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Everything posted by Yue
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It is normal that in the map of the Ultre Engine example the GPU makes use in almost 60%. gtx 1070 8 gigs viram.
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I have started another test, starting with this memory in use. Back in 30 minutes. A map is loaded that only contains the sky box by default.
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This is out of control, almost a gigabyte in ram, and it keeps going up, very slowly but it keeps going up, try it for 30 minutes.
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aWhen I load the default map I have memory leaks, the windows task manager shows how the memory is going up, however I have started to remove elements from the scenery, and finally I have removed the models of the boxes and the default character, and the program is now stable.
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If I only create a camera and do not load the map, it remains stable both in the game and in the task manager.
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The memory was running very slowly, but by putting this in, it remains stable. //Main loop while (window->GetClosed() == false and window->GetKeyDown(KEY_ESCAPE) == false) { GUI->Update(); world->Update(); world->Render(window->GetFrameBuffer()); while (PeekEvent()) WaitEvent(); }
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I am trying to understand the layers, when I create an initial 3d camera in which layer is it created, layer 0 or layer 1, when I create a camera for the GUI it is created in the next layer, example layer 2, and to show the correct interface, the interface must be in the same layer of the GUI camera?
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Time goes by very fast.
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It is that godot engine in its latest version implemented Vulkan.
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It's just a test to learn how to program in C++ and the motivation is that with Leadwers and Ultra engine I am very motivated. It would be only a class to implement the Windows object in main. Something like this. //******************************************************************// // Nombre del Proyecto : Astrocuco. // // Programador : Yue Rexie. // // Sitio Web : www.papillon-games.xyz // // Fichero : main.cpp. // // Descripción : Fichero principal de entrada al programa. // // // //******************************************************************// #include "UltraEngine.h" //#include "ComponentSystem.h" //#include "Steamworks/Steamworks.h" using namespace UltraEngine; using namespace std; #include "CApp.h" #include "CWindow.h" int main(int argc, const char* argv[]) { //RegisterComponents(); //auto cl = ParseCommandLine(argc, argv); //Load FreeImage plugin (optional) auto fiplugin = LoadPlugin("Plugins/FITextureLoader"); // Objects. shared_ptr<CApp> App = make_shared<CApp>(); shared_ptr<CWindow> window = make_shared<CWindow>(App->GetName()); //Create a framebuffer auto framebuffer = CreateFramebuffer(window->getWindow()); //Create a world auto world = CreateWorld(); auto camera = CreateCamera(world); auto scene = LoadMap(world, "Maps/start.ultra"); //Main loop while (window->getWindow()->Closed() == false and window->getKeyDown(KEY_ESCAPE) == false) { world->Update(); world->Render(framebuffer); } return 0; The class is being implemented with a smart pointer, which implies that the object is automatically deleted and frees me from responsibility if it breaks, ever try it in Leadwers and memory overflow. xD. #include "UltraEngine.h" #include <memory> #include "CWindow.h" using namespace UltraEngine; // Constructor por defecto CWindow::CWindow(const string nameApp) { //Get the displays auto displays = GetDisplays(); this->width = 1280; this->height = 720; //Create a window window = CreateWindow(nameApp, 0, 0, this->width * displays[0]->scale, this->height * displays[0]->scale, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); if (this->window) { Print("Object Windows Create... Ok!"); } } shared_ptr<Window> CWindow::getWindow() const { if (this->window) { return shared_ptr<Window>(this->window); } } bool CWindow::getKeyDown(KeyCode KEY_CODE) { if (this->window) { return this->window->KeyDown(KEY_CODE); } } For some reason my journey with Josh's engines is just that, a continuous learning process, and with the basics of Lua script, I'm finally taking the step to C++.
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Question, is this well implemented with smart pointers? no need to remove anything from memory? #include "UltraEngine.h" #include <memory> #include "CWindow.h" using namespace UltraEngine; // Constructor por defecto CWindow::CWindow() : width(800), height(600) { //Get the displays auto displays = GetDisplays(); //Create a window window = CreateWindow("Test Game", 0, 0, 1280 * displays[0]->scale, 720 * displays[0]->scale, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); if (this->window) { Print("Object Windows Create... Ok!"); } } shared_ptr<Window> CWindow::getWindow() const { if (this->window) { return shared_ptr<Window>(this->window); } } bool CWindow::getKeyDown(KeyCode KEY_CODE) { if (this->window) { return this->window->KeyDown(KEY_CODE); } }
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The question would be to create a game core in c++ and use the game logic in Lua, is that possible? And if so, how is it done?
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Where I modify the path to set where to put my own classes and include them in the main file, the compiler tells me that I can't find the h or cpp files.
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Run Perfect. Note: When the editor is started with Zip files in the root directory, these files cannot be deleted, as they are being used by the editor.
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