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Josh

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Everything posted by Josh

  1. I considered this during development, but it seemed like it could get very confusing, especially since an environment variable is used to point to the install path.
  2. The development channel provides access to the very latest updates before a formal version release. This is good for getting the latest features and fixes, but may also be more unstable than the default channel. It's up to you how frequently you want to receive updates. In the standalone you can switch to the dev channel by opening the client app, pressing the uninstall button (if the engine is already installed) and then selecting the dev channel in the dropdown list, and pressing install. In Steam you can select the beta branch in the application properties.
  3. Fixed a bug in the Lua version of LoadTable where an empty JSON object could crash the program. This was causing the FBX to glTF converter to crash when some models were converted. Removed the Collada to glTF converter because Collada is just not used very often and I'd rather limit my focus to making sure the stuff that does get used works correctly. This patch is available now on the dev/beta branch on Steam and in the standalone.
  4. That actually sounds like it is probably some kind of logical error rather than a rendering issue, like maybe I left an extra camera active or something. The viewports actually each use several cameras to rendering the scene, grid, and selection outline, so it could be easy to make a small mistake there.
  5. Will try to check this out today. Please remind me if I become forgetful.
  6. Okay, I might be able to order the same card and try it out on my machine.
  7. This is strange. What GPU do you have? The first thing I recommend doing is updating your graphics driver to the latest the vendor provides.
  8. Thank you for finding this! There was a change to the API during development and this example was not updated to reflect that. I will fix it tomorrow morning. Instead, applications should use Terrain::AddLayer: https://www.ultraengine.com/learn/Terrain_AddLayer?lang=cpp And Terrain:SetLayerWeight: https://www.ultraengine.com/learn/Terrain_SetLayerWeight?lang=cpp
  9. Hmmmm, have you tried this in 0.9.2? It's available on the development branch.
  10. The problem is that your camera is pointing the wrong way / wrong position. cam.zip This suggestion can help your situation in the future when I add it:
  11. Ultra Engine is currently in early access. The following features still need to be developed before the final release. Decals will be implemented in the forward pass, and will be able to affect the surface normal, emission, and even displacement properties. That means decals can add geometric detail to tessellated surfaces. A particle system will be added which processes particle physics in a separate thread, to allow a large volume of physically interactive particles, for gases and simple fluids. A vegetation system with better detection of overlapping objects for painting forests onto the landscape. Prefabs are not yet implemented. Additionally, the current build does not work correctly with AMD GPUs. We are working with the vendor to solve the issue. Various small improvements are planned in the editor workflow. Your feedback will help guide the final design.
  12. This might already be fixed in version 0.9.2 on the dev channel:
  13. Ultra can handle multiple layers of transparency, each with lighting, because it uses a type of forward renderer. In order to allow the engine to sort the surfaces back to front, each surface should be a separate model or limb in a model.
  14. You should not use alpha mask and transparent together. In this case, you should just use alpha masking, which retains the correct depth order. Transparency does not use depth discard, because it always draws on top of what was there before, since it is using blending.
  15. Pro version is live. I'm sending Steam keys out now.
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