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Slastraf

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  1. Slastraf's post in Ultra Engine Steam version0.9.6 shaders failed to load was marked as the answer   
    I fixed it , the problem was an outdated environment variable. I had Ultra installed trough the app launcher, and the env variable sitll pointed to program files not steamapps install.
  2. Slastraf's post in Rotations Question ... was marked as the answer   
    (Ultra Engine Discord)
  3. Slastraf's post in Ultra Engine wont compile was marked as the answer   
    It works now. <<<headache>>> There was another significant warning I overlooked.
    LNK4098: defaultlib 'MSVCRT' conflicts with use of other libs

    It was a misconfiguration of Visual Studio Installer.
    This was because I had a different MSVC than 14.38, at the same time. Yours was up to date but for my machine the old one was used even when i had all the updates.
     
    To fix this you need to go to visual studio installer again , search for individual components, search for "msvc" and make sure only boxes where it says (latest) are picked. Also make sure to go to C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC and delete old versions.

    Also needed to reinstall the engine a bunch of times and set up new project because i had even more errors and warnings throughout this.

    More information that helped  (ai generated)
    Open your project in Visual Studio.
    In the Solution Explorer pane on the right side of the screen, right-click on your project name and select "Properties" from the context menu. This will open the Properties window for your project.
    In the Properties window, expand the "Configuration Properties" node and select "C/C++".
    In the "C/C++" node, select "Code Generation".
    In the "Code Generation" node, you will see an option called "Runtime Library". This option determines which version of the C runtime library your project uses.
    Check the "Runtime Library" option to see which library your project is currently using. If you see multiple different options, this could be the cause of your issue.
    To fix this, you should set all your projects to use the same runtime library. If you have multiple projects in your solution, you will need to repeat these steps for each project.
    After setting the "Runtime Library" option for all your projects, try building your solution again. The warning should no longer appear.
     
  4. Slastraf's post in Mesh generation lag (c++) was marked as the answer   
    That pointed me in the right direction. I made everything into one model, it still lagged, then I also made only one surface and then I got acceptable performance. Still it should not lag in the first place. The code looks like this and now I can proceed. 
     
    void generateTest(){ // std::random_device rd; // std::uint32_t seed = rd(); //const siv::PerlinNoise perlin(seed); Surface* surface = NULL; Model* model = NULL; model = Model::Create(); model->SetColor(1.0, 0.0, 1.0); surface = model->AddSurface(); for(int i = 0; i<1000; i++) { surface->AddVertex(0.5, 0, 0.5, 0, 0, 1); surface->AddVertex(0.5, 0, -0.5, 0, 0, 1); surface->AddVertex(-0.5, 0, 0.5, 0, 0, 1); surface->AddVertex(-0.5, 0, -0.5, 0, 0, 1); surface->AddTriangle(0, 1, 2); surface->AddTriangle(1, 2, 3); surface->Update(); model->UpdateAABB(Entity::LocalAABB | Entity::GlobalAABB); } }  
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