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Josh

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Everything posted by Josh

  1. I had to change the way hooks are inserted into the object info. In the next build, this example will work: #include "UltraEngine.h" using namespace UltraEngine; struct MyObject : public Object { int count{ 0 }; static void Hook(shared_ptr<Object> source, shared_ptr<Object> extra) { auto world = source->As<World>(); auto o = extra->As<MyObject>(); o->count++; Print(o->count); } }; int main(int argc, const char* argv[]) { //Get the display list auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Ultra Engine", 0, 0, 1920, 1080, displays[0], WINDOW_CLIENTCOORDS | WINDOW_CENTER | WINDOW_TITLEBAR); //Create a world auto world = CreateWorld(); auto o = std::make_shared<MyObject>(); world->AddHook(HOOKID_UPDATE, MyObject::Hook, o); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { world->Update(); Sleep(1000); } return 0; }
  2. Josh

    Build 785

    Both issues are fixed.
  3. Okay, I just added a timer that runs when the game is active, so events are continuously being emitted in the editor and it keeps reading the process pipes.
  4. I am seeing something similar. It seems you must move the mouse out of the game window, probably because this is triggering an event in the editor, Maybe the process needs to have its write buffer cleared before it can proceed past a print command...
  5. It looks like the triangle indices are being modified in memory?... I am not seeing anything wrong on an AMD 6600. What GPU is this occurring with?
  6. It's because the FBX file has a child. When multiple objects are selected, the gizmo is placed in the center of the selection bounds. The parent model's pivot is still in the right place. The logic to handle this in an intuitive way is a little tricky. Let me think about this...
  7. Josh

    Third LOD

    The way LOD distances is stored in the MDL file format is a little weird. I am changing this in the next build and this problem will be fixed.
  8. In the current build I am not able to reproduce this error...
  9. 0.9.6 Fixed duplicate mesh layers listed in editor. Fixed map loading when colliders were embedded in file.
  10. 0.9.6 Fixed depth bug with alpha masked materials (requires new shader file) Full build of library and Lua exes. This is the first build that actually supports terrain mesh layer loading from maps. Collision and picking are currently not supported on mesh layers.
  11. Could be useful https://github.com/codetiger/Font23D
  12. Your images are broken links. There was a problem with the depth mask shader not working. I have fixed it. DepthPass_Masked.frag
  13. 0.9.6 Added support for save / load of terrain mesh layers in map file format.
  14. Josh

    Foliage System

    Today's progress
  15. Josh

    Grass model

    If you use RGB 183, 230, 183 for the terrain material color with that grass texture, it will blend very closely with the model color.
  16. 0.9.6 Added support for groups in scene browser.
  17. This week we review the new foliage system, learn some tricks to make outdoor scenes look better, and discuss progress on our example game.
  18. Josh

    Grass model

    @Andy90 Here is the grass model I was using in the live chat today. I also included the terrain textures I was using. grass.zip
  19. For grass, this extension will make all normals point up. Grass Normals.lua
  20. Josh

    Foliage

    Adding some rocks to the mountainside.
  21. Josh

    Foliage

  22. Josh

    Foliage

    This was the look I was going for with the material. Much better.
  23. 0.9.6 Improved support for specular-gloss lighting model in material editor.
  24. Josh

    Palm trees

    The specular-gloss model is much better for plants.
  25. 0.9.6 Fixes for buggy spinner widget behavior.
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