Jump to content

Josh

Staff
  • Posts

    24,625
  • Joined

  • Last visited

About Josh

Profile Information

  • Location
    USA

Recent Profile Visitors

1,431,791 profile views

Josh's Achievements

Grand Master

Grand Master (14/14)

  • Well Followed
  • Dedicated
  • Conversation Starter
  • Reacting Well
  • Problem Solver

Recent Badges

15.5k

Reputation

827

Community Answers

  1. I fixed this by removing reliance on Win32 WaitForSingleObject, which is known to cause deadlocks under some conditions. The rendering thread does not create or manage windows, so I still don't know exactly why this was happening, but whatever it's fixed.
  2. Set the parent pivot to have a pick mode: pivotParent->SetPickMode(PICK_COLLIDER); Don't use the pick filter, since this will abort when the pivot is encountered: //auto pick_info = world->Pick(pivot->GetPosition(true), target_pos, 0.25f, true, PickFilter); auto pick_info = world->Pick(pivot->GetPosition(true), target_pos, 0.25f, true); This is how the system is meant to work.
  3. I suspect this is already fixed in 0.9.8...
  4. Fixed this in the source. The correct behavior is the box should stop casting a shadow when it is parented to a non-shadow-casting entity.
  5. This fixes the problem, but I am still investigating to see why the shadow is not disappearing when the box is parented to the non-shadow-casting pivot. pivot->SetShadows(true);
  6. 0.9.8 Environment probe textures are now stored in sRGB color space. GI must be rebuilt on existing maps. World settings dialog now has a per-scene setting for GI transmission. This can be used to control how much the light propagates when GI is calculated. Use this instead of modifying probe colors. Specular / diffuse probe textures are reduced in size to 256/128. I couldn't tell any difference, but it will reduce your scene file sizes by 75%.
  7. Josh

    FPS Example WIP

    Got some textures and props from @Andy90 and @reepblue, added a slight orange tint to the lights, and improved the GI calculation.
  8. I don't want to make any major changes before 0.9.8 is released. I will pick this up after that goes out.
  9. Your bloom looks really good in our level. It's exactly what I wanted. I had to set the threshold to 0.5 to get it to appear though. I think in the near future, user-controlled settings will make these type of adjustments easier.
  10. The capitalized Print function is an Ultra Engine command. The lower-case print function is a built-in Lua command that is more limited and does not seem to appear in the VSCode console. You must install the Lua debugger extension by DevCat: https://marketplace.visualstudio.com/items?itemName=devCAT.lua-debug I tried creating a new Lua project with Ultra Engine on Steam and it worked as expected. The easiest way to open the project folder is to double-click the "Open in VSCode" bat file in your project folder. If you still have problems I will make a video walking through the steps so you can see exactly what I did.
  11. I am using driver this driver on an AMD 6600 and it seems to work fine. Even my example in the bug report to AMD works correctly. AMDBindlessTexturesBug.zip Adrenalin 24.10.1 (WHQL Recommended) File Size 772 MB Release Date 2024-10-18
  12. Installed Nvidia driver 566.14, did not see any issues...
  13. 0 downloads

    This model was too good to pass up. Each moving part is a separate limb, so you can move the parts around in your game to solve puzzles.
  14. glTF supports ambient occlusion maps in the materials system, which we support. Ultra uses volumetric environment probes for indirect lighting, which are quite nice because they provide a lot of control and allow correct indoor and outdoor lighting in a single scene.
  15. Josh

    Electrical Boxes

    1 download

    Free Low poly modular asset perfectly optimized and mapped to represent a higher polygon density. You can use it in VR, smartphone games, or environments where few polygons are needed.
×
×
  • Create New...