Leadwerks Engine 3 + MaxGUI + OSX

Community Forums/Showcase/Leadwerks Engine 3 + MaxGUI + OSX

JoshK(Posted 2011) [#1]
Here's the first screenshot of Leadwerks Engine 3 playing nicely with MaxGUI on OSX. It was tricky to set this up because Leadwerks Engine 3 is written in C++, but I still wanted to use BlitzMax for the editor and tools. This is a big deal because it means you can produce cross-platform 3D windowed applications.

The minimum required specs are just an OpenGL 1 graphics card, which means this will run on any Intel Mac.



Last edited 2011


Mainsworthy(Posted 2011) [#2]
is Leadwerks Engine 3 your own software? and what screenshot is this of eg:is it a BlitzMax editor of a 3DS or some other 3D object? if blitz is editing 3D Meshes that would be cool. how are you comunicateing from different app I didnt know BlitzMax could, I knew B+ could, but I didnt realise Max aswell?

I've played with mesh editors, so I know how good your Project is! goodluck with it.


Naughty Alien(Posted 2011) [#3]
..this is very good..what is the release estimation time for MAC version (if platform dependant versions going to be released independently) ?


JoshK(Posted 2011) [#4]
The plan is to release for Windows, OSX, and iOS simultaneously. Android will follow.


AdamRedwoods(Posted 2011) [#5]
Exciting stuff, will take a look.


JoshK(Posted 2011) [#6]


Last edited 2011


Steve Elliott(Posted 2011) [#7]
Impressive. But can it run on low end windows yet? OpenGL doesn't count in that respect. Harsh, but true. DirectX is the only stable option for Windows.


JoshK(Posted 2011) [#8]
The lowest-end option requires OpenGL1. For fixed function rendering, OpenGL is definitely viable on Windows. There's virtually no way to screw up drivers for that. So an integrated graphics chip made in 1998 from some company that no longer exists will be fine.


*(Posted 2011) [#9]
Does it automatically select the best renderer based on opengl version reported, and the renderers capabilities?

I only ask as my Mac Mini says it can do OpenGL 3 in GLView BUT only supports 5% of the extensions, where OpenGL 2.1 is 95% of the extensions, what I get from the opengl calls its 2.1 :)

Last edited 2011


JoshK(Posted 2011) [#10]
I don't use extensions. If OpenGL 3.2 is supported, it will use OpenGL 3.2. If not, it will use OpenGL 1.4.

Here's the editor running in OSX:



*(Posted 2011) [#11]
looking really nice cant wait for the finished article :D