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Leadwerks
Sellatus 5. Juni 2013 um 5:16 Uhr
Few Questions
Hi,

I have a few questions about this super interesting initiative.

- Will C++ coding be fully available in this Steam Edition?
- Will it be easy to author custom shaders and if so in which language (Cg, HLSL, GLSL)?
- Will the engine feature DX11 level features (particularly compute shaders)?
- How much do you intend to sell it on Steam?

Thanks in advance for your answers and thumbs up for this initiative!

Regards,
JS
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Aggror 5. Juni 2013 um 5:43 Uhr 
- I believe the steam edition is lua only. Not sure though
- You program shaders realtime in the editor. OpenGL and GLSL Right now Shader Model 2 but 4 is supported soon as well.
- Don't know what those are. :)
Zuletzt bearbeitet von Aggror; 5. Juni 2013 um 7:55 Uhr
Leadwerks Software  [Entwickler] 5. Juni 2013 um 7:28 Uhr 
- Will C++ coding be fully available in this Steam Edition?
We're leaning towards doing both the standard version, with C++, and an "indie" version that just focuses on Lua.

- Will it be easy to author custom shaders and if so in which language (Cg, HLSL, GLSL)?
We use GLSL. You have a built-in shader editor. You just press F5 and the shader compiles and shows the result (or catches any errors and goes to the line that caused it).

- Will the engine feature DX11 level features (particularly compute shaders)?
We're working on a high-end renderer with DX-level graphics, but we use a basic renderer as a fallback.
Zuletzt bearbeitet von Leadwerks Software; 5. Juni 2013 um 7:29 Uhr
Sellatus 5. Juni 2013 um 16:16 Uhr 
Thanks for the fast reply! Really interesting. Can't wait to play with it.
Azure Zero 15. Juli 2013 um 9:52 Uhr 
I have a few questions about the Graphical abilities of Leadwerks

1) Does it support Vertex deformation?
2) Does it support Morphing Models?
3) What would be the Poly Limit of Character Models?
4) What File formats does it accept for 3D Models, other than FBX?
5) What is the difference Standard (C++ and Lua) and Indie (Lua Only) other than it's range of languages it accepts?
6) Does it natively support breakable objects (Like the weakened walls in Duke Nukem 3D)?

Aggror 15. Juli 2013 um 11:13 Uhr 
1. With shaders you can. Vertex deformation for CSG brushes is not supported.
2. -
3. I have a main character with 14.000 polies. Which is a lot for 1 person. But it runs fine.
4. At the moment, just fbx
5. -
6. No
Leadwerks Software  [Entwickler] 17. Juli 2013 um 17:39 Uhr 
1) Does it support Vertex deformation?
Yes.

2) Does it support Morphing Models?
It can be done, but requires a bit of work.

3) What would be the Poly Limit of Character Models?
About 65,000.

4) What File formats does it accept for 3D Models, other than FBX?
We rely on FBX for model import. We also added a stretch goal on our Kickstarter campaign for Blender integration:
http://www.kickstarter.com/projects/1937035674/leadwerks-build-linux-games-on-linux

5) What is the difference Standard (C++ and Lua) and Indie (Lua Only) other than it's range of languages it accepts?
None at this time, but we may differentiate the two more in the future. Also, the C++ version is required for mobile publishing.

6) Does it natively support breakable objects (Like the weakened walls in Duke Nukem 3D)?
Our physics system actually have support for real breakable objects...not fake pre-broken pieces. However, it isn't presently exposed in a manner that is easy for the end user. We'll add it in the future at some point.
Azure Zero 17. Juli 2013 um 19:30 Uhr 
Thanks for the info,
I might pick it up.
Azure Zero 17. Juli 2013 um 20:26 Uhr 
So the other possible 3D format you might take in is Blender.
I was hoping fir Max, Maya, XSI, or even some other quick character formats.

Though for quick development Daz Studio as it has a great Character System.
Though Poser would not be a bad second choice.
Zuletzt bearbeitet von Azure Zero; 17. Juli 2013 um 20:39 Uhr
Ares 18. Juli 2013 um 16:14 Uhr 
good
Azure Zero 22. Juli 2013 um 14:30 Uhr 
Another few questions if I may;
what are the limits of the Trial version?
As I would like to support the Kickstarter, but would like to learn it, start a project and work on it for a good couple of months with a full version until it releases.

What would you recommend as reading material for Leadwerks?
Leadwerks Software  [Entwickler] 7. Aug. 2013 um 22:53 Uhr 
The trial version will time out after 30 days. It also has features missing in the current version, and the coming version 3.1.
Azure Zero 13. Aug. 2013 um 8:05 Uhr 
Question:
Can Leadworks build multiplayer games, as the games shown in the video all look single player.
Leadwerks Software  [Entwickler] 23. Aug. 2013 um 18:54 Uhr 
A lot of our users use the RakNet networking library with Leadwerks. We are adding built-in networking to make multiplayer games as easy as possible to build, but it won't be in the initial release.
Azure Zero 26. Aug. 2013 um 8:06 Uhr 
That's good to hear, and does not hinder my planned games.

Question:
What's going to be the difference between the 32-bit and 64-bit builds?
Like a Difference in polycount for characters?


Leadwerks Software  [Entwickler] 1. Sep. 2013 um 19:41 Uhr 
Really all it does is give you access to more memory. Not a huge difference.
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