
Learn, Build, and Play with an all-new update that makes game development easier than ever. Dive into our video tutorials and learn everything you need to bring your ideas to life. Create with ease using our intuitive visual editor and Lua script. Publish your projects with a royalty-free license.
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About
Leadwerks Game Engine 5 is an all-new version that makes game development easier than ever. Dive into our video tutorials and learn everything you need to bring your ideas to life. Create with ease using our intuitive visual editor and Lua script. When you're ready to publish, you keep 100% of your profits with our royalty-free license.
Our new multithreaded architecture prevents CPU bottlenecks, to provide order-of-magnitude faster performance under heavy rendering loads. Build with the confidence of having an optimized game engine that keeps up with your game as it grows.

Achieve AAA-quality visuals with PBR materials, customizable post-processing effects, hardware tessellation, and a clustered forward+ renderer with support for up to 32x MSAA.

Built-in level design tools let you easily sketch out your game level right in the editor, with fine control over subdivision, bevels, and displacement. This makes it easy to build and playtest your game levels quickly, instead of switching back and forth between applications. It's got everything you need to build scenes, all in one place.

Add intricate details and visual interest by painting materials directly onto your level geometry. Seamless details applied across different surfaces tie the scene together and transform a collection of parts into a cohesive environment, allowing anyone to create beatiful game environments.

We've added a powerful new mesh reduction tool that decimates complex geometry, for easy model optimization or LOD creation.

Populate your outdoor scenes with dense, realistic foliage using our innovative vegetation system. It dynamically calculates instances each frame, allowing massive, detailed forests with fast performance and minimal memory usage.

Our navigation system supports one or multiple navigation meshes that automatically rebuild when objects in the scene move. This allows navigation agents to dynamically adjust their routes in response to changes in the environment, for smarter enemies and more immersive gameplay possibilities.

Lua script integration offers rapid prototyping with an easy-to-learn language and hundreds of code examples. The built-in debugger lets you pause your game, step through code, and inspect every variable in real-time. For advanced users, C++ programming is also available with the Leadwerks Pro DLC.

The flowgraph editor provides high-level control over sequences of events, and lets level designers easily set up in-game sequences of events, without writing code.

Download thousands of ready-to-use PBR materials, 3D models, skyboxes, and other assets directly within the editor. You can use our content in your game, or to just have fun kitbashing a new scene.

Are you stuck in "tutorial hell"? Our lessons are designed to provide the deep foundational knowledge you need to bring any type of game to life, with hours of video tutorials that guide you from total beginner to a capable game developer, one step at a time.
When you get Leadwerks, you can make any number of commercial games with our developer-friendly license. There's no royalties, no install fees, and no third-party licensing strings to worry about, so you get to keep 100% of your profits.
Multi-threaded rendering architecture
Clustered forward+ renderer with uniform lighting model and optional depth prepass
Multi-display support
PBR materials
Load 3D models from glTF, OBJ, MDL, and FBX (using glTF converter)
Image loading, saving, processing
Vertex, pixel, geometry, and tessellation shaders
Normal mapping with specular
Customizable post-processing effects stack
Crack-free hardware tessellation
Environment probes
Instanced rendering
Real-time mesh modification
Imposters
Build-in level design tools using constructive solid geometry
Edit level geometry in 2D and 3D viewports
Carve and hollow boolean operations
Build-in mesh reduction tools to optimize models or generate LODs
Integrated script editor
Easy-to-code Lua API with over 800 commands
Auto-completion
Hover mouse to show command syntax
Visual flowgraph connects script functions to set up sequences of events
Advanced programmers can use C++ (requires Leadwerks Pro DLC)
Dynamically sculpt and paint terrain
Cut holes in terrain
Up to 256 material layers
Terrain foliage system
Load and save Khronos glTF files
Load and save Wavefront OBJ files
Convert FBX files to glTF and load
Convert Collada files to glTF and load
Build-in mesh reduction tools for optimizing models or generating LODs
Animated skinned characters
Share skeletons across multiple characters
Attach objects to bones
Built-in animation transition and update system
Hardware skinning
Blend and transition animations
Fast and accurate asynchronous rigid body physics
Constraints including hinge, ball, kinematic, plane, and sliding joints
Motorized joints with limits
Generate physics shapes
Swept collision
Raycasting with lines or spheres
Navmesh pathfinding
Crowd avoidance and steering
Navigation areas visible in editor
Physics-based character controller
Automatic AI following
3D sound spatialization
Head-related transfer function (HRTF)
Audio filters including distortion, flanging, echo, and EAX reverb effects
Emit a sound from any entity
Automatic channel management
Skip to any time in sound
Resolution-independent for any DPI
Extensible widgets system
Load SVG vector images
Set widget and item image
Change mouse cursor
Custom color schemes stored in JSON files
Model files can be loaded from and saved to glTF and OBJ format, or converted from FBX format.
Textures can be loaded from DDS, PNG, JPG, BMP, TGA, PSD, and other image formats.
Audio can be loaded from WAV, MP3, and OGG formats.
ISPC Fast Texture Compression, including BC7 and BC6h pixel formats
Zip package loading and saving
Thread management, with mutexes and semaphores
File I/O
File system watcher
Memory allocation and management
String manipulation (split, search, conversion, etc.)
Message boxes and file / folder requester
SteamVR integration with support for a variety of headsets
Fast stereoscopic rendering
Controller input and display
Attach objects to hand controllers and headset
Translation and rotation view offset
Authenticate application ownership
Get user info
Leaderboards
Stats and achievements
Multiplayer lobbies
Peer-to-peer networking
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 43 reviews with recorded playtime.
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Thank you very much for the update
Leadwerks – классный, легкий, обладающий широкой функциональностью, но при этом не содержащий ничего лишнего игровой движок. С его помощью любой мало-мальски подкованный компьютерщик может за месяц создать полноценную игру, учитывая, что в этот месяц входит не только разработка, но и изучение движка. Leadwerks обладает прекрасными визуальными возможностями для создания и редактирования уровней, настройки статичных объектов, оживления персонажей и других динамических объектов. Логику игры можно создавать на C++, но это сложный вариант. Гораздо лучше воспользоваться удобным и легким в изучении скриптовым языком Lua. Leadwerks имеет прекрасную поддержку последнего. Этот язык необычайно гибок и выразителен. Можно просто прикрепить к любому объекту в сцене скрипт, в котором описать логику жизнедеятельности этого объекта, и, вот, он оживает!
Логика маркетингово продвижения претерпела множество иллитираций, но пришла к логическим истокам ветки Leadwerks, что несказанно радует в плане продолжения. Джошь заимствовал идею программы от Lee Bamber (AppKit), чтобы собрать на Кикстартер финансирование на Ultra App Kit для продолжения разработки Ultra Engine, но в потребительском сегменте название вызывало когнитивный диссонанс и спустя время название пришло к своим истокам по продолжительности разработки - Leadwerks. О движке; -логически понятен в русском сегменте программирования -аутентичен, но усовешенствован по сравнению с предидущей генерацией движка -интуитивно понятен для людей без навыков программирования В принципе, я участвовал в идеях совершенствования в Дискорде движка UltrtaEngine и профинансировал разработку Ultra App Kit покупкой копии программы, потому что был заинтересован развитием проекта до идеи Leadwerks 5.
se dovete imparare un programma per creare dei videogiochi usate unity
более менее, под пивко пойдет
Отличный движок с потенциалом, но ещё дорабатывать и дорабатывать, купил pro версию ради С++, но мне лично не понравилось реализация, а lua простой и приятный
Bem gosto de jogos espaciais, e jogos em vr, gostaria que tivesse a possibilidade de criar planetas, pois quero criar um sistema planetário, gostaria que tivesse uma geometria esférica, para facilitar a criação de certos ativos, mas do jeito que a Engine está , já esta excelente, estou gostando muito de brincar com ela, de construir minhas ideias. ( Nota 1000 ).
This game engine has a lot of similarities with the classic valve hammer editor, which I really enjoy. It has a lot of support for new users, such as tutorials, visual programming, and brush editing, and in depth features with C++ and LUA scripting. Leadwerks also has an amazing and supportive community!
This really hurts to write this and give it not recommended. If your planning to design a whole game.. this engine isn't for you. don't get me wrong they got you covered when it comes to map making.. Tutorials Prove that. but that's about it :(. Nothing teaches to much on how to make certain games... I mean A few but not enough at all. "How to make a FPS" "How to make a RPG" etc just to make anything that fits the Engine. None of those exist. I really wanted this to be my main engine as well. it is what it is... Back to Godot... P.S I'm still holding on hope... When that day comes I'll change my rating.
recently got back into game dev and this engine has been pretty damn good, no fancy pointless lighting effects that drag performance down.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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