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Dreikblack

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  1. From my understanding World::Update do update physics, calls components Update() methods, etc. There are undocumented methods Update() and Resume() for World, which probably is what you you need to be sure that nothing will happen even without calling Wolrd::Update().
  2. Game logic runs in own thread with 60 Hz by default. This param can change it. FPS can be way higher, but game logic would still run with this stable frequency. Most likely internally at the very end of what Update is doing sleep with left time till next game cycle iteration happens.
  3. If i just use component with saved scene from Load() everything works. But if i save entity as prefab, scene will expire. Most likely it's due scene in Load is Prefab's scene - scene->navmeshes is empty for prefab component in Load when real scene have it. Component and its prefab example TestPrefab.zip
  4. Current Save/Load system have flows & bugs and public Component::Save/Load would allow to make custom universal one. In Lua they should be usable as well, with allowable nil for binstream & extra or as overload with just table, scene with optionable extra. Also it would allow to use those methods for other purposes, including save and sending only single component via network etc. Current issues are: All entities are saved - when in fact only 20% or less might be actual needs saving. Beside extra entities it's also saves flowgraph and other binary data And such extra data making "save" file is too big, because it's actually a map which is already too much for save files and can't be used for sure for network stuff. Reload() breaks lights and does not remove entities that were removed from scene before saving. No ability to add own properties, which save file may need It would be nice to have working save/load system in Ultra, but at this moment it's necessary to have at least Load/Save available to user both C++ and Lua so i could finish custom save/load system without users having to wait another months/years before official one will be ready for actual use. While working on my game such system saved me a ton of times and would help a lot other people, but i can't make it universal atm.
  5. Material also works if i put textures intro model folder and convert them into dds,
  6. It makes Leadwerks format and can't find textures: // Leadwerks Material File blendmode=0 castshadows=1 zsort=0 cullbackfaces=1 depthtest=1 depthmask=1 diffuse=1.000000,1.000000,1.000000,1.000000 alwaysuseshader=0 drawmode=-1 shader="Shaders/Model/Animated/diffuse+normal.shader" shader1="Shaders/Model/Shadow/shadow+animation.shader" texture0="./Warrok W Kurniawan.fbm/bear_diffuse.tex" texture1="./Warrok W Kurniawan.fbm/bear_normal.tex" texture2="./Warrok W Kurniawan.fbm/bear_specular.tex"
  7. Steam beta Pivot have shadows on. It used to work after fix, but at some point was broken again t #include "UltraEngine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { auto displays = GetDisplays(); auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); auto framebuffer = CreateFramebuffer(window); auto world = CreateWorld(); //Create a camera auto camera = CreateCamera(world); camera->SetClearColor(0.125); camera->SetFov(70); camera->Move(-1, 2, -6); //Create light auto light = CreatePointLight(world); light->SetPosition(0, 3, 0); light->SetColor(2); //Create ground auto ground = CreateBox(world, 20, 1, 20); ground->SetPosition(0, -0.5, 0); ground->SetColor(0, 0.4f, 0); auto pivot = CreatePivot(world); pivot->SetPosition(0, 0.5, -1); pivot->SetShadows(true); auto box = CreateBox(world, 1, 1, 1); box->SetPosition(0, 0.5, -1); while (window->Closed() == false and window->KeyHit(KEY_ESCAPE) == false) { if (window->KeyHit(KEY_SPACE)) { box->SetParent(pivot); } pivot->Turn(0, 2, 0); world->Update(); world->Render(framebuffer); } return 0; }
  8. It exist in C++ (World::SetShadowQuality(int shadowsQuality);, but seems not to be binded in Lua
  9. Released 8 patches with a lot of fixes since a demo launch: https://dreikblack.itch.io/slipgate-tactics Biggest features added in those patches: - Tutorial level - to teach a basic mechanics one by one - Quake 1 Music support and Music by @Eric Matyas (www.soundimage.org) with an attribution in Credits menu Which music to play can be chose via Sound settings - Improved AI Bots can now destroy obstacles and chase Marines now more efficiently. Also they come to fighting allies if can't see targets by themselves (on Hard difficulty) - Stun mechanic - can caused by bump damage Push enemies into obstacles to do bump damage 1 bump damage to stun dogs, 2 to stun human Stunned units can't do anything in their next turn, except for Marines who can use Will Points to gain Action Points
  10. I often intuitively use Del button when i want just to remove a component from a flowgraph, but it also removes entity from a scene Probably it would be better if on first hit was removed just a component from a flowgraph. Also it would be nice, if selected component's connections had another color
  11. Steam, beta branch. In steam version music can be found in steam games path\Quake\rerelease\id1\music #include "UltraEngine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create window auto window = CreateWindow("Ultra Engine", 0, 0, 800, 600, displays[0], WINDOW_TITLEBAR | WINDOW_CENTER); //Load sound auto sound = LoadSound("track02.ogg"); //Play sound auto speaker = CreateSpeaker(); speaker->SetSound(sound); speaker->SetLooping(true); speaker->Play(); while (window->Closed() == false) { if (window->KeyDown(KEY_ESCAPE)) break; } return 0; }
  12. Fix - https://discord.com/channels/1175951843118031049/1175951843612954786/1326062243372208138
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