New version 4.1 - Leadwerks is the easiest way to make 3D games. Learn everything you need with our comprehensive tutorials. Build games with the world's most intuitive game development system. Publish to Steam Workshop or as a standalone and show your game off to the world.
User reviews:
Recent:
Very Positive (20 reviews) - 80% of the 20 user reviews in the last 30 days are positive.
Overall:
Mostly Positive (200 reviews) - 75% of the 200 user reviews for this software are positive.
Release Date: Jan 6, 2014

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July 18

Leadwerks Summer Games 2016



Now that you've had time to get acquainted with Leadwerks, it's time for the Summer 2016 Game Tournament.

When
The tournament will start Monday, July 25, and end Sunday, August 21th at 11:59 P.M. (Pacific Standard Time).

How to Participate
Publish your summer-or-other-themed game to Steam Workshop or upload it to the games database before the deadline. You can work as a team or individually. Use blogs to share your work and get feedback as you build your game. If you need models for your game, we've got a bunch of free content in Leadwerks Workshop for you to use.
http://steamcommunity.com/sharedfiles/filedetails/?id=464751401
Games must have a preview image, title, and contain some minimal amount of gameplay to be considered entries. It is expected that most entries will be simple, given the time constraints.

Prizes
Rather than a competition, this tournamant is a "co-opetition". Everyone who participates gets a prize!

If this is your first game tournament entry, you will receive a cool Leadwerks sticker in the mail.



If this is your second game tournament entry, you'll receive a collection of three limited-edition professionally printed postcards featuring beautiful Leadwerks screenshots. Send them to a friend or put them on the wall.



If this is your third game tournament entry, you'll receive a rockin' Leadwerks T-shirt in the mail. Wear it to show how cool you really are.



If this is your fourth game tournament entry, you'll receive the new Leadwerks hoodie! This gorgeous garment makes you look like a Silicon Valley startup geek. This light jacket is perfect for air-conditioned spaces that are just slightly chilly.



If this is your fifth game tournament entry, you will receive a Steam Controller. The Steam Controller lets you play your entire collection of Steam games on your TV—even the ones designed without controller support in mind.



Bonus Prize
All participants will receive an 11" x 17" printed poster for the Summer Games 2016 Tournament! This limited-run item will be printed only once, only for this event. This is your only chance to get this poster, ever.



Make games and have fun!

2 comments Read more

June 23

Leadwerks Game "Rogue System" now available on Steam Early Access

Rogue System is now available on Steam. Get it in Early Access and help guide development of this hyper-detailed space flight simulator.

Built with Leadwerks Game Engine, Rogue System's goal is to depict the possibilities of space exploration and combat within a realistic environment--choosing not to ignore the "science" in science-fiction. Key features do/will include proper orbital mechanics for all objects in space; detailed ship system control, functionality, inter-dependency and damage reaction; and the ability to move freely from one ship to another, EVA, and effect repairs while in flight.

http://store.steampowered.com/app/366000/





1 comments Read more

About This Software

Leadwerks is the easiest way to make 3D games. Learn everything you need with our comprehensve tutorials. Build games with the world's most intuitive game development system. Publish to Steam Workshop and show your game off to the world with Leadwerks Game Launcher (now available in early access).

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.

New Global Illumination and Volumetric Effects
Leadwerks Game Engine 4.1 introduces environment probes for global illumination and reflections, along with volumetric lighting effects, all in an easy-to-control and intuitive interface. This makes it easier than ever to create games with amazing graphics.

New Vegetation Painting System
Leadwerks Game Engine 4 introduces a one-of-a-kind vegetation system for handling massive amounts of foliage. Instead of storing each instance in memory, our new system uses a distribution algorithm to dynamically calculate all relevant instances each frame for rendering and physics. This allows enormous densely packed scenes with minimal overhead. The results are blazingly fast, efficient, and easy to use. In fact, our new system is so advanced it's featured in the book Game Engine Gems 3.

Advanced Graphics
Leadwerks makes AAA graphics achievable 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. (Please note that C++ programming support requires the Standard Edition DLC.)

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.

Free Self-Publishing to Steam Workshop
Leadwerks Game Launcher is a new way to distribute games. You can publish your Lua-based games from Leadwerks Editor, then send a link to your friends to play without installers, plugins, or zip files. Use this to get your game in front of players and build a following. Games can be played on the desktop with a PC or in the living room with a Steam Machine. (Does not support Workshop publishing of C++ games.)

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.
  • 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, 8.1, or 10
    • Processor: 2.0 ghz dual core
    • Memory: 2 GB RAM
    • Graphics: Nvidia, AMD, or Intel OpenGL 4.0 / DirectX 11 graphics.
    • DirectX: Version 11
    • Storage: 2 GB available space
    • Additional Notes: 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 OpenGL 4.0 graphics card with proprietary drivers
    • Storage: 2 GB available space
    • Additional Notes: Intel graphics drivers do not presently support OpenGL 4.0 on Linux. Non-English characters including Cyrillic in the user path are not supported.
    Recommended:
    • Graphics: Nvidia graphics card is recommended on Linux.
Customer reviews
Customer Review system updated! Learn more
Recent:
Very Positive (20 reviews)
Overall:
Mostly Positive (200 reviews)
Recently Posted
Thor-Games
( 6.5 hrs on record )
Posted: July 22
Excellent gaming engine for me and my games!
Helpful? Yes No Funny
mike_mihai89
( 41.7 hrs on record )
Posted: July 13
PROS:

Highly recommend for beginners, or anybody that has zero experience with game engines and zero experience with coding.

This is main reason why, A TON of tutorials.
http://www.leadwerks.com/werkspace/page/tutorials

You do not need more than a basic laptop to run Leadwerks. I use an A6-4400 2.7Ghz APU with amd integrated graphics.
I imagine a beefier PC will be needed later on as you start to create better and better quality content.

Follow and add program to wishlist, it goes on sale for about $20 occasionally.

(this is both pro and con, but mostly a pro) - Uses LUA scripting which is a dynamic (like english and much easier than C++ tho a bit more limited)

CONS:

I feel like the tutorials are not constantly updated, however the Leadwerks Editor is, Most of the tutorials are word for word accurate, however sometimes they are a bit off. It can be confusing unless you take a moment and try to think what it's trying to say and realise there is a typo or a mistake somewhere.

Minor con, this is not cryengine, or frostbite, or unreal, etc. Meaning that it can not do all the cool things you see in newer videogames, the effects are limited, but that is ok. I didn't buy leadwerks to make the next biggest triple A title. The upside is that it is easier to work with Leadwerks than it is to work with the more complicated and advanced game engines.

I use win10 on my weaksauce laptop and while everything works fine, there is one thing that really bothers me.
I can not simply drag/drop (like in the instructions) when it comes to importing textures from any file and into the editor.

The only way to do it (and it's not hard, just annoying) is that I have to (as an example) go into editor "assets" tab, and got to "materials" or "models" depending what I am importing and then Right click, select open folder, then copy/paste new materials or models in this folder.

This is the ONLY way it works for me. In the tutorials they say just drag/drop and it will automatically do it all for you in the highlighted folder. Well nope that doesn't work. It might be to do with the operating system as they claim for linux it does not work either.

I really can't think of any more pros and cons, but when I do I'll update.

P.S. if you want to use the steam workshop use the one that is built into the editor, not the one off the steam app. Why? Because it's an integrated function that works seamlessly. Also you have to go back to the workshop inside the editor and install meterials or models each time you create a new project. So just cuz you downloaded them and installed them once, doesn't mean jack if you started a new project you have to repeat the process. A new project is essentially a new game meaning you have to rebuild your textures and models library as usually no 2 games are alike.
Helpful? Yes No Funny
boagrius52
( 0.3 hrs on record )
Posted: July 11
Very disappointing...
Helpful? Yes No Funny
Jen
( 54.0 hrs on record )
Posted: July 9
I am a developer with extensive experience in game development and design. I have tried many engines in the past including Ogre, Irrlicht, NeoAxis, Torque, Blitz, Skyline, Urho3D, AtomicGameEngine, Unity, Unreal, and more.

Leadwerks is by far the best option for Indie Developers. So far my experience with this software has been nothing but AWESOME. Leadwerks offers more freedom and flexibility on the utilities available in the program compared to competitor products. From the level editor itself to the core engine Leadwerks offers its users control to make sure the users can create what they want to create using the product.

The list of features for this product are comparable to other alternatives out there and are up-to-date by today's standards.

You can also use LUA or C++ to create your games (C++ is available in Standard Edition).

A long list of tutorials and a detailed documentation are available for users.

There are no royalty fees (very important), or subscription contracts (also very important), the product can be bought for a one time affordable fee (so much cheaper than Unity).

The developers are very reliable that is judging by the fact that this software was released in 2008 and it still is being constantly developed and updated today.

On top of that, there's a very helpful, friendly, active, and passionate community!
Helpful? Yes No Funny
QuickNinjaCat
( 0.2 hrs on record )
Posted: July 7
Good thing I got this on sale, so at least I didn't blow $100 out of my pocket on this garbage. Since I was used to Hammer editor for the Source engine, I recall there being a claim somewhere in one of the official videos for this that said "If you're used to the Hammer editor, you'll feel right at home with Leadwerks," which, at first was a selling point for me, and when it was on sale for $20, I was excited to get into this program. Once I opened it up, I was expecting to be able to do at least something with my prior knowledge. Nope. This program took everything I knew how to do and threw it out the window.. I was expecting similar controls to Hammer, but I couldn't move the 2D or 3D views at all. Do not buy this unless you are completely new or you aren't a creature of habit.

I got a refund the day after I purchased.
Helpful? Yes No Funny
 
A developer has responded on Jul 7 @ 10:27am
(view response)
rogy
( 35.6 hrs on record )
Posted: July 6
Before I bought Leadwerks I've tried almost all "free" game engines out there: unreal, lumberyard, cryengine... All of them very powerful but in my case very confusing to use. Of course that's how my brain is working: software that is overfilled with features that I am not using and that I will never use as Indie game developer is just not for me. Simple as that.

To be honest, I bought Leadwerks when it was on sale, price was just too yummy to ignore and I couldn't find too many information about this piece of engine and that's how my exploration started. For now, I am really happy with my purchase...

Let me get this straight. Someone who played less then 20 hours with Leadwerks can't give honest review. This program asks you to be an adventurer, UI is so simple but when you search more deep, (or under the hood if you like) there is hidden the secret of good software engineering. This is the first and the biggest reason I like about Leadwerks.

I understand that today ppl like node based logic approach in game programming, but you know what: code is code. I learn that from Game Maker Studio (oh, I forgot to mention that I am a 2D game developer): drag and drop is nice I agree, but code is giving you not only deeper control, but training for your brain as well, how game logic needs to be set (there is Flowgraph option though that can help you visually to set code logic in your game) Lua is the main scripting language in Leadwerks and therefore it's easy to learn it if you don't have any prior knowledge in programming (like me). C++, C#, yes they are all superb but again: I don't need something that powerful but confusing to use.. (professional edition gives you option to code in C++ but I don't find my self that professional)


Before I clicked "Add to Cart" button I was worried about 2 things. 1. Learning materials and, of course, 2. what games can I make in Leadwerks?

Let me start with the second question. All sorts of games! What I really don't like is Leadwerks marketing. It's very misleading and it's somehow pushing towards FPS games and I think that's wrong. To be honest, in Leadwerks you can't make AAA looking FPS like you are seeing today. Don't expect some crazy things from Leadwerks although 4.1 brings some really cool post fx. Some things are also too complicated to make compared to the other engines because some features are missing; such as sequencer for ingame cut-scenes, ragdoll physics, Substance material support and lists goes on. The most that you can expect from Leadwekrs FPS is quality from Doom III era. Not so wow for today's standard, but hey, at least it lets you making them in easy manner. FBX support on the other hand is superb! I didn't have a single problem in importing FBX, even from 2D animation packages like Anime Studio Pro and Creature Animation. With all Leadwerks post fx, imported 2D animation look really amazing and you can make them shine with ease!

But, so many (if not all) developers are pushing Leadwerks for FPS and I don't like that. As I said, I am coming from 2D game world, and I am aiming at 2D/2.5D side scroller / platforming games. And YES! This software can help you make them. I was blown away how few lines of code can set all controls for my 2D/2.5D character. But you have to dig to find all that. And that's how we are getting to the first question: Learning material.

Well, you have to understand this thing. Leadwerks site is giving you a decent amount of learning materials to get you started. YouTube still has something left from version 3 that you can apply in latest version. But, before you start complaining how you don't understand what is function, what is variable, table, etc. you have to do this: LEARN LUA! If you don't understand simple LUA syntax you can't move forward. And although you can find LUA crash course on Leadwerks site, trust me, that's not enough. Search for more, if you are beginner like me, you need more learning sources than one. When you learn LUA basics, Leadwerks API reference (from their site) is all you gonna need :) And of course, let's not forget HUUUUGE community. Leadwerks forum is full of experienced users, and it's only matter of minute when your question will be answered (of course this depends on your Time zone, some ppl might ZzzZz while you are still awake, breaking your head trying to solve the burning problem) .


All in all, I am very satisfied how my learning process is going so far, and for now I like most of the features that this software is giving me (for my 2.5D side scrollers). I would like to see even more features in the future (more advanced Visual flowgraph for example, substance shader support, sequencer for cut-scene, etc.), but again that depends from the other users as well. More variety in game genres will make this wonderful piece of software even more flexible and competitive on this growing market.
Helpful? Yes No Funny
 
A developer has responded on Jul 6 @ 8:34pm
(view response)
EmperorConan
( 171.4 hrs on record )
Posted: July 6
easy to use
easy to learn
easy to make games

What else do you need?
Helpful? Yes No Funny
Zotc
( 262.9 hrs on record )
Posted: July 5
So far so good.

I've been attempting to use Unity to create a fairly complex game design for several months now. With Leadwerks, I have been much happier with progress after only a few days of use. The engine is really designed to work with you, and allows for a huge amount of control over exactly how everything works from loading maps to AI. That said, this control is optional -- it's pretty easy to drop a few assets into a scene and get something basic working without much if any code. Then it's all tweaking from there.

Very happy so far. Will update if any issues come up.
Helpful? Yes No Funny
bowden_austin
( 1.5 hrs on record )
Posted: July 5
this is not easy. its just as complicating as any other code based program out there. the videos may look easy going but once you download it and run it you will have no idea what your doing as a beginner. even if on sale dont buy it unless you are 100% sure that you know what your doing...
Helpful? Yes No Funny
merries
( 10.8 hrs on record )
Posted: July 2
Just getting started after being with another game engine for quite some time. I was able to jump right into the editor and start working with the object brushes as is similar to other building programs, the tutorials are well written and the forum is active, so far I have gotten fairly quick answers to my questions. Give this engine a try.
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
15 of 18 people (83%) found this review helpful
1 person found this review funny
Recommended
54.0 hrs on record
Posted: July 9
I am a developer with extensive experience in game development and design. I have tried many engines in the past including Ogre, Irrlicht, NeoAxis, Torque, Blitz, Skyline, Urho3D, AtomicGameEngine, Unity, Unreal, and more.

Leadwerks is by far the best option for Indie Developers. So far my experience with this software has been nothing but AWESOME. Leadwerks offers more freedom and flexibility on the utilities available in the program compared to competitor products. From the level editor itself to the core engine Leadwerks offers its users control to make sure the users can create what they want to create using the product.

The list of features for this product are comparable to other alternatives out there and are up-to-date by today's standards.

You can also use LUA or C++ to create your games (C++ is available in Standard Edition).

A long list of tutorials and a detailed documentation are available for users.

There are no royalty fees (very important), or subscription contracts (also very important), the product can be bought for a one time affordable fee (so much cheaper than Unity).

The developers are very reliable that is judging by the fact that this software was released in 2008 and it still is being constantly developed and updated today.

On top of that, there's a very helpful, friendly, active, and passionate community!
Was this review helpful? Yes No Funny
9 of 11 people (82%) found this review helpful
Recommended
589.5 hrs on record
Posted: June 25
If you're just starting out making games, this is the perfect engine for you, it's simple, easy to understand and you can make some really cool things with it.
Thanks to Leadwerks, I'm living my dream of becoming a game developer, which is something that neither Unity or UE4 were able to do thanks to their incredibly steep learning curve. So if you want something that is easy to grab, this is for you.

Was this review helpful? Yes No Funny
6 of 7 people (86%) found this review helpful
Recommended
53.4 hrs on record
Posted: June 29
Pro:
- Easy command set (few commands = not overwhelmed = easy to learn)
- Great visuals. Lighting and shadows are fantatic and my handmade textured models allways look better than expected.
- The price is honest, when on sale it's an unmissable bargain.
- Good LUA scripting tutorials are provided for beginners.
- Character controller and navmesh navigation is included
- Vehicle physics included and the editor provides automatic physic shapes generation.
- Performance (FPS) is good and scales well.

cons:
- advanced features are not documented (c++, shaders) you must google forums or "search and try" both are very time expensive.
- noone is dedicated to support, Support is mostly community based so quality of answers is random. Developer is alone and too busy so his answers will never exceed one sentence.

advice:
- you need to be a progammer and understand programming logic, but with lua scripting you can do some cut/paste from tutorials and experiment.

personnal:
- Many 3d games make me sick, maybe you also expertienced this ? My brain simply catches something is wrong with the visuals, but I can't see what. Of course this is also true with many games engines I tryed; but not with Leadwerks. I believe it's because the 3D is rendered "like expected" by my mind.

Conclusion:
The engine provides fantatic quality and great ease of use at a bargain price, but you are on your own once you want to do advanced stuff. I still heavily recommand the LUA ONLY (non pro) version of engine. Try the demo, look at the tutorials, and try to see if the tutorials will be enought for your project. Anyway, and indie (alone) developper and a beginner should start with a small project in mind.
Was this review helpful? Yes No Funny
7 of 9 people (78%) found this review helpful
Recommended
35.6 hrs on record
Posted: July 6
Before I bought Leadwerks I've tried almost all "free" game engines out there: unreal, lumberyard, cryengine... All of them very powerful but in my case very confusing to use. Of course that's how my brain is working: software that is overfilled with features that I am not using and that I will never use as Indie game developer is just not for me. Simple as that.

To be honest, I bought Leadwerks when it was on sale, price was just too yummy to ignore and I couldn't find too many information about this piece of engine and that's how my exploration started. For now, I am really happy with my purchase...

Let me get this straight. Someone who played less then 20 hours with Leadwerks can't give honest review. This program asks you to be an adventurer, UI is so simple but when you search more deep, (or under the hood if you like) there is hidden the secret of good software engineering. This is the first and the biggest reason I like about Leadwerks.

I understand that today ppl like node based logic approach in game programming, but you know what: code is code. I learn that from Game Maker Studio (oh, I forgot to mention that I am a 2D game developer): drag and drop is nice I agree, but code is giving you not only deeper control, but training for your brain as well, how game logic needs to be set (there is Flowgraph option though that can help you visually to set code logic in your game) Lua is the main scripting language in Leadwerks and therefore it's easy to learn it if you don't have any prior knowledge in programming (like me). C++, C#, yes they are all superb but again: I don't need something that powerful but confusing to use.. (professional edition gives you option to code in C++ but I don't find my self that professional)


Before I clicked "Add to Cart" button I was worried about 2 things. 1. Learning materials and, of course, 2. what games can I make in Leadwerks?

Let me start with the second question. All sorts of games! What I really don't like is Leadwerks marketing. It's very misleading and it's somehow pushing towards FPS games and I think that's wrong. To be honest, in Leadwerks you can't make AAA looking FPS like you are seeing today. Don't expect some crazy things from Leadwerks although 4.1 brings some really cool post fx. Some things are also too complicated to make compared to the other engines because some features are missing; such as sequencer for ingame cut-scenes, ragdoll physics, Substance material support and lists goes on. The most that you can expect from Leadwekrs FPS is quality from Doom III era. Not so wow for today's standard, but hey, at least it lets you making them in easy manner. FBX support on the other hand is superb! I didn't have a single problem in importing FBX, even from 2D animation packages like Anime Studio Pro and Creature Animation. With all Leadwerks post fx, imported 2D animation look really amazing and you can make them shine with ease!

But, so many (if not all) developers are pushing Leadwerks for FPS and I don't like that. As I said, I am coming from 2D game world, and I am aiming at 2D/2.5D side scroller / platforming games. And YES! This software can help you make them. I was blown away how few lines of code can set all controls for my 2D/2.5D character. But you have to dig to find all that. And that's how we are getting to the first question: Learning material.

Well, you have to understand this thing. Leadwerks site is giving you a decent amount of learning materials to get you started. YouTube still has something left from version 3 that you can apply in latest version. But, before you start complaining how you don't understand what is function, what is variable, table, etc. you have to do this: LEARN LUA! If you don't understand simple LUA syntax you can't move forward. And although you can find LUA crash course on Leadwerks site, trust me, that's not enough. Search for more, if you are beginner like me, you need more learning sources than one. When you learn LUA basics, Leadwerks API reference (from their site) is all you gonna need :) And of course, let's not forget HUUUUGE community. Leadwerks forum is full of experienced users, and it's only matter of minute when your question will be answered (of course this depends on your Time zone, some ppl might ZzzZz while you are still awake, breaking your head trying to solve the burning problem) .


All in all, I am very satisfied how my learning process is going so far, and for now I like most of the features that this software is giving me (for my 2.5D side scrollers). I would like to see even more features in the future (more advanced Visual flowgraph for example, substance shader support, sequencer for cut-scene, etc.), but again that depends from the other users as well. More variety in game genres will make this wonderful piece of software even more flexible and competitive on this growing market.
Was this review helpful? Yes No Funny
 
A developer has responded on Jul 6 @ 8:34pm
(view response)
3 of 3 people (100%) found this review helpful
Recommended
171.4 hrs on record
Posted: July 6
easy to use
easy to learn
easy to make games

What else do you need?
Was this review helpful? Yes No Funny
3 of 4 people (75%) found this review helpful
Recommended
392.9 hrs on record
Posted: June 24
Probably one of the best purchases I have ever made.
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4 of 6 people (67%) found this review helpful
Recommended
561.7 hrs on record
Posted: June 26
I really like this 3D engine, it is the first that worked for me the way I wanted. You can do so much by scripting with Lua, I've yet to find a task I could not complete. I bought professional edition but I've yet to use it because you can do so much with just Lua. 3D modeling isn't something I enjoy but with this engine I can build the majority of my levels with CSG right in the editor. This makes it really easy to set up something really quick to test out an idea. The developer of this software has been pretty active in the (official) forums and is always improving the engine. It's a great community and there are a lot of helpful users.
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1 of 1 people (100%) found this review helpful
Recommended
41.7 hrs on record
Posted: July 13
PROS:

Highly recommend for beginners, or anybody that has zero experience with game engines and zero experience with coding.

This is main reason why, A TON of tutorials.
http://www.leadwerks.com/werkspace/page/tutorials

You do not need more than a basic laptop to run Leadwerks. I use an A6-4400 2.7Ghz APU with amd integrated graphics.
I imagine a beefier PC will be needed later on as you start to create better and better quality content.

Follow and add program to wishlist, it goes on sale for about $20 occasionally.

(this is both pro and con, but mostly a pro) - Uses LUA scripting which is a dynamic (like english and much easier than C++ tho a bit more limited)

CONS:

I feel like the tutorials are not constantly updated, however the Leadwerks Editor is, Most of the tutorials are word for word accurate, however sometimes they are a bit off. It can be confusing unless you take a moment and try to think what it's trying to say and realise there is a typo or a mistake somewhere.

Minor con, this is not cryengine, or frostbite, or unreal, etc. Meaning that it can not do all the cool things you see in newer videogames, the effects are limited, but that is ok. I didn't buy leadwerks to make the next biggest triple A title. The upside is that it is easier to work with Leadwerks than it is to work with the more complicated and advanced game engines.

I use win10 on my weaksauce laptop and while everything works fine, there is one thing that really bothers me.
I can not simply drag/drop (like in the instructions) when it comes to importing textures from any file and into the editor.

The only way to do it (and it's not hard, just annoying) is that I have to (as an example) go into editor "assets" tab, and got to "materials" or "models" depending what I am importing and then Right click, select open folder, then copy/paste new materials or models in this folder.

This is the ONLY way it works for me. In the tutorials they say just drag/drop and it will automatically do it all for you in the highlighted folder. Well nope that doesn't work. It might be to do with the operating system as they claim for linux it does not work either.

I really can't think of any more pros and cons, but when I do I'll update.

P.S. if you want to use the steam workshop use the one that is built into the editor, not the one off the steam app. Why? Because it's an integrated function that works seamlessly. Also you have to go back to the workshop inside the editor and install meterials or models each time you create a new project. So just cuz you downloaded them and installed them once, doesn't mean jack if you started a new project you have to repeat the process. A new project is essentially a new game meaning you have to rebuild your textures and models library as usually no 2 games are alike.
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2 of 3 people (67%) found this review helpful
Recommended
10.8 hrs on record
Posted: July 2
Just getting started after being with another game engine for quite some time. I was able to jump right into the editor and start working with the object brushes as is similar to other building programs, the tutorials are well written and the forum is active, so far I have gotten fairly quick answers to my questions. Give this engine a try.
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2 of 3 people (67%) found this review helpful
1 person found this review funny
Recommended
199.2 hrs on record
Posted: June 24
I should have made this review before way back when I bought this but I was too busy making video games with it ! So here's my little review for this awesome engine ! :

If you want to make a really awesome looking modern video game then I would recommend that you use this engine ! There is awesome support on the forums that can help you create the video game of your dreams ! Also there is literally tons of assets that are for free that come with this through the workshop that you can use in a commercial game that you make with this engine ! If and when you need help with making your game with this then the forums will help you out.

A personal Thank You to the maker of this engine for making this awesome game engine available for us !
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