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StOneDOes

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Everything posted by StOneDOes

  1. Well you mentioned earlier that it would be theoretically possible to do in a separate world. In my case, I'm doing it at game start when the world is completely blank. IMO something like this needs to be possible going forward or I just don't see any way in which we load a large number of resources efficiently. Sorry to reiterate but I feel very strongly about this.
  2. I only ever load one copy of each model, and each model is inserted into in an unordered map in a thread safe manner. If by use of the unmanaged flag, the function does not touch anything in the engine internals, then I'm not sure how this would cause a crash.
  3. Why is that? I thought this was the idea of it being unmanaged; basically just giving me an isolated copy of what I have loaded?
  4. Also, its good to know that the unmanaged flag appears to be working as expected. I've had some good results with loading multiple weapon models on separate threads via a thread pool.
  5. Thanks I didn't see that function as its not documented.
  6. What is the correct way to delete an entity from the world? (Ingame, not in the editor)
  7. @Joshso while that fixes emitted sounds, it appears to break standard sounds that are just played by calling the Play() function. Its like as though my camera has now spatialized a sound that should be heard directly by the player, such as weapon reload. If I reload my gun, I can hear it mostly in my left ear, and then as I turn my player around I can hear it in the other ear. Is there something else here I have missed?
  8. Ok - Just ran a quick test after converting all the weapon textures from from PNG to DDS and it loads insanely faster. Thanks for the tip. I also forgot to get back to you; release mode didnt make much at all differences; I guess it is due to the texture load times. I'm still yet to try loading unmanaged models though. which is something I will still do despite how fast the DDS textures load.
  9. Can we have a way to set the lifetime of particles in the editor? It doesn't make sense to me that I would need to up the particle count in order to extend the lifetime of the particles. If I wanted only a few particles with a longer life, I'm not sure its possible.
  10. I think an option to hide the terrain in the editor would be useful, specifically in the 2D views when you are trying to create primitives, as there would be a whole lot less 2D faces in your view.
  11. I'll see what I can do. Also, I was not changing the FOV, for zoom I am using Camera::SetZoom()
  12. Using Entity::EmitSound() I am not hearing the sound as a 3D spatial sound - it is very weighted to my left ear, no matter which direction I face, or how close to the entity playing the sound I am. Is there something I could be doing wrong? Essentially my component that is attached to an entity in the world calls GetEntity()->EmitSound( .... ). Tested on latest dev branch.
  13. It would be useful to be able to specify additional directories for components, perhaps in settings. My core game functionality resides in a library, along with the components, so I'm not if there's a way for me to place them in the editor. Maybe it can be done by just copying the json files over to that directory but I'm not sure. EDIT: It seems that if I just copy the json to the main game project directory's source/components directory, everything works as expected. Maybe this isn't necessary unless you get real bored.
  14. I'm trying to understand when a component is required. I have many objects in my world that I create dynamically (not in the editor). These objects have logic that needs to be checked each frame. What would be the difference between me instantiating this object as a derived class of BaseComponent (add component to entity), that has its Update() function called by the engine each frame, as oppose to me not deriving BaseComponent, and calling Update() for this object on each game frame myself. Is there any difference here?
  15. Ok, so of course as usual after spending days investigating something myself, I post and then figure it out not long later ... Fow now Josh, I think we can put this down to AMD Adrenaline software. I'm unable to reproduce this after disabling the software. I'll mark this as solved but please give me a few days before locking this thread if you don't mind incase I can reproduce it again. Thanks for your help.
  16. Right now I'm just checking to see if it has anything to do with this AMD adrenaline software garbage that pops up. I would much rather that be the problem than anything else.
  17. So using that same test in my game loop gives me 16 or 17 as expected. The physics thread is giving me 0-1ms. The interesting thing about this issue that I just found, is that goes away after calling world->pause() and world->resume()
  18. Essentially the experience that you have when your current framerate is lower than the screen refresh rate. It makes the game feel jittery when moving the mouse for mouselook; such that its not smooth or seamless.
  19. Has anybody else experienced frame lag when you have a framerate that is well above the refresh rate of your screen, with VSync disabled. I have old screens that have a 60hz refresh rate so I don't know what it would look like with VSync on, on a high refresh rate but for me it is way too slow on 60 VSync. I can get some video of this if needed but want to see if people have ideas first. Whats interesting is that this does not occur on every run, only sometimes. This is in release mode. Windows 10 AMD Ryzen 9 3900X AMD Radeon RX 6600 XT
  20. OK thanks. It's not something I need any time soon it was just something I came across while setting up my graphics settings menu. If you need further details or more videos just let me know.
  21. Is there a bug with screen space reflections? At least on AMD. Its not just the water but other objects as well such as walls. Sorry for the quality I had the settings wrong.
  22. Ok just using SetColor() with alpha 0 appears to do want I need. Thank you
  23. Ok I see what you mean. It shows when the panel is at 0,0 and matches the window size. The idea is to have the "root" widget per menu be used for nothing more than logical grouping for showing/hiding the entire menu. So ideally I would want to have the panel be invisible, so I can have a completely customized menu, and maintain efficiency at the engine level.
  24. What is actually the correct widget type to use as a parent of each sub-interface? Because I've tried creating a panel and setting its parent to the interface's root widget, and then tried creating all my subwidgets with the panel as parent, and cannot get them to render with this setup.
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