Game Development Tool: Leadwerks Engine
Game Development Tool: Leadwerks Engine
"Game Design Tools for Independant Game Developers"
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Leadwerks Engine
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What Indie developers say about Leadwerks Engine ...

31
score

12
Popularity Vote
The overall popularity of this tool.

32
24

8
Indie Pricing
Is there a low cost version available for Indies?

21
10

11
Stable NoBugs
Is the software stable and mostly bug free?

23
15

8
Learning Curve
Is it easy to use and are good tutorials available?

24
16

8
Feature Set
Is the tool packed with useful features?

26
17

9
Indie Support
How well does the tool maker support Indie developers?

Tool Classification:
Functions=   
(Engines - Game) (Engines - Rendering)

Qualifiers=   
(Engine, 3D) (Engine, w/authoring tools)

Please tell us if anything above looks wrong by sending a correction or leaving a comment.
Leadwerks Engine is a 3D engine for rendering, sound, and physics in real-time games and simulations. Leadwerks features a unified lighting system with dynamic soft shadows. The lighting system removes the need for any pre-processing or compiling; scenes can be edited in real-time, and the results are instantly visualized, significantly streamlining the development process. The engine is offered as both a dynamic linked library (DLL) and BlitzMax module. Official support is included for C/C++, C#, and BlitzMax, as well as community-supported extensions for Delphi. As of 9/2009 a single user license is $150. There is a free downloadable evaluation kit.
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1 comments found.
1) Pixel Perfect on 2009-09-18
I have been working with Leadwerks Engine 2 since its initial release and I am more convinced now, than I was then, that I made the right choice. The code is a breeze to work with, beautifully structured, combined with all the major functionality you'll need to make a game. My own engine based on Leadwerks is progressing nicely and I wouldn't hesitate to recommend this engine to anyone.

You will need to get to grips with the art pipeline (it uses a proprietary model format) and you do need to be able to code as you will need to add your own pathfinding/AI, animation handling routines, basic game structure and control elements.

The engine comes with some nice tools to aid design and is shortly to release a new Editor supporting LUA object scripting which is likely to make the engine even more universally attractive.

It also comes with a superb shader system and a basic rendering framework which is easily assimilated into your code allowing easy switching of up to date post processing effects such as DOF, Fog, God Rays, and a real time implementation of SSAO.

The renderer uses a deferred rendering technique for lighting and is one of the engines strengths; producing beautiful real time lighting and shadows.

Newton provides the integrated physics support and although not the fastest physics engine on the planet, it is undoubtedly one of the most stable, and I personally believe it is a good choice.

Best of all though is the Leadwerks forum and the support offered through there. Pop in and take a look. It's a vibrant happening community which is visited daily by the engine designer Josh.

All in all working with it has been a great and productive experience. I look forward to see more people using the engine in the near future!







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