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Everything posted by reepblue
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If it's physics related, use the Collision function instead of UpdatePhysics Use the entity argument to filter what entity or type it needs to trigger your event.
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Ultra does not work with AMD RX6800M, AMD RX6900 XT
reepblue replied to Canardia's topic in Bug Reports
What's important is you now in your hand have a AMD GPU! Hold on to it. Although players choose Nvidia 9 times out of 10 for Windows Gaming PCs, the tide might turn AMD for more affordable card for gaming. Plus, AMD GPUs are by far a popular choice for Linux users. Plus, the Steam Deck uses and AMD APU. -
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I've been having issues with all light types and the editor doesn't seem to show anything wrong. Might be worth adding "Real Time Rendering" feature for the editor so you can easily test runtime visuals. I can also send you my project which makes map loading 100 times easier.
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I think my problem is that Save/Load doesn't get called when Map::Reload() is used. Load gets called from LoadScene, however. #include "UltraEngine.h" using namespace UltraEngine; class Player : public Component { public: virtual void Start() { Print("Start()"); } virtual bool Load(table& properties, shared_ptr<Stream> binstream, shared_ptr<Map> scene, const LoadFlags flags) { Print("Load()"); return true; } virtual bool Save(table& properties, shared_ptr<Stream> binstream, shared_ptr<Map> scene, const SaveFlags flags) { Print("Save()"); return true; } }; int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); //Create a world auto world = CreateWorld(); //Create a framebuffer auto framebuffer = CreateFramebuffer(window); ////Create a camera auto camera = CreateCamera(world); camera->SetClearColor(0.125); camera->SetPosition(0, 1, -4); camera->AddComponent<Player>(); //Create light auto light = CreateBoxLight(world); light->SetRange(-10, 10); light->SetArea(15, 15); light->SetRotation(45, 35, 0); light->SetColor(2); //Create the ground auto ground = CreateBox(world, 10, 1, 10); ground->SetPosition(0, -0.5, 0); ground->SetColor(0, 1, 0); //Create a scene auto scene = CreateMap(); scene->entities.push_back(ground); scene->entities.push_back(light); ground = NULL; light = NULL; //Add some boxes for (int n = 0; n < 10; ++n) { auto box = CreateBox(world); box->SetColor(0, 0, 1); box->SetPosition(Random(-5, 5), Random(5, 10), Random(-5, 5)); box->SetMass(1); scene->entities.push_back(box); } //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { if (window->KeyHit(KEY_F5)) { //Save the starting scene to a file scene->Save("game.sav"); } //Reload the starting scene when space key is pressed if (window->KeyHit(KEY_F6)) { scene->Reload("game.sav"); } world->Update(); world->Render(framebuffer); } return 0; }
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Not set up to upload videos on this machine and I don't feel like doing 2 factor auth with Google right now so here's a zip with a video. lightbugvido.zip
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Playing with lights and it seems now the shadows have "blocks" on them. Must be in-game. Developer.zip lightissue.zip
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I can confirm that it's working as intended. I think I need to rethink how to structure components as I'm having issues/conflicts.
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Huh, Leadwerks had similar commands to what you're suggesting but I'm not seeing anything public relating to children minus FindChild().
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Ok, thanks. I can't easily test it until this works with map files but I'm assuming you just use scene->AddEntity() or scene->entities.push_back() in the Save() function for any entitles needed by the component.
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Oh, so it's just a more efficient LoadMap so I can use this for any save files for any map at any time? You can get my seek error with this code and the map below. It has something to do with loading editor made maps. int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); //Create a world auto world = CreateWorld(); //Create a framebuffer auto framebuffer = CreateFramebuffer(window); auto scene = LoadMap(world, "Maps/savetest.ultra"); ////Create a camera //auto camera = CreateCamera(world); //camera->SetClearColor(0.125); //camera->SetPosition(0, 1, -4); //camera->AddComponent<Player>(); ////Create light //auto light = CreateBoxLight(world); //light->SetRange(-10, 10); //light->SetArea(15, 15); //light->SetRotation(45, 35, 0); //light->SetColor(2); ////Create the ground //auto ground = CreateBox(world, 10, 1, 10); //ground->SetPosition(0, -0.5, 0); //ground->SetColor(0, 1, 0); ////Create a scene //auto scene = CreateMap(); //scene->entities.push_back(ground); //scene->entities.push_back(light); //ground = NULL; //light = NULL; ////Add some boxes //for (int n = 0; n < 10; ++n) //{ // auto box = CreateBox(world); // box->SetColor(0, 0, 1); // box->SetPosition(Random(-5, 5), Random(5, 10), Random(-5, 5)); // box->SetMass(1); // scene->entities.push_back(box); //} //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { if (window->KeyHit(KEY_F5)) { //Save the starting scene to a file scene->Save("game.sav"); } //Reload the starting scene when space key is pressed if (window->KeyHit(KEY_F6)) { scene->Reload("game.sav"); } world->Update(); world->Render(framebuffer); } return 0; } savetest.zip
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I got this error when using Map::Reload(). My map has a component for the player. This map has two components in it. When using Map::LoadMap on the sav file, it works fine minus me forgetting to save a few values. It looks like I'll need to do work on my end. I'm not 100% sure what Reload would do if the map is completely different. It seems safer to load the save file as a new map and trick the rest of my system to think you're playing the actual map file.
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Looks good. I'll reimplement my quick save/load feature soon and I'll try this with components.
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Why don't you take a copy out of Valve's book and just make a map a package (zip) file. It might sound like the stupidest idea ever but hear me out: You can keep your bin/json setup. You can store baked cubemap files in there. People can put in custom assets exclusive for that map. I love the fact that map files are raw text. It makes it 100% easier to debug and find issues but we need binary and information available too.
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Same issue today. This time both Debug and Release are throwing the "library is corrupt" error.
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Ok, I guess I'll wait until this is all squared and synced between editor and library. I'm not doing any production work when it comes to maps. As long as I can add components to entities I'll be happy for the time being.
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It was, but I recall making it 200, and then making it 400 again before closing the application. Maybe I re-triggered something? Had the editor regenerate the settings file and it works as intended.
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This seems to be working since the last update a few minutes ago. Not sure if it's a hiccup or you quietly patched this. Hopefully this doesn't happen again.
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You're the best! hopefully It'll stay working.
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Both faces report a scale of 1.0 but textures on new brushes after today's update are twice as big. In the non-updated game, it's normal sized. The below attached are my dev textures. Developer.zip
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While this works as it did before, the other issue I've mentioned still is present. If a component does not have any modifiable properties, it can be attached but doesn't get saved. Please make a json script with the contents below, add it to an entity, save the map and reload it. { "component": { "properties": [ ] } }
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Make sure all those options actually work! I recall the grid on brushes not being able to be turned off.
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This happens to me to at 100% scaling.
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While I understand the decision to not have a selection tool, there is one use case that I've in countered not having one. In one of my maps, I've created a ton of boxes. Now, in order to move all of these boxes, I would need to select each box one by one to ensure I only get the physics boxes and not the ground scene. Mass selecting via the scene tree isn't always a guarantee that I'll select the things I want. Especially if everything is called "Box 1" as shown below. I have very often used the "Drag to Select" feature to move large chunks of my map around which is not as easy as it was done in the Leadwerks editor. I would say allowing grouping of objects or making this into a prefab would be the solution, but if the end user didn't think 3 steps ahead, they are screwed and have to re-add all their objects again. This is just food for thought and I'm interested in what you think about this issue. But overall, my brain just wants to make a box around it to select all the boxes in the air.
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Over the weekend, I ran into an issue when trying to attach a few of my components. I recalled if there wasn't any modifiable value listed in the json file, the component wouldn't be saved into the map. I was trying to reproduce this tonight, but I now see that none of my components are being saved. As of writing, I'm thinking that this was disabled so you can figure out how Lua components should integrate with the editor. If so, take this post as a PSA that components are no longer attachable in editor. Hopefully this will be back in by this weekend.) I should be able to attach a file as long as a json file for that component exists. Right now, you need to have the following information. { "component": { "properties": [ ] } }