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Thirsty Panther

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  1. Just watched the latest workshop video on the naming of UltraEngine. I get Josh's concern in that new things are not taken seriously in modern times. Movies are remakes, music is bland and books lack originality. UltraEngine itself is not a bad name. It does, however, sound very similar to the two major Game Engines on the market . Its much better than than Turbo engine which was also considered. Leadwerks does have a history which gives it credibility. People have heard it before and know of it pedigree. The other big advantage of Leadwerks is that Steam rates it highly. I think in was in one of the weekend workshop videos where Josh explained even thou UltrEngine had 96% approval rating Leadwerks was still preferred over it. I like the name suggested in the comments of the weekend video. Leadwerks Ultra. A new improved imagining of the the trusted Leadwerks Engine. Reworked from the ground up to be faster in every respect. Your games can have more characters, more animations more objects without the slow down. A royalty free license which means all the money you make stays with you (handy if you develop the next Minecraft). Develop VR games without the motion sickness. etc.
  2. I think most of them lend themselves to being components. Things like health kits and ammo boxes for example. The advantage of this approach is that if the user is not that interested in learning "programming" then they can just add the component and move on. For others who do want to expand their programming knowledge a fuller explanation of how you developed the component would be helpful. They could then alter or modify them for other purposes. There are others that I think would benefit from a fuller explanation. Inventory and crafting systems, I think, would be hard to do as a single component and would require a "how to code" approach.
  3. I cant take all the credit for the gameplay ideas. I trawled thru an old Leadwerks topic where everyone was requesting what they wanted a tutorial on. I didn't ask for any 2D tutorials as I think Ultra Engine's strenght is in 3D.
  4. Tutorials Editor Interface Textures Materials PBR Tessellation and displacement Models - How import, How convert to Mdl, Apply a texture, Load animations, Remesh, collision mesh, LOD Shaders Particles Probes Decals Project tab navigation and uses of. Scene tab navigation and uses of. How to add a component to a model. How to run your game (Lua). Project Manager- How creat a project, update a project, use a template. Terrain- How to create, How to sculpt, paint, smooth, add foliage, rocks etc World settings- How to modify ambient light, How to add a skybox, How to add fog, How to add effects. Asset Library- how to add models, textures and sounds from the asset library. Options menu- How to set general settings, video, veiwport, projects, material and project settings. Publish- How to finalize your game. Level Design Models Translate tool Rotate tool scale tool Carve tool Hollow tool Brushes Creation Edit faces Tessellation and displacement Material painting Edit vertices Environment settings Global ilumination How to build a navmesh Gameplay Components Component properties Flowgraph Exposing component properties from code to the editor Moving platforms, sliding doors. Push button/ switches to open/close a door, switch a light on and off. "E" to grab/ hold objects. HUD for gun sights, health, ammo and score Health kit - health regeneration Ammo box - ammo replenishment Raycast for guns projectiles High score table How to change maps Simple quest system eg kill 10 rats Simple Inventory system Simple crafting system Teleport system Security camera (camera to texture) Enemy spawning Different sounds (footsteps) on different surfaces. Gravity gun Jetpack on player. Hand gernade with damage and physics effect. Ladder climbing. Weather effects, Rain/snow. Picking up a new weapon. NPC dialog system. Basic skill tree. Swimming when in water. Checkpoints. A simple turret that shoots at the player.
  5. The way I worked around this problem was to copy Josh's file and rename it. For example FPS.Lua became MyFPS.Lua. That way any updates left my code alone.
  6. I think your structure is good. Here is an example from GameDev.tv structure which mirrors what you have in mind.
  7. Nice Tutorial. Some parts need editing. "Now in Visual Studio (VS) you can compile and run main.cpp to see how it’s looks in game:" Should be replaced with " Press "F5" in the editor, or select "Game" then "run" to run your game. Your "menu" map YouTube dosen't show the save process. Minor I know but newbies might miss this. Where does the user find "main.lua" and how do they edit it? Solution: In the editor select "Projrect" ( top right of screen). Then select "Source". Then double click the main.lua file. This will open Visual Studio Code and show the contents of main.lua. If this fails make sure you have setup Visual Studio Code correctly https://www.ultraengine.com/learn/luasetup?lang=cpp Select all and delete it from Studio Code. Now paste the contents of the file from the tutorial. Save file as main.lua. How do you create the MainMenu.lua file? Solution: In Visual Studio Code Select "File" then select "New file". Type in "MainMenu.lua" and hit return. A dialog box will open asking where you want to save this file. It should open in the source folder by default but if it dosen't navigate to the source folder and hit return. Paste in the contents from the tutorial for this file and save. Where do we find the FPS component? Solution: Select "Project" ( Top right of the editor screen). select "Source", select "Components", select "Player". Double click "FPSPlayer.lua". You also ask for this code snipit to be added at the top but it should be added to line 24. For the mouse position reset code your tutorial says FPSPlayer.cpp should read FPSPlayer.lua. Again a line number for where this code needs to be put would be helpful. (line 286). I know you give a link to a Github for all these files but if a newbie is only following the tutorial they will struggle. There is no mention of where game.lua should be created. ( in the source folder). Add new game include and global variable mentions main.cpp should be main.lua. No mention of where the function call backs should be placed in main.lua. Should be Line 24. Sorry if this sounds picky but you have put alot of work into this tutorial and it needs to be understood by as many new users to UltraEngine as we can. Keep up the good work.
  8. Check this thread. A known problem with the latest AMD drivers.
  9. Here is a list of my feature sugestions. - Water shader - More primitives in the editor (Spere, Arch, Tube etc) - working "undo" button in the editor - Spline for roads, rivers, ropes and powerlines. Like Aggrors Leadwerks one - Day/Night effects - Simiplied HUD/ GUI system. ie not needing to manage multiple cameras. Thanks Santa!
  10. Works. Thank you but shouldn't you be asleep now? Looking forward to tomorrows Weekend workshop Youtube video. As much as I would love to join the disscussion, being at 05:00 on Sunday morning its just not going to happen:)
  11. I'm getting an Error LNK1127 library is corrupt New Project C:\Program Files\Ultra Engine\Library\UltraEngine_d.lib I got this on my current project but even if I start a fresh C++ project I get the same error.
  12. Interesting. I can log into https://arteria3d.myshopify.com/ and see my previous orders, no problem. If I try to log into https://arteria3d.invisionzone.com/ to get to the download section I'm told I not registed. If you read any of the forum posts you will see that 80% of them are about not being able to download the files they have paid for. You could try and contact their admin or post on the forum.
  13. Leadwerks has a built in free look camera script. Its called spectator.lua. It can be found in the Scripts/ Objects/ Player folder.
  14. Re did this, but put all the textures in their own folder and it worked fine.
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