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TOOLS SPOTLIGHT This month: Leadwerks


LEADWERKS IS MAKING huge strides in the Linux games dev space, with its engine available on Steam, the Ubuntu Software Center, and its website. The tool comes in two forms: the Indie Edition that allows Lua programming and can be purchased on Steam and the fi rm’s website for $99.99, and the Standard Edition, which adds support for C++, and can be bought as an add-on for an extra $99. The engine includes built-in level design tools, a script editor, an OpenGL 4.0 deferred renderer with a uniform lighting model and many other features. The tech supports Windows and Linux, with OSX support coming soon. Version 3.2 is now rolling out on Steam, and with it will come the Leadwerks Workshop. This will allow the company to deliver game-ready items and will also enable developers to publish their titles directly to Steam. “You can upload your game to the Workshop for others to play immediately, with no waiting period and no approval process,” Leadwerks CEO Josh Klint tells Develop. “This is a good way to get early feedback during development and start


Eutechnyx


Leadwerks


Leadwerks Software 3675 S Rainbow Ste 107-104 Las Vegas NV 89103


T: +1 206 973 7431 E: support@leadwerks.com W: www.leadwerks.com


Leadwerks Josh Klint (right) says the engine (above) allows developers to work natively in Linux


building a fanbase in the run-up to your Greenlight campaign.” Klint says the focus on Linux game development came as a result of the platform gaining increased traction in recent years.


And following Leadwerks’ successful Kickstarter campaign last year, he says the company is working on ways to deliver content more easily to Linux and SteamOS without having to compromise on quality.


You can upload your game


to the Workshop immediately, with no waiting period or approval.


Josh Klint, Leadwerks www.eutechnyx.com Datascope “We received pretty strong


affi rmation during our Kickstarter campaign that this was the right move to make,” he says of the company’s adoption of Linux. “I think this forces us to make sure our Linux implementation is really fi rst-class. There’s nothing worse than a bad port. I’ve been developing for Linux for over a year, and all the lessons I’ve learned during that time will give us a better product for SteamOS.”


www.datascope.co.uk


DEVELOP-ONLINE.NET


JULY 2014 | 55


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