
dev log #15 - try luxe now!
As we continue to wrap up our goals for a wider release we're happy to mention that you can try luxe already! Read this for details + a dev update.
As we continue to wrap up our goals for a wider release we're happy to mention that you can try luxe already! Read this for details + a dev update.
Hello, Hi! as we start to wrap up for wider release we've got plenty to talk about - this is part 4, the final part for now exploring what it feels like and looks like to use luxe to make games, in concrete detail. Find another cozy seat
We're back again, and as we start to wrap up for wider release we've got plenty to talk about - this is part 3 exploring what it feels like and looks like to use luxe to make games, in concrete detail. Get yet another cozy seat
Hello again! As we start to wrap up for wider release we've got plenty to talk about - this is part 2 exploring what it feels like and looks like to use luxe to make games, in concrete detail, so get a cozy seat and we'll
Hello friends! As we start to wrap up for wider release we've got plenty to talk about. In the next few posts we're gonna explore what it feels like and looks like to use luxe to make games, in concrete detail, so get a cozy seat
Learn how to compile C# directly to a native DLL with .NET 7 and NativeAOT.
Read about the new luxe community, supporting luxe development and more!
Integrating Tracy Profiler can give a lot of insight for a little bit of effort. Here's how to drop it into your source tree and use it.
We look at some of the games from the first official luxe jam (for closed beta testers), and share some thoughts from users who made something for the jam with a quote.
more exciting news about the luxe engine closed + open beta, live streams, games on steam, studio news and more.
read about a few exciting developments for luxe engine and the team
Tech posts share implementation details from luxe engine, from all corners of making a game engine. Sign up to the newsletter for future detailed posts on rendering, entity systems, editors and more. When working in something like an editor, it's often convenient to be able to input numbers
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We've been preparing for the near future with some necessary migrations and updates! Read on for what's new. This email contains some news, info about the mailing list, and serves as a test of the new mail system we're using. engine announcements We'
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It's 2021 somehow! 2020 was a whole year. That's all that'll be said on that front. What happened for luxe since the last dev log? Quite a lot! There's some big news below, keep reading! retweet this! Since the focus is solely
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Oh it's 2020! What happened during 2019, and what's intended for 2020? Let's find out. 2019 was a pretty busy year on the personal side (had a child, changed jobs etc) but there was still a reasonable amount of forward movement and introspection on
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Oh hey, it's 2019... And we're three months in :D Wait a second, this seems familiar... ah yes dev log #7 was a year ago already! Whew. 2018 was a pretty great year for luxe progress. A lot of big questions were resolved, a lot of
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Oh hey, it's 2018... And we're three months in :D 2018 will be a great year for luxe. In this post we'll briefly go over why, what we're doing and have been doing, as well as talking about the 1.0 engine
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Since we covered what the user facing language experience looks like in dev log #5, it's a good opportunity to talk about the user facing API experience. The luxe API is designed a little differently to what users might be used to, so we'll look at
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Today we get to talk about a topic everybody loves to get excited about - programming languages! More specifically, we're going to talk about the needs when making games with luxe, the landscape of language choices, and the goals of the project being the most relevant decider. Note
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In dev log #3 we spoke about converging our design efforts into a cohesive whole as we approach v1.0.0. This time we take a look a little past 1.0, and the choices made that will affect our trajectory. A lot of decisions go into a game engine
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In dev log #2 we spoke about the audience luxe is intended for, and in this third post we'll take a closer look at bringing all the effort spent exploring design into a cohesive whole on the road to v1.0.0. We can look at some of
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The first luxe dev log spoke of renewed focus and intent and we've been working hard on figuring out the direct path to luxe v1.0.0. Along this path are (sooo) many choices, some difficult and some easy, but each choice has an impact on what luxe
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The first luxe dev post in it's own space! It seemed fitting to talk a little the design process that is driving the project, and a bit about the road to finishing it. Design by exploring People may know by now that I like to work by exploring