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Everything posted by Josh
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I do not see anything wrong with your setup. I am looking into this further...
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If and when C# support is added it will be included in the Pro version.
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If you get the C++ version it includes Lua and will include future supported languages. I have not looked into C# in detail yet and I cannot guarantee when/if it will be added, but I am pretty sure I want to support it. Some users reportedly have working implementations of C# with Ultra but I have not personally tried them out myself. So it will probably happen but nothing is official until its official.
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Thanks for reporting this, it will be looked at. If you find a way to reliably produce the error please add that info.
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Pro edition store page is up.
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Updated dev channel version to 0.9.2 Added new fast path image drawing technique in GUI system that is used when the block size matches the pixmap size, and the pixmap has no transparency (using BitBlt). Using this technique, flowgraph editor has background grid visible, with very snappy response Added "Make Seamless" OpenAI inpainting tool in asset editor when a texture is opened
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Oh, and we are using Lua 5.4
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Call require() and leave off the .lua file extension. Scripts should be relative to the /Source folder. entity:AddComponent(table) will add a component, i.e. entity:AddComponent(Mover)
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Created "stable" channel and made it default. This will continue to receive updates and will always be the current stable release. Older versions will be archived with the version number and will never change. So currently the stable channel has version 0.9.1, and when 0.9.2 is finalized it will appear on the stable channel and a new 0.9.1 channel will be created to archive this version.
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The dullest material possible will use 0.0 metalness and 1.0 roughness. If the material is using the specular shader family instead of the PBR shader family, the results may vary.
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OpenAI editor extension no longer uses libcurl.dll or OpenAI.dll module, works with Steam build.
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Delete the "C:\ProgramData\Ultra Engine" folder and try again.
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Leadworks as Game Engine for Commercial Projects ?
Josh replied to Andy90's topic in General Discussion
What language? -
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The red cross was added to confirm new pixels were being created. Here are the original and AI-filled-in images:
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I could not figure out in-painting using libcurl, but I did get it to work with curl.exe, and it's actually easier: curl.exe https://api.openai.com/v1/images/edits -H "Authorization: Bearer xxxxxxx" -F image="@./image.png" -F mask="@./mask.png" -F model="dall-e-2" -F prompt="tiling seamless" -F n=1 -F size="512x512" I have not seen the results yet, but it returns a valid response. The PNG files MUST be 32-bit depth, not 24-bit. image.png mask.png
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I thought it did this already?
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Question about curved geometry, brush primitives and such
Josh replied to Null's topic in General Discussion
I think question needs to be more specific... -
Thanks, it is fixed: https://github.com/UltraEngine/Documentation/blob/master/Lua/Interface.md It takes a while for the cached page to update.
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Fixed VrController::ButtonHit() not working right Fixed definition of Rgba() function Added some experimental entity component stuff for compatibility with possible future C# support
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I don't think this would occur on the 0.9.0 branch because it's using old renderer + old shaders. I think it can only happen on the dev branch, if the shaders are not updated. That's what it looks like. You can see a box is being rendered, but the vertices are wrong. So it looks like the renderer is from the dev branch but the shaders for some reason are not up to date.
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The discount is built into the price, so everyone gets a discount.
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Easy to fix. There is a way I can prevent this from happening in the future I think. It will require some research...
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This is the code I used for the latest zombie vid. I don't think I will ever need it again, but pasting it here just in case. #include "UltraEngine.h" using namespace UltraEngine; std::vector<shared_ptr<Model> > zombies; std::set<iVec2> coords; void Spawn(shared_ptr<World> world) { int n = Random(1, 4); auto mdl = LoadModel(world, "Models/Zombies/zombie" + String(n) + ".mdl"); int r = 8; iVec2 c; while (true) { c.x = Random(-r, r); c.y = Random(-r, r); if ((c.x == 0 and c.y == 0) or coords.find(c) != coords.end()) continue; break; } coords.insert(c); mdl->SetPosition(c.x, 0, c.y); mdl->SetRotation(0, ATan(float(c.x), float(c.y)), 0); mdl->Translate(Random(-0.25, 0.25), 0, Random(-0.25, 0.25), true); mdl->Sync(); mdl->Animate("idle"); mdl->SetHidden(true); zombies.push_back(mdl); } int main(int argc, const char* argv[]) { auto cl = ParseCommandLine(argc, argv); //Load FreeImage plugin (optional) auto fiplugin = LoadPlugin("Plugins/FITextureLoader"); //Get the displays auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Ultra Engine", 0, 0, 1920, 1080, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); //Create a framebuffer auto framebuffer = CreateFramebuffer(window); //Create a world auto world = CreateWorld(); //Get the headset auto hmd = GetHmd(world); //Load the map WString mapname = "Maps/start.ultra"; if (cl["map"].is_string()) mapname = std::string(cl["map"]); auto scene = LoadMap(world, mapname); auto mdl = LoadModel(world, "Models/Zombies/zombie4.mdl"); mdl->Animate("idle"); mdl->SetPosition(0, 0, 1); zombies.push_back(mdl); for (int n = 0; n < 200; ++n) { Spawn(world); } int n = 0; bool hit = false; auto last = Millisecs(); bool start = false; auto light = CreateDirectionalLight(world); light->SetRotation(55, 35, 0); light->SetColor(2); light->SetShadowMapSize(2048); world->SetIblIntensity(0.25); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { if (start) { auto now = Millisecs(); if (now - last > 100) { last = now; ++n; if (n < zombies.size()) { zombies[n]->SetHidden(false); //zombies[n]->Animate("idle", 1, 0); } } } else { if (hmd->controllers[0]->ButtonDown(VRBUTTON_TRIGGER) or hmd->controllers[1]->ButtonDown(VRBUTTON_TRIGGER)) start = true; } world->Update(); world->Render(framebuffer); } return 0; }