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Leadwerks Engine : ウィキペディア英語版
Leadwerks Engine

The Leadwerks Engine is a 3D game engine powered by OpenGL 4.0. It was designed by Leadwerks Software. Leadwerks Engine 2.0 made its debut in The Game Creators May Newsletter〔(The Game Creators May Newsletter ) Retrieved May 1, 2008.〕 on May 1, 2008. The engine makes use of the Newton Game Dynamics SDK 2.0 (Newton Archimedes) for physics, and OpenAL and EAX for sound and 3D sound effects. The engine is based on a deferred renderer as of Leadwerks 2.1 and a unified lighting system that allows for dynamic lighting and soft shadowing without the use of lightmaps or any pre-compilation. Occlusion culling is performed on the GPU to remove the need for binary space partitioning or portal zones. The engine was developed by Leadwerks Software, and was written in BlitzMax.
Modules have been made by members of the community to allow the use of the engine in languages such as Java, C#, VB.NET, and Python, but C/C++, BlitzMax and Lua are its originally targeted and officially supported languages. The engine is unofficially supported in any language that can load a DLL.〔(Leadwerks Engine Editorial - 4 Fat Chicks )〕
With the help of a Kickstarter campaign, Leadwerks was ported to Linux.〔http://www.develop-online.net/news/leadwerks-crowdfunding-native-linux-development/0115147〕〔https://www.kickstarter.com/projects/1937035674/leadwerks-build-linux-games-on-linux〕
== History ==
Leadwerks Engine first began as a 2D render/physics engine for the Blitz Basic programming language. After the development of the BlitzMax programming language, the 2D engine plan was discontinued, and work on a 3D, OpenGL-powered engine began.
At first, Leadwerks Engine 1.0 consisted mainly of basic rendering capabilities offered from OpenGL. After expanding to include physics and sound, Leadwerks Engine was released to the public.〔(Leadwerks Engine 1.x - DevMaster Review )〕
By version 2.0 of the engine in 2008, Leadwerks had implemented OpenGL 2.1, and now required a Shader Model 3.0 graphics card as a minimum, with Shader Model 4.0 recommended to get the best quality and speed. The engine used a forward renderer for lighting. Because of this, it suffered from large overhead and a hardware limit of 8 lights total.〔(Leadwerks Engine 2.x DevMaster Review )〕
From version 2.1 on, Leadwerks switched to a deferred renderer〔(Deferred Rendering in Leadwerks Engine )〕 which moved lighting to a post-processing step that requires input from color, depth, and normal buffers. This switch increased speeds by up to 50% in some places, removed the hardcoded lighting limit, and opened up a flexible shader framework for others to build on.
Version 2.3, released in November 2009 (11/23) added support for Lua scripting (per-entity and/or main program) and introduced an improved editor, now called ''Leadwerks Editor'', replacing the ''Leadwerks Sandbox'' world building program.
As of this upgrade, the price was raised from $150 to the current license cost of $200 ($199.95). Existing users could upgrade for the difference ($50), however towards the end of 2010 and in January 2011 all existing users who hadn't bought the upgrade were given it for free.
Version 3.0, released in February 2013 (02/24) is a complete rewritten engine in C++. The engine is now cross-platform for Windows, Mac, iOS and Android. A Kickstarter campaign was set up to get funds for the support of Linux as well. Furthermore are Steam integration and Ouya support on their way. The API is documented in both C++ as Lua. Lua is the scripting language that can be used to make objects script inside the editor. From its release OpenGL 2.0 is supported and OpenGL 4.0 is on its way. The editor allows the creation of CSG brushes and a flowgraph system for gameplay interaction. Terrain is lacking in version 3.0 but is planned together with the release of OpenGL 4.0.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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