the drawing board and make a game.feel free to see all this offers and more in the section below.To see more scripts /models, tools and more goto their site>http://www.leadwerks.com/werkspace/files?showbanner=0

what you can do:"Features List"

Graphics
OpenGL 4.0 deferred renderer with uniform lighting model supports any number of lights, all casting soft dynamic shadows.
Up to 32x hardware MSAA makes rendered images incredibly sharp and detailed.
Full support for vertex, fragment, geometry, and tessellation shaders.
Dynamic megatexture terrain provides fast rendering of terrains with many layers.
Hierarchical hardware occlusion queries provides fast visibility testing.
Hardware tessellation for dynamic real surface displacement on the GPU.
Normal mapping with specular and cubemap reflections.
Instanced rendering allows fast drawing of large volumes of objects.
Hardware skinning provides fast skinned animation.
Deferred transparency with multiple overlapping layers of shading.
Real-time mesh modification.
Trilinear and up to 16x anisotropic filtering.
Blend and transition animation sequences.
Extract animation sequences in the editor.

Editor
Automatic asset management reloads models and textures when they are modified from another application.
Drag and drop import of FBX, DDS, BMP, JPG, PNG, TGA, and PSD files.
Visual interface controls every aspect of the art pipeline.
Constructive solid geometry modeling tools.
Brush primitives include box, wedge, cylinder, sphere, arch, tube, and torus.
Automatic UV mapping.
Brush smooth groups.
Built-in lightmapper with light vector maps.
Built-in shader editor with instant visualization and error display.
Launch your game and debug the Lua virtual machine, for both Lua and C++ games.
Native user interface on each supported platform.

Programming
API design with an object-oriented command set lets you code any game.
Project manager automatically generates project files for Visual Studio, Xcode, and Eclipse.*
Code once, run anywhere.*
C++ and Lua work together in one application.*

Script
Built-in script editor with debugger, code stepping, and syntax highlighting.
Visual flowgraph lets you connect objects to control game interactions.
Direct programming gives you control over your game's loop and program structure.
Entity scripts provide a per-object hook interface.
Script variables are exposed in the editor interface and reloaded in real-time.
Console executes script commands in real-time.

AI
Dynamic navmesh pathfinding. Navigation paths automatically recalculate when the scene changes.
Navigation areas are displayed in the editor in real-time as you build your game level.
Character controller movement seamlessly integrated with physics and pathfinding systems.
Set entities to automatically chase another object.
Particles
Real-time particle editor with instant visualization.
Emission volumes include box, sphere, cylinder, tube, and cone.
Adjustable curve graph for alpha and scale.
Particle animation sheets with adjustable frame counts and layout.
Velocity-based rotation for directional particles like sparks.

Physics
Fast and accurate rigid body physics.
Constraints including hinge, ball, and sliding joints.
Automatic physics shape calculation.
Generate physics shapes in the editor from models or brushes.
Swept collision.
Raycasting with lines or spheres.
Sound
3D sound spatialization.
Emit a sound from any entity.
Automatic channel management frees up unneeded channels.
Skip to any time in sound.

what you can do : "Features List^"
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10 of 14 people (71%) found this review helpful
10.4 hrs on record
Posted: January 12
Been wanting to make a game for years now i have had unity game maker and other programs but this has to be one of the best i have used and its so easy all the other engines i have used you cant use LUA witch was the only code i new but you can with this i recommend this and will be making my first game with it and more
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8 of 11 people (73%) found this review helpful
133.0 hrs on record
Posted: February 3
I have used many engines... from the toy-like FPSCreator to Torque3D, and I have to say that this engine is one of the easiest/most fun/non-limiting I've used.

It has built-in editors (everything but a modeler, which are free); a standed scripting language (Lua... a language you can take with you), a great community, and awesome tutorials.

I made my first prototype in 2 hours... with a custom floor plan, working doors, lights attached to switches, and things to shoot at. :)

Great for beginners and advanced users (if you're really advanced, I suggest going to the leadwerks site and getting the source code(C++), or just getting their $199 version which includes it).
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