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Everything posted by Josh
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Adding this now. It will accept a string for the component name.
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LoadMap does not load saved in program code map and even remove light
Josh replied to Dreikblack's topic in Bug Reports
I do not understand what the purpose of scene0 in the above example is. I changed the code and it now works as I would expect. The scene file format currently does not embed procedurally created model geometry into files. All models must be loaded from a file. This might be something we change in the future, but for now that is part of the design. #include "UltraEngine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); //Create a world auto world = CreateWorld(); //Create a framebuffer auto framebuffer = CreateFramebuffer(window); //Create a camera auto camera = CreateCamera(world); camera->SetClearColor(0.125); camera->SetPosition(0, 1, -4); //Create light auto light = CreateBoxLight(world); light->SetRange(-10, 10); light->SetArea(15, 15); light->SetRotation(45, 35, 0); light->SetColor(2); //Create the ground auto ground = CreateBox(world, 20, 1, 20); ground->SetPosition(0, -0.5, 0); ground->SetColor(0, 1, 0); //Create a scene auto scene = CreateMap(); scene->AddEntity(ground); scene->AddEntity(light); ground = NULL; light = NULL; //Add some boxes for (int n = 0; n < 2; ++n) { auto box = CreateBox(world); box->SetColor(0, 0, 1); box->SetPosition(Random(-5, 5), Random(5, 10), Random(-5, 5)); box->SetMass(1); scene->AddEntity(box); } //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { if (window->KeyHit(KEY_A)) { auto box = CreateBox(world); box->SetColor(1, 0, 1); box->SetPosition(1, 1, 1); box->SetMass(1); scene->AddEntity(box); } if (window->KeyHit(KEY_D)) { for (auto box : scene->entities) { if (box->As<Model>()) scene->RemoveEntity(box); break; } } if (window->KeyHit(KEY_S)) { //Save the scene to a file scene->Save(GetPath(PATH_DESKTOP) + "/game.sav"); } //Load the scene when space key is pressed if (window->KeyHit(KEY_SPACE)) { scene = LoadMap(world, GetPath(PATH_DESKTOP) + "/game.sav"); } world->Update(); world->Render(framebuffer); } return 0; } -
@YueAny results with this?
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0.9.7 Added particle count, emission frequency, and emission quantity settings to particle emitters. Particle count can only be changed in the editor, until GPU culling is implemented. Model animation will now correctly take into account the speed value set in model files. Model editor animation speed property now uses float values so you can slow down an animation.
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The way setIcon works is it rasterizes a pixmap with the required scale and applies that to the widget. Setting an icon color will clear all cached pixmaps the icon stores, but the icon does not store a list of widget it has been applied to. I could add this using weak pointers, but I am leaning towards leaving the current behavior alone, since it is a pretty rare use case.
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0.9.7 World updating only occurs when rendering now, will make the editor responsiveness more smooth.
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0.9.7 Full rebuild with libzip fix incorporated in. May be working correctly now, maybe...
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@Yue I found I did not dig deep enough to the deepest level of the file read system in the zip library. The updated editor that's on 0.9.7 beta now will actually use the wide string path to load zip files now. I tried renaming a project folder to "здоровье" and the editor was able to load files from a zip in this project.
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Okay, fixed.
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I uploaded a full rebuild and it seems to work correctly now.
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0.9.7 Full rebuild uploaded. For some reason the release library wasn't working, maybe something got copied or compiled wrong, but it seems fine now.
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It worked fine when I compiled from the engine source. I am recompiling this whole library now...
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Confirmed...
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0.9.7 Initial implementation of particle emitters is added. Added new setting in material editor for non-directional lighting. Changing the particle count currently does not work in editor. Particles currently do not have collision or mass.
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Information has been forwarded to Nvidia.
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From Nvidia:
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We will soon need these. Found some CC0 assets: https://www.kenney.nl/assets/particle-pack https://unity.com/blog/engine-platform/free-vfx-image-sequences-flipbooks
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Yes, you must uncomment the include and edit the .cpp file setting. There is no way in Visual Studio to include a .cpp file just with code, or I would do it.
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Response from Nvidia: