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Leadwerks engine 2 #205488
05/06/08 20:00
05/06/08 20:00
Joined: Jan 2007
Posts: 230
london uk/ paris
S
sueds Offline OP
Member
sueds  Offline OP
Member
S

Joined: Jan 2007
Posts: 230
london uk/ paris
hello,

Just want to show an incomming engine which seems nice. I've try the first one wasn't bad but nothing exceptional, but this one seems pretty interesting.

http://leadwerks.com/


cheers

Re: Leadwerks engine 2 [Re: sueds] #205496
05/06/08 20:15
05/06/08 20:15
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline

Senior Expert
Orange Brat  Offline

Senior Expert
O

Joined: Aug 2000
Posts: 7,490
I used to experiment with their early demos when Leadwerks was still just putting out 3DWS. Nice to see he's still at it. Assuming everything is still the same, it's a one man show.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: Leadwerks engine 2 [Re: Orange Brat] #205542
05/07/08 06:53
05/07/08 06:53
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
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Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
The new version looks good. The documentation is still not much but it gives enough info for getting started.

The rendering features are great and the preview video is promising.


Models, Textures and Games from Dexsoft
Re: Leadwerks engine 2 [Re: Machinery_Frank] #205544
05/07/08 07:52
05/07/08 07:52
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
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ello  Offline
Senior Expert

Joined: Oct 2002
Posts: 8,939
planet.earth
yes, it looks like 3dgs should look.. damn c++ i dont know nough of it

Re: Leadwerks engine 2 [Re: ello] #205558
05/07/08 10:28
05/07/08 10:28
Joined: Jan 2007
Posts: 230
london uk/ paris
S
sueds Offline OP
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sueds  Offline OP
Member
S

Joined: Jan 2007
Posts: 230
london uk/ paris
it's seems you can use it with c# but I don't know how.

Re: Leadwerks engine 2 [Re: sueds] #205572
05/07/08 11:37
05/07/08 11:37
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
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ello  Offline
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Joined: Oct 2002
Posts: 8,939
planet.earth
i guess or believe you could even use it with lite-c ??

Re: Leadwerks engine 2 [Re: ello] #205702
05/08/08 03:39
05/08/08 03:39
Joined: Sep 2001
Posts: 120
Chicago, IL
Marcus729 Offline
Member
Marcus729  Offline
Member

Joined: Sep 2001
Posts: 120
Chicago, IL
Theoritically you can use with any language that can handle a DLL.

I have used it with C#. One of the forum members created a .Net wrapper class for the DLL and its members.

I have not really done much other than run the demos. I am putting together a few art assets to play around with it.

If anyone is interested I will report back once I have something to show.

Marcus

Re: Leadwerks engine 2 [Re: Marcus729] #205709
05/08/08 05:34
05/08/08 05:34
Joined: Oct 2003
Posts: 827
22�21'24"N 114�07'30"E
Frederick_Lim Offline
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Frederick_Lim  Offline
User

Joined: Oct 2003
Posts: 827
22�21'24"N 114�07'30"E
 Quote:
Unified per-pixel lighting system with dynamic soft shadows; Every object casts and receives shadows.


I am not engine expert, what is the meaning of that? Is A7 has this feature?

Re: Leadwerks engine 2 [Re: Frederick_Lim] #205715
05/08/08 07:13
05/08/08 07:13
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
Senior Expert
Machinery_Frank  Offline
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
 Quote:
I am not engine expert, what is the meaning of that? Is A7 has this feature?


Unified per-pixel lighting with everything casting and receiving shadows is something like the heaven for level designers. It is simple to use, no pre-compiling, only placing objects, placing lights and seeing the results instantly.

"everything casting and receiving shadows" is great in combination with "unified". So even the level geometry (maybe a pillar) could cast a shadow to your moving character while the character also casts shadows to the pillar.
But level geometry still has the advantages like scene-management and fast collision detection while looking as great as a model-based scene.

"Unified" can describe different meanings. In terms of GarageGames or A7 it can mean that everything reacts the same in terms of materials, shaders, lights and shadows, no matter if you use models, level geometry (even foliage could react very similar).
The Leadwerks engine reads the levels from their own level editor - a bsp brush based editor. So they allow the same lighting on models and level geometry. This is not the case with Torque or A7. So they indeed have a more advanced technology in terms of useablility.

Per-pixel simply means that lighting does not work per vertex / polygon. It calculates the bright and darker spots on the model for every pixel and thus results in more realistic and better looking lighting scenarios.
This is possible in many engines via shaders. But the latest ones use this method even for default lighting, especially if the render kernel is shader based.
A7, TGE and other older tools use per-vertex lighting as default (if you do not add a shader material to a model).

The disadvantage of per-vertex lighting is: You sometimes see single polygons on the model and light distributes bad on lowpoly models. That is one of the reasons why there is a function in the level compiler of Gamestudio to subdivide the level geometry. It is to allow better light distribition.


Models, Textures and Games from Dexsoft
Re: Leadwerks engine 2 [Re: Machinery_Frank] #205741
05/08/08 12:49
05/08/08 12:49
Joined: Oct 2003
Posts: 827
22�21'24"N 114�07'30"E
Frederick_Lim Offline
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Frederick_Lim  Offline
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Joined: Oct 2003
Posts: 827
22�21'24"N 114�07'30"E
Is that mean no static light map and everything is real-time? I can't access Leadwerks web site.

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