Welcome to the Frequently Asked Questions of the unofficial Leadwerks wiki page.

Documentation and Tutorials

User guide: http://www.leadwerks.com/werkspace/page/documentation/_/user-guide/
Command reference: http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/
Tutorials: http://www.leadwerks.com/werkspace/page/tutorials/

Community wiki: http://leadwerks.wikidot.com/
Youtube tutorials: https://www.youtube.com/results?search_query=leadwerks+tutorials

Platforms and pricing

Is there a demo/trial version of Leadwerks?
Yep. For Windows and Linux on Steam: http://store.steampowered.com/app/251810/,

What kind of games can I make with Leadwerks?
Technically: every possible game you can think of. Shooters, Strategy, platformers, race, sport. You can even make 2D games, although the engine is more meant for 3D games.

How many games can I publish with 1 Leadwerks license?
As many as you want. There is no limit.

Do I have to pay royalties?
No. You also don't have to display a splash screen.

Which platforms does the Leadwerks engine support?
Leadwerks 4.* works on for Windows and Linux (Ubuntu is the official supported distribution).

Can I publish my games to Steam?
You can sell the games via Steam if you get your game greenlit. You can publish the game via the editor and you will get an output folder containing all the executables and data.
Currently you can publish free to play lua-games directly to the Leadwerks workshop (this is not the same thing as the steam store).

Do I need Steam in order to purchase/use Leadwerks?
Yes. There was a standalone version of Leadwerks but that version has been fased out.

Can I upgrade to a different version of the Leadwerks engine?
If you have purchased Leadwerks Indie edition, you can purchase the Standard edition DLC on Steam.

Which program languages are supported?

  • The standalone edition of the Leadwerks engine officialy supports C++ and Lua. You can use either one or a combination of both of them.
  • The indie edition on Steam only supports Lua.
  • The standard edition DLC on Steam offers the extra support of C++ on top of the indie edition.

What IDE should I use?
C++ on Windows: Visual Studio Community 2013:

C++ on Linux: Code::Blox:

For Lua you can use the integrated editor.


Which features are planned for the Leadwerks engine in 2016?

  • SteamOS support.
  • Networking support
  • CSG boolean operation, vertex editing and new CSG shapes.
  • 64-bit builds for Windows, MacOS and Linux

Note that while some of these are intended to be released in 2016, Josh Klint, the developer of the engine, makes no explicit promises on when and if they will be added to the engine.
See this blog for some extra information: http://www.leadwerks.com/werkspace/blog/1/entry-1376-2015-plans/

Which version of OpenGL does the engine use?
OpenGL 4 is used for the engine as of Leadwerks 3.3 and higher.

Which physics engine is used for Leadwerks 4?
Newton Dynamics 3.0. http://www.newtondynamics.com/

Can I make a terrain with the Leadwerks editor
Yes you can. The leadwerks editor has an integrated terrain creator and terrain painting editor. You can also import and export terrains as .raw or .r16 files. The following terrain scales are supported:

  • 256 x 256
  • 512 x 512
  • 1024 x 1024
  • 2048 x 2048
  • 4096 x 4096

Can I make multiple terrains in 1 scene?

Are there any sample projects that come with the editor?
The Leadwerks engine 4 comes with a tutorial project called 'MyGame'. There are several maps that you can open to see various game play tests.

Does Leadwerks 4 have any build in GUI support?
The beta branch has build in GUI support. Currently ETA is December 2016.

Does Leadwerks 4 have any build in Networking support?
No. Although the Enet library is used internally. For C++ Raknet is avaialable as opensource library.

Steam workshop

Can I use all assets in the asset store for my (commercial) game?
The license of the Leadwerks Steam workshop states that everything that can be downloaded is royalty free unless stated otherwise. This means you can use all models, texturs, sounds, scripts and shaders in your commercial project without having to pay for it. Although it is not required we do encourage to give credit to those who earn it.

Can I upload payed items to the workshop?
Yes. Have a look here: http://www.leadwerks.com/werkspace/page/tutorials/_/workshop-r11#section5


When I publish my game, a different scene is loaded then the one opened in the editor. Why is that?
Running your game from the editor loads the map that is opened in the editor. When published, the map is loaded you have specified in main.lua. You can find this file in the root of your project.


How do I import models, textures and sounds in the editor?
The editor does this for you automatically. As soon as you drag items in the editor or in the project folder, the editor will detect the changes and import them for you. If you edit textures, models or sound in an external program, the editor will also pickup these changes and re-import them automatically.

Textures are automatically converted to the tex format.

  • jpg
  • png
  • dds
  • bmp

Models are automatically converted to the mdl format.

  • fbx


  • wav

Can I export my CSG brushes?
You can save CSG brushes as a prefab but you can not export you CSG brushes as fbx, obj etc. This has been requested though but is not confirmed to be part of the editor.

I cannot drag any textures on my models. Why is this?
You have to create materials in order to see textures on models. Simply right click on a texture in the asset browser and select 'Generate material'. You can also 'batch generate' materials via the tools menu.

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