http://www.leadwerks.com/files/LW3D_0.1.4.exe
http://www.leadwerks.com/files/LW3D_SDK_0.0.1.exe
This is an SDK for developing with Leadwerks 3D engine, and the Leadwerks3D "core", which is required to run any program utilizing the engine. The actual engine dll is going to be a freely distributable file. I made a custom installer which installs it in the Windows system32 directory. Think of it as like a driver. When I post an update, users of any program that use my engine will get to update the core of the engine. I plan to set it up so your application can call a specific engine version, or can just default to the latest available version. So if I add a new feature or improve performance, all applications using my engine will get automatically updated (without forcing the developer to).

At it's simplest, the Leadwerks 3D engine is distributed as a dll. However, I put together an SDK which will allow you to choose from project templates for different programming languages and create a new project. To create a new project, click the "Create a New Project" shortcut. This will launch CreateProject.exe, a simple program that helps you set up a new project. Select a project template (there is only one for BlitzMax right now), select a directory to use (or create one), and press "OK". A new project will be created in the directory you have chosen, and the directory will be opened.

Project templates are located in the "Templates" folder. When a project is created, the contents of the template folder are copied to the new project directory. The "default" folder contents also gets copied, no matter project type is selected. New project templates can be added just by creating a new subfolder in the "Templates" folder.
By default, the createproject tool leaves all the media in the Leadwerks3D SDK "Media" folder. The example project sets the media directories to point to both it's own relative path and the Leadwerks3D media path. For example, the primary models folder is "Models\" and a secondary models folder is indicated, which loads models from "Leadwerks3D SDK\Media\Models\". Of course, you can set the media paths to any folder you want, and do away with the secondary folder, if you like. By leaving a secondary path pointing to the Leadwerks3D SDK media folder, you can store all your media in one place. If you want to package up a demo and let other developers try it, you don't have to include all the Leadwerks3D SDK media, because it will just get loaded from their computer. You can just post a demo and include your own media assets, without packaging up a huge amount of files. It's like a mod. If you release a Half-Life mod, you don't have to include all the Half-Life media files, just the unique assets you made yourself.
http://www.leadwerks.com/files/LW3D_SDK_0.0.1.exe
This is an SDK for developing with Leadwerks 3D engine, and the Leadwerks3D "core", which is required to run any program utilizing the engine. The actual engine dll is going to be a freely distributable file. I made a custom installer which installs it in the Windows system32 directory. Think of it as like a driver. When I post an update, users of any program that use my engine will get to update the core of the engine. I plan to set it up so your application can call a specific engine version, or can just default to the latest available version. So if I add a new feature or improve performance, all applications using my engine will get automatically updated (without forcing the developer to).

At it's simplest, the Leadwerks 3D engine is distributed as a dll. However, I put together an SDK which will allow you to choose from project templates for different programming languages and create a new project. To create a new project, click the "Create a New Project" shortcut. This will launch CreateProject.exe, a simple program that helps you set up a new project. Select a project template (there is only one for BlitzMax right now), select a directory to use (or create one), and press "OK". A new project will be created in the directory you have chosen, and the directory will be opened.

Project templates are located in the "Templates" folder. When a project is created, the contents of the template folder are copied to the new project directory. The "default" folder contents also gets copied, no matter project type is selected. New project templates can be added just by creating a new subfolder in the "Templates" folder.
By default, the createproject tool leaves all the media in the Leadwerks3D SDK "Media" folder. The example project sets the media directories to point to both it's own relative path and the Leadwerks3D media path. For example, the primary models folder is "Models\" and a secondary models folder is indicated, which loads models from "Leadwerks3D SDK\Media\Models\". Of course, you can set the media paths to any folder you want, and do away with the secondary folder, if you like. By leaving a secondary path pointing to the Leadwerks3D SDK media folder, you can store all your media in one place. If you want to package up a demo and let other developers try it, you don't have to include all the Leadwerks3D SDK media, because it will just get loaded from their computer. You can just post a demo and include your own media assets, without packaging up a huge amount of files. It's like a mod. If you release a Half-Life mod, you don't have to include all the Half-Life media files, just the unique assets you made yourself.