Leadwerks Engine Released

Miscellaneous Forums/Blitz Showcase/Leadwerks Engine Released

Naughty Alien, it would be possible to create a terrain and place static meshes in the scene, to build an outdoors world. If you want lightmapped interior scenes, you'll need to use 3D World Studio, since it uses correct BSP geometry. It may be possible in the future to load .map files output from Hammer or something, but that would probably violate their EULA.

The build world time is the first issue I will be addressing. Hopefully, there is some oversight I made, and it can be sped up without changing anything. Otherwise, it will either require an intermediate compiled format, or it will require you to build your brushes already split up along portalzones...right now it automatically slices the level up into portalzones.

The comments on the texture mapping are pretty funny, since every engine uses tiling textures. I was actually thinking about doing something like Half-Life 1's 4-version textures, where the texture contains 4 slightly different versions. The shader would then randomly choose which version to draw, varying the texture across the face of an object.

Regarding shaders, support for GLSL shaders is in, if someone familiar with the language wanted to write one. I'm talking to a few people right now, and am adding another programmer to the team to just handle shaders. The default shader wasn't quite ready to release, so I just included the functionality, and will let the shader programmer add to it in the coming weeks.