Leadwerks 3.1 Art Pipeline Enhancements

Community Forums/Showcase/Leadwerks 3.1 Art Pipeline Enhancements

JoshK(Posted 2014) [#1]
In this video I'll show you four new enhancements that make it easier to get your models into Leadwerks 3.1:
http://steamcommunity.com/sharedfiles/filedetails/?id=255754569



The FBX import will now automatically generate material files so you don't have to create them by hand.

Physics shapes can now be stored in a single file along with the visual geometry.

The FBX import now supports multiple animations in one file.

Finally, animation sequences can now be named, and animation commands can accept the sequence name or the animation index.

These enhancements make it even easier to get your models into Leadwerks 3.1.


Ravl(Posted 2014) [#2]
Can Leadwerks be used with Blitzmax?


Hotshot2005(Posted 2014) [#3]
Leadwerks 2 work with blitzmax but leadwerks 3.1 with blitzmax? no I dont think so


ziggy(Posted 2014) [#4]
Are there any plans to provide a BlitzMax or Monkey wrapper for LeadWerks engine?


Yasha(Posted 2014) [#5]
The website is very insistent that the only supported languages are Lua and C++.

However, the main Leadwerks API is very clean, simple, not very "C++-ish". It is very easy to wrap automatically using a tool like SWIG, and should pose no major obstacles for an FFI like BlitzMax's, which can understand simple C++ as well. As long as Leadwerks continues to provide such a clean and simple API there should be no real need for official wrapper support, because it's dead easy for a third-party to do (although the BlitzMax one might be some tedious busywork for someone to do by hand; or you could use SWIG and suffer some close-to-nonexistent performance penalties).