Leadwerks Game Engine - Leadwerks Software
A new update for Leadwerks Game Engine 4.6 is available on the default branch. This fixes a physics bug that would cause boxes to float into the air after the player stepped on them.
Leadwerks Game Engine - Leadwerks Software
Leadwerks Game Engine 4.6 is now available on Steam! This free update adds Steam peer-to-peer networking, lobbies, voice chat, and more. A new multiplayer game template makes it easy to get started with your own multiplayer games, adding new depth and interactivity to the fun.



We've also added over 100 bug fixes, making this the most stable release ever to build your game on!

This update also introduces Leadwerks Marketplace, your easy-to-use shop for 3D models, textures, and other game assets. Register a Leadwerks account and download the Mercenary Action Figure for free this week.

Other changes:
  • New parameters for better control over physics springs.
  • World::Update() now has an optional parameter for number of sub-steps, can be used for improved physics precision.
  • Model editor view range is calculated from model extents, so if you load a model that is huge it won't be invisible.
  • Model editor displays number of limbs as well as vertices and triangles.
  • Settings file is now saved any time changes are made in the options editor.
  • Menu item added for Leadwerks Marketplace.
  • Menu item added for Discord chat.
  • Linux version of engine now built on Ubuntu 18.04.
Leadwerks Game Engine - Leadwerks Software


Leadwerks 3.0 was released during GDC 2013. I gave a talk on graphics optimization and also had a booth at the expo. Something else significant happened that week.  After the expo closed I walked over to the Oculus booth and they let me try out the first Rift prototype.

This was a pivotal time both for us and for the entire game industry. Mobile was on the downswing but there were new technologies emerging that I wanted to take advantage of. Our Kickstarter campaign for Linux support was very successful, reaching over 200% of its goal. This coincided with a successful Greenlight campaign to bring Leadwerks Game Engine to Steam in the newly-launched software section. The following month Valve announced the development of SteamOS, a Linux-based operating system for the Steam Machine game consoles. Because of our work in Linux and our placement in Steam, I was fortunate enough to be in close contact with much of the staff at Valve Software.

The Early Days of VR
It was during one of my visits to Valve HQ that I was able to try out a prototype of the technology that would go on to become the HTC Vive. In September of 2014 I bought an Oculus Rift DK2 and first started working with VR in Leadwerks. So VR has been something I have worked on in the background for a long time, but I was looking for the right opportunity to really put it to work. In 2016 I felt it was time for a technology refresh, so I wrote a blog about the general direction I wanted to take Leadwerks in. A lot of it centered around VR and performance. I didn't really know exactly how things would work out, but I knew I wanted to do a lot of work with VR.

A month later I received a message on this forum inquiring about use of Leadwerks Game Engine for virtual reality applications for NASA projects. Now, Leadwerks Software has a long history of use in the defense and simulation industries, with orders for software from Northrop Grumman, Lockheed Martin, the British Royal Navy, and probably some others I don't know about. So NASA making an inquiry about software isn't too strange. What was strange was that they were very interested in meeting in person.

Trip to Goddard Space Center
I took my first trip to Goddard Space Center in January 2017 where I got a tour of the facility. I saw robots, giant satellites, rockets, and some crazy laser rooms that looked like a Half-Life level. It was my eleven year old self's dream come true. I was also shown some of the virtual reality work they are using Leadwerks Game Engine for. Basically, they were taking high-poly engineering models from CAD software and putting them into a real-time visualization in VR. There are some good reasons for this. VR gives you a stereoscopic view of objects that is far superior to a flat 2D screen. This makes a huge difference when you are viewing complex mechanical objects and planning robotic movements. You just can't see things on a flat screen the same way you can see them in VR. It's like the difference between looking at a photograph of an object versus holding it in your hands.



CAD models are procedural, meaning they have a precise mathematical formula that describes their shape. In order to render them in real-time, they have to be converted to polygonal models, but these objects can be tens of millions of polygons, with details down to threading on individual screws, and they were trying to view them in VR at 90 frames per second! Now with virtual reality, if there is a discrepancy between what your visual system and your vestibular system perceives, you will get sick to your stomach. That's why it's critical to maintain a steady 90 Hz frame rate. The engineers at NASA told me they first tried to use Unity3D but it was too slow, which is why they came to me. Leadwerks was giving them better performance, but it still was not fast enough for what they wanted to do next. I thought "these guys are crazy, it cannot be done".

Then I remembered something else people said could never be done.



So I started to think "if it were possible, how would I do it?" They had also expressed interest in an inverse kinematics simulation, so I put together this robotic arm control demo in a few days, just to show what could be easily be done with our physics system.
https://www.youtube.com/watch?v=K4gZpiXquzM https://www.youtube.com/watch?v=RMLApThAcpo
With the extreme performance demands of VR and my experience writing optimized rendering systems, I saw an opportunity to focus our development on something people can't live without: speed. I started building a new renderer designed specifically around the way modern PC hardware works. At first I expected to see performance increases of 2-3x. Instead what we are seeing are 10-40x performance increases under heavy loads. During this time I stayed in contact with people at NASA and kept them up to date on the capabilities of the new technology.

At this point there was still nothing concrete to show for my efforts. NASA purchased some licenses for the Enterprise edition of Leadwerks Game Engine, but the demos I made were free of charge and I was paying my own travel expenses. The cost of plane tickets and hotels adds up quickly, and there was no guarantee any of this would work out. I did not want to talk about what I was doing on this site because it would be embarrassing if I made a lot of big plans and nothing came of it. But I saw a need for the technology I created and I figured something would work out, so I kept working away at it.

Call to Duty
Today I am pleased to announce I have signed a contract to put our virtual reality expertise to work for NASA. As we speak, I am preparing to travel to Washington D.C. to begin the project. In the future I plan to provide services for aerospace, defense, manufacturing, and serious games, using our new technology to deliver VR simulations with performance and realism beyond anything that has been possible until now.

My software company and relationship with my customers (you) is unaffected. Development of the new engine will continue, with a strong emphasis on hyper-realism and performance. I think this is a direction everyone here will be happy with. I am going to continue to invest in the development of groundbreaking new features that will help in the aerospace and defense industries (now you understand why I have been talking about 64-bit worlds) and I think a great many people will be happy to come along for the ride in this direction.

Leadwerks is still a game company, but our core focus is on enabling and creating hyper-realistic VR simulations. Thank you for your support and all the suggestions and ideas you have provided over the years that have helped me create great software for you. Things are about to get very interesting. I can't wait to see what you all create with Leadwerks Game Engine and future technologies we develop.
Leadwerks Game Engine - Leadwerks Software


Bladequest: The First Chapter [GOLD] is a short, but highly atmospheric first person game experience, Powered by Leadwerks Game Engine and inspired by games like The Elder Scrolls, or the Gothic Series. It is called the “The First Chapter”, because it is one, in a series of games, created to directly test existing game mechanics in field and step by step craft an awesome game from your feedback! Watch the roadmap graphic for more information!

In this adventure you help your brave companion Veronica to find a cure for her brother, who has been struck by a terrible disease. Explore a sinister castle ruin, infested by the undead and face the dark Shadowlord. Dominate your enemies with axe and shield, longsword, or bow, to once and for all send them back to hell! Jump into this exciting Adventure and safe the life of Veronica’s brother. She needs you NOW!

FEATURES WAITING FOR YOU
  • Highly atmospheric game experience
  • Charming Polygon-Look
  • Carefully handcrafted dungeon rooms
  • Full-blown first person combat system
  • Undead infested castle
  • Different weapon types
  • Different color schemes to adjust the appearance of the game to your needs
EXTRA FEATURES IN THE GOLD EDITION
  • 2 unique additional weapons
  • Ultra difficulty setting
  • 2 additional color schemes (“Supernatural” and “Poisoned”)
  • Even more opponents
  • Supports further development
https://store.steampowered.com/app/897700/Bladequest_The_First_Chapter_GOLD/
Jun 15, 2018
Leadwerks Game Engine - Leadwerks Software
Summer is here, and you know what that means! Yes, it is time for another LEGENDARY game tournament. This year the theme is "Retro Gaming". Create a modern take on an arcade game hearkening back to the days of NES, Neo Geo, Sega, or just make anything you want. Either way, you get this totally radical poster as a prize!



How does it work? For one month, the Leadwerks community builds small playable games. Some people work alone and some team up with others. At the end of the month we release our projects to the public and play each other's games. The point is to release something short and sweet with a constrained timeline, which has resulted in many odd and wonderful mini games for the community to play.

WHEN: The tournament begins Thursday, June 21, and ends on July 31st at the stroke of midnight.

HOW TO PARTICIPATE: Publish your retro-or-other-themed game to the Games Showcase 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.

Games must have a preview image, title, and contain some minimal amount of gameplay (there has to be some way to win the game) to be considered entries. It is expected that most entries will be simple, given the time constraints.

This is the perfect time to try making a VR game or finish that idea you've been waiting to make!

PRIZES: All participants will receive a limited-edition 11x17" poster commemorating the event. To receive your prize you need to fill in your name, mailing address, and phone number (for customs) in your account info.

At the end of the tournament we will post a roundup blog featuring your entries. Let's go!
Leadwerks Game Engine - Leadwerks Software
We've added a new website feature called Projects to help teams collaborate on their games. A project can be created with several privacy features so you can use this for public open-source games everyone can participate in, or for your team's secret project.



You can add a forum, blog, and downloads section to your project and use it to host files, carry out discussions, and post updates to your team. The project creator can also moderate the content and has the ability to invite and approve new members.

If you don't have a Leadwerks account, why not sign up for one now? It only takes a moment and you can sign up with your email address, Facebook account, or Steam account.
Leadwerks Game Engine - Leadwerks Software
An update is available on the beta branch on Steam that adds support for multiplayer games with the following features:
  • NAT punch-through with relay server fallback.
  • Connectionless peer-to-peer UDP messages with multiple channels and optional reliable flag.
  • Public server list of available games to play.
  • Voice-over-IP for in-game chat (and taunts!).
The new multiplayer system will open up a new range of game types that can be easily created with Leadwerks Game Engine.

These features are still being tested and are only available in the Windows build right now.
Jan 27, 2018
Leadwerks Game Engine - Leadwerks Software
An update for Leadwerks Game Engine 4.5 has been pushed out on Steam. The following fixes have been made:
  • View projection for Oculus Rift VR headset is fixed.
  • Added VR.AButton, VR.BButton, VR.GripAxis for improved compatibility with Oculus Touch controllers.
  • Fixed terrain collision bug.
  • Added missing Workshop toolbar icons on Linux.
  • Fixed script editor not opening on Linux.
  • Fixed LoadAnimation bug.
  • Fixed missing fall damage on player controller.
This update is available now to all users.
Leadwerks Game Engine - Leadwerks Software
Ladies and gentlemen, come one, come all, to feast your eyes on wondrous sights and behold amazing feats! It's "Cirque des Jeux", the next Leadwerks Game Tournament!



How does it work? For one month, the Leadwerks community builds small playable games. Some people work alone and some team up with others. At the end of the month we release our projects to the public and play each other's games. The point is to release something short and sweet with a constrained timeline, which has resulted in many odd and wonderful mini games for the community to play.

WHEN: The tournament begins Thursday, February 1, and ends on Wednesday, February 28th at the stroke of midnight.

HOW TO PARTICIPATE: Publish your Circus-or-other-themed game to the Games Showcase 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.

Games must have a preview image, title, and contain some minimal amount of gameplay (there has to be some way to win the game) to be considered entries. It is expected that most entries will be simple, given the time constraints.

This is the perfect time to try making a VR game or finish that idea you've been waiting to make!

PRIZES: All participants will receive a limited-edition 11x17" poster commemorating the event. To receive your prize you need to fill in your name, mailing address, and phone number (for customs) in your Leadwerks account info.

At the beginning of March we will post a roundup blog featuring your entries. Let the show begin!
Leadwerks Game Engine - Leadwerks Software
Today we are pleased to announce the release of Leadwerks Game Engine 4.5. Version 4.5 introduces support for VR headsets including the HTC Vive, Oculus Rift, and all OSVR-based hardware, with support for both room-scale and seated VR experiences. The Leadwerks virtual reality command set is robust yet incredibly simple allowing you to easily convert your existing 3D games into VR titles. To help get you started the source code for our Asteroids3D game has been updated for VR and is now freely available in the Leadwerks Games Showcase.



Leadwerks Game Engine is uniquely well-suited for VR because of its fast performance, ease of use, and the availability of C++ programming for demanding VR games. Several optimizations for VR have been made including combining the rendering of both eyes into a single culling step. The stability and accuracy of Newton Game Dynamics means we can have in-depth physics interactions in VR.

A new VR game template has been added to provide common VR features including teleportation locomotion and the ability to pick up and interact with objects in the environment.

https://www.youtube.com/watch?v=D8n9aINssb4 https://www.youtube.com/watch?v=CpsXbJEgEww
Visual Studio 2017
We've upgraded Leadwerks Professional Edition to build with Visual Studio 2017 so you can access all the latest Visual Studio features. Instructions for upgrading C++ projects from version 4.4 to 4.5 are available here.



Other Improvements
  • Added fog settings in editor and into map file format.
  • New joint scripts and enhancements.
  • Updated to Steamworks 1.41

You can pick up Leadwerks Game Engine at a discount during the Steam Winter Sale.

http://store.steampowered.com/app/251810/Leadwerks_Game_Engine/
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