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Posts
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Josh's post in ( LUA ) DirectionalLight was marked as the answer
Okay, I am going to add these casting functions now and modify the documentation later.
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Josh's post in ( LUA ) SetShadowMapSize() was marked as the answer
SetShadowmapSize will work.
l = CreatePointLight(nil) l:SetShadowmapSize(512)
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Josh's post in App freezes when trying to load Quake 1 ogg music was marked as the answer
It works, but it seems that loading is very slow...
Debug: 98 seconds
Release: 96 seconds
These results cause me to believe the problem has to do with constant buffer resizing (4096 bytes at a time), instead of decoding time. If I disable resizing and copying data to the uncompressed sound buffer, it only takes 904 milliseconds to decode the same file in release builds, and 2076 in debug builds.
I was able to eliminate this delay simply by switching to STL vectors, as they have some implementation-dependent optimizations to help with frequent resizes. When a vector is resized, a memory block that is about 30% bigger than requested is allocated, which eliminates a lot of frequent resizing. You can see the difference by checking size() and capacity() of a vector.
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Josh's post in Crossgrade Option was marked as the answer
Hi, I currently do not have any ability to do this, since the two systems have no knowledge of each other. If you have one, it is just as good as the other.
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Josh's post in New component created in the editor make it crashes when attached to an entity was marked as the answer
Fixed, thank you
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Josh's post in How far away .. was marked as the answer
I plan to add occluders before the full release. These are just a brush shape that blocks everything behind them, using the edges to project planes away from the camera, forming a volume that can be tested. It will be rough, but occlusion culling only needs to block big sections of the scene, you don't need to worry about every little room.
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Josh's post in Particles pause when you aren't doing anything was marked as the answer
This is the correct behavior.
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Josh's post in Duplicate SlidingDoor components. was marked as the answer
This has been deleted from the server now. You will need to manually delete the files from your install directory.
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Josh's post in New Bloom effect was marked as the answer
Okay, this was just caused because I put a comment in the shaders before the #version directive. It's fixed now.
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Josh's post in After last beta update C++ prject can't be synced was marked as the answer
I fixed it so the same code for finding all outdated files is used to see if any files are outdated, it just quits after one file is found in the second case. Update is available now.
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Josh's post in Multiplayer Game was marked as the answer
Leadwerks includes a simple networking system based on ENet:
https://www.leadwerks.com/learn?page=API-Reference_Object_Client
https://www.leadwerks.com/learn?page=API-Reference_Object_Server
However, this system does not support NAT punch-through and will not be usable for computers that are behind a router, which is almost every machine nowadays.
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Josh's post in Can't load files with non-latin characters pathes was marked as the answer
Ah, I see why. I fixed that so it will work.
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Josh's post in CreateInterface was marked as the answer
Just pushed an update that should fix this...sorry for the inconvenience....
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Josh's post in CreateSprite was marked as the answer
Okay, it should work with the update I just uploaded. You need to update your project to get the latest binaries.
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Josh's post in LNK1127 library is corrupt error was marked as the answer
Can you do an uninstall / reinstall of the engine (not the whole client, just press the uninstall button and then press install.)
I had to re-upload it, but since it is the same file and the file time did not change, the downloader does not detect the change.
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Josh's post in FPS limit is not working correctly was marked as the answer
Thanks for the detailed report, I really appreciate your help! It's fixed.
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Josh's post in Model editing ? was marked as the answer
If you double-click the file thumbnail in the project explorer it will open the asset in a new window, where there are many tools for fine-tuning things.
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Josh's post in Window freezes if fps limit seted after an exit or closing a window was marked as the answer
I fixed this by removing reliance on Win32 WaitForSingleObject, which is known to cause deadlocks under some conditions. The rendering thread does not create or manage windows, so I still don't know exactly why this was happening, but whatever it's fixed.
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Josh's post in Brush collider is ignored by Pick() when it's a child was marked as the answer
Set the parent pivot to have a pick mode:
pivotParent->SetPickMode(PICK_COLLIDER); Don't use the pick filter, since this will abort when the pivot is encountered:
//auto pick_info = world->Pick(pivot->GetPosition(true), target_pos, 0.25f, true, PickFilter); auto pick_info = world->Pick(pivot->GetPosition(true), target_pos, 0.25f, true); This is how the system is meant to work.
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Josh's post in No shadows update for an entity when it's a child was marked as the answer
Fixed this in the source. The correct behavior is the box should stop casting a shadow when it is parented to a non-shadow-casting entity.
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Josh's post in main.lua refuse to run was marked as the answer
The capitalized Print function is an Ultra Engine command. The lower-case print function is a built-in Lua command that is more limited and does not seem to appear in the VSCode console.
You must install the Lua debugger extension by DevCat:
https://marketplace.visualstudio.com/items?itemName=devCAT.lua-debug
I tried creating a new Lua project with Ultra Engine on Steam and it worked as expected. The easiest way to open the project folder is to double-click the "Open in VSCode" bat file in your project folder.
If you still have problems I will make a video walking through the steps so you can see exactly what I did.
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Josh's post in change a script variable from another script was marked as the answer
component = entity:GetComponent("FPSPlayer") if component ~= nil then component.value = 1 end
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Josh's post in Error on buliding a brush was marked as the answer
I ran it from the source and had no errors, so this probably already got fixed and I just need to update the C++ library tomorrow.