Putting the finishing touches on Leadwerks for Linux
Here are some highlights as I finish up the development cycle to bring Leadwerks Game Engine to the Ubuntu operating system.
![](https://eu-images.contentstack.com/v3/assets/blt740a130ae3c5d529/bltba62518415cda0e2/652fe6ddbc479f8697ef691f/default-cubic.png?width=1280&auto=webp&quality=95&format=jpg&disable=upscale)
I'm happy to say that Leadwerks now supports the entire process of making games natively on Linux. Let's take a quick tour through the process.
First, we create a new project in the project wizard. The project wizard will detect project templates (you can make your own) and let you make a game based on Lua script, or on a combination of C++ and script:
![](https://s3.amazonaws.com/ksr/assets/001/712/614/8218ea9c363bfadc4adafac0bbe4104f_large.png?1394087132=&width=700&auto=webp&quality=80&disable=upscale)
Step two is to make your game. Fortunately, you've got everything you need built into a single integrated editor, including script and shader debugging, automatic asset reloading, and built-in level design tools:
![](https://s3.amazonaws.com/ksr/assets/001/712/617/b4bf3c817bb30fc7f0e904fd39760dd4_large.png?1394087240=&width=700&auto=webp&quality=80&disable=upscale)
Once you have something you want to share, the project publisher will copy all required files into an export directory. Future feature idea: Add a call to a command-line tool to pack up .deb packages. Or better yet, allow any arbitrary executable to be run at the end of the publishing process.
![](https://s3.amazonaws.com/ksr/assets/001/712/622/16b6bdcafbf4caa3f7d46adc9a9f0ef3_large.png?1394087371=&width=700&auto=webp&quality=80&disable=upscale)
I have some more testing to do before release, but things are looking good!
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