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Everything posted by reepblue
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Ultra App Kit 1.1 beta with Linux and Mac support
reepblue replied to Josh's topic in General Discussion
I'm taking that a Linux version is happening anyway regardless of the success of the Kickstarter? I mean might as well since it's done. Let me know when the libraries are built using Universal 2 and I'll test it with a M1 Mac. Overall, really cool. -
Hopefully this can go on the Learn page so this information doesn't get lost.
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If the goal is to just create a project, premake is another option and creates less garbage.
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I feel that all other widgets should use the theme set by the root Interface. I pulled the code from here and inserted the LoadColorScheme function and got the result below. I really don't want to go in and set the color scheme for all widgets! Colors should be pulled from the interface widget through it's gui pointer to the interface upon a new widget creation. Also it would be nice to check what system theme the user is using on their Windows/Mac system along with an event when it changes. (macOS has support to shift themes based on time which I use.) You shouldn't have this automatically on your end, but a way to implement dynamic changing of themes would be appreciated!
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This alone is a good enough reason. The same code should work the same on each platform.
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A little curious about this change. Will this complicate future 3D examples down the road? Are you also making this change for thread syncing?
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Yeah, I can see it in the screenshot. Hopefully it's a easy fix.
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Not sure about library distribution ether. You may need to ship two builds of it in a similar fashion of the Windows libraries.
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FYI, if you can, maybe compile this as a universal app to prevent this popup on M1 Macs while also allowing it to run fine on Intel Macs. Universal apps have the binaries for both platforms in one application. I could just install Rosetta, but I wanted to see if I could try this real quick before work. I have to pull things off my iMac later, so I'll try it there next.
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This is the first Mac thread in 3 years. Are you compiling this as a universal app?
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As much as I support Linux support, that thread right there just shows you that the average Linux developer isn't interested unless it's free/open source. I think the real attraction of this is for developers on Windows who can be certain they are one compile away from a linux version of their software. You also have been battling with marketing paid software to a generation that don't remember big box stores for years and got everything for free. The reaction you got on reddit made sense with you asking money for proprietary software to a cult about Open Software. Games for some reason are the exception for some reason. Hopefully when the engine ships, you'll get better feedback.
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Three technology products you should be using in 2021
reepblue commented on Josh's blog entry in Development Blog
I should switch my email address on this site to my new one. I have a lot of mail tied to my GMail but most of it is trash. -
I'll take a look at these and see if I can spice up my glass shader. My cubemap reflections aren't parallax reflections at the moment so I'll see if this fixes it
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Ok, great. I know that Leadwerks linked to curl directly which caused problems.
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FYI, curl is sorta why Leadwerks is hard to compile anything above 18.04. Do you plan to bake curl into the sdk to limit dependencies? I wish not to be forced to keep a 2 year old distro because of a fix version of a library from a repo.
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Thanks for the Blinn-Phong shader. I was able to use your code to make a nice glass shader which uses Alpha blending and Z-Sort like my previous glass, but the added phong makes it less flat. The phong is relative to the camera's position, and everything can be changed with the material's colors and flags.
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I understand you wanting to use the Ubuntu font so everything matches in the OS, but I'd also consider the FreeSans/FreeSansBold font as it's part of the GNU font library. I'm using it in my game and the results are pleasant.
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It could be your post processing effect. Try removing it.
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Make a new game with the FPS template and play the "AI and Events" map and pay attention to the decals. Also make sure your blend modes are the same as the samples.
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It looks like a culling issue regardless of your settings. Try making the decal box higher. Also, what vender is your GPU and Graphics Card version? Does this issue happen with the MyGame example?
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I'll try it on a native install in Mint. It should have the Ubuntu font installed so I expect this to work fine. Actually, since it's talking to X directly, I have a Ubuntu labtop with integrated graphics I can try also.