Josh Klint's Blog
I'm the founder of Leadwerks Software. Leadwerks is a development platform for building mobile games with native code.
Leadwerks 3.1 has entered the beta testing phase on schedule according to our development plan laid out in the Leadwerks for Linux Kickstarter campaign. We've also been invited to Steam Dev Days so we can get our hands on the new SteamOS hardware.
Linux has the fastest possible performance for 3D rendering, so I am eagerly getting Leadwerks up to speed on Linux. Building the engine on Linux involved some challenges but the X windowing system is quite well designed and made things easy.
The companies selling PCs don't seem to have a clue about gaming hardware requirements. Fortunately, you can build your own gaming rig and get better performance for much less money than anything they are selling.
We're continuing to make progress on Leadwerks 3.1, with support coming for Linux and the new SteamOS. SteamOS has the potential to bring the advantages of the PC ecosystem into the console world, and I for one can't wait.
All stickers from our Kickstarter campaign have been shipped, and they look absolutely fantastic. Shirts are delayed until next week. Post your photos of your creative use of Leadwerks schwag in the wild!
A new update to Leadwerks 3.0 is out. Registered developers can run the Leadwerks updater to download and install the patch. This update adds terrain, bug fixes, and a few small feature enhancements.
Josh Klint's Comments
[Blog - 10/21/2013 - 01:49]
Because these systems that try ...
Because these systems that try to go as broad as possible usually get limited by the lowest common denominator, and you end up with a tool that does a mediocre job of everything.
[Blog - 09/27/2013 - 06:55]
I think the idea is ...
I think the idea is the dual haptic pads provide a greater fidelity of input than traditional thumbsticks. I imagine using them must be very different from a trackpad, since they are small, circular, and textured. I can 't really imagine what it would feel like, but I think Valve ...
[News - 09/27/2013 - 10:30]
Porting Direct3D code to OpenGL ...
Porting Direct3D code to OpenGL is pretty serious business. I never bought into Direct3D for this very reason, and it turned out to be a good decision.
[Blog - 08/28/2013 - 11:48]
Wow, I had no idea ...
Wow, I had no idea this blog would generate so much discussion. This was just me thinking out loud one evening. To expand on this thought, it seems to me like mobile has effectively stolen casual players away from the consoles, which the consoles needed for volume. PC gaming looks ...
[Blog - 06/10/2013 - 06:31]
When I see a huge ...
When I see a huge industry springing up around mobile PR and monetization I become concerned. The last time I heard the word monetization this much was the height of the social boom. It 's an indication that value is being driven to zero.
[Blog - 07/29/2013 - 05:16]
When dealing with a large ...
When dealing with a large fan base, you need to learn to control your message and not make off-the-cuff remarks. Like it or not, everything you say will be examined carefully, taken out of context, and sometimes misunderstood. If someone is abusive, a polite response that makes them look like ...