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Everything posted by Josh
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Added support for inviting other players to your game. Happiness and love are now everywhere!
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Okay, I updated the dev channel with a build of the editor that uses the calculations from the link above for the parameters and it seems to work. C++ lib and Lua exes are not updated yet, but I think this particular issue is solved.
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Here is how the Recast demo does it: https://github.com/recastnavigation/recastnavigation/blob/ddaa361b0893ddc7602a3bd5c20ad2cfd0a8df7c/RecastDemo/Source/Sample_TileMesh.cpp#L254
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Digging way down into this here is where the error occurs: m_saltBits = dtMin((unsigned int)31, 32 - m_tileBits - m_polyBits); if (m_saltBits < 10) return DT_FAILURE | DT_INVALID_PARAM; Calculation of the parameters is as follows: params.maxTiles = navmesh->tilecount.x * navmesh->tilecount.y; params.maxPolys = MAX_POLYS_PER_TILE;
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The error I am getting is "An input parameter was invalid"...
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You are triggering an error in the navtile generation routine. I added some more checks to find out which one: if (dtStatusFailed(status)) { if (DT_WRONG_MAGIC & status) Print("Error: Input data is not recognized"); if (DT_WRONG_VERSION & status) Print("Error: Input data is in wrong version"); if (DT_OUT_OF_MEMORY & status) Print("Error: Operation ran out of memory"); if (DT_INVALID_PARAM & status) Print("Error: An input parameter was invalid"); if (DT_BUFFER_TOO_SMALL & status) Print("Error: Result buffer for the query was too small to store all results"); if (DT_OUT_OF_NODES & status) Print("Error: Query ran out of nodes during search"); if (DT_PARTIAL_RESULT & status) Print("Error: Query did not reach the end location, returning best guess"); if (DT_ALREADY_OCCUPIED & status) Print("Error: A tile has already been assigned to the given x,y coordinate"); RuntimeError("Could not init navmesh (" + String(status) + ")"); } But the underlying issue is probably that 60 x 70 x 32 is too big. 60 * 70 * 32 = 134400 134400 * 134400 = 18,063,360,000
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What are you doing in the editor that causes this error?
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That's pretty much what glTF is. Blender does not have any defined file format, it just changes continuously as they add more code.
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Lua executables updated with Steamworks API. Networking is included.
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There is a Camera::SetProjectionMatrix() command you can use if you need to override the default calculation. A lot of headsets use different angles for right/left and up/down: https://github.com/ValveSoftware/openvr/issues/1798 I'm sure everyone is very curious to know, which engine were you trying to do this with before Ultra, and how did its performance compare to the framerates you are enjoying now with Ultra Engine?
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Voice chat should actually be working now. I tested it by sending the packets to myself. Just call RecordVoice(true) and the code will handle the rest.
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Added RecordVoice() and handling of voice data, everything except the streaming playback.
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Support for Steam lobbies and peer-to-peer networking is available for C++ in the dev channel. Lua support will follow.
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Added support for Steam lobbies and peer-to-peer networking for C++ (dev channel).
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Added Steam leaderboards support. That finishes off all the Steam features I wanted to wrap, except networking.
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In fact I just uploaded the first version of the Steam integration code for C++. It doesn't support networking yet but that's where this will get added.
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Added initial implementation of Steamworks API into the C++ project. Code is included, so it can be easily added or omitted from a project.
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Nice job! How well does it run?
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Can you post a video showing what you are doing? You can use OBS Studio to capture your desktop.
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The artist could not provide a glTF file, and instead gave me a single FBX with all the animations stored in one sequence. I used Leadwerks to extract some sequences but the results were not perfect. I am uploading the original FBX file here for you to play with if you wish. All motions .rar
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Something I was playing with. The "Reimagine" tool appears in the asset editor menu and creates two alternating grids and does two inpainting steps, then combines the results. This will produce new textures and retain existing structures like doorways and windows to make a "new" texture that closely matches the original yet is different. This requires version 0.9.2: OpenAI.lua
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I suspect you are using version 0.9.0. There was a change at some point that changed the way the Navmesh creation parameters work, in part to prevent the user from being able to input invalid values. If you are using 0.9.0, you can uninstall the engine, switch to the "stable" channel, and install that to get the latest stable build.
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I wanted to hold off on this before making a final decision, but here is what I have found: The basic Enet networking in Leadwerks is no longer needed for the Lua debugger, and it's pretty much useless for modern networking, so it did not get included in Ultra. You could use it to make a relay server, but anyone capable of building and running that could easily just use Enet without my help. Although Valve has an open-source P2P networking system that looks very interesting, it has some pretty complicated additional requirements that I think are out of reach for most developers, and not something I want to invest in heavily when a working version is already built into Steam. I plan to add support for the Steamworks P2P networking system and lobby system into the engine proper, in the standard and pro versions, where it can be accessed with both C++ and Lua. The project will use delayed DLL loading so the Steamworks DLL does not have to be included in projects that do not need it.