-
Posts
2,449 -
Joined
-
Last visited
Content Type
Blogs
Forums
Store
Gallery
Videos
Downloads
Everything posted by Yue
-
--Error here function me:StartPlayer() if me.mesh == nil then me.mesh = LoadModel(me.world,"Models/Developer/Generic/generic.mdl") me.mesh:SetPosition(0,0.15,0) me.collider = CreateCylinder(me.world, 0.3, 1.5, 16, 1, 1) me.collider:SetColor(1,0,0,0.1) me.collider:SetPosition(0,1.1,0) me.collider:SetMass(78) me.collider:SetCollisionType(COLLISIONTYPE_PLAYER,false) -- Close App. end end function me:StartCamera() if me.camera == nil then me.camera = CreateCamera(me.world) me.camera:SetDebugPhysicsMode(true) -- Error Here too.** me.camera:SetFov(75) me.pivotNeck = CreatePivot(me.world) me.camera:SetPosition(0, 0, -me.followdistance) -- Set initial position and eye height me.camera:SetRotation(0, 0, 0) me.pivotNeck:SetRotation(me.freelookrotation) -- Synchronize with freelook rotation me.camera:SetParent(me.pivotNeck, true) end end I have error when using the commands in Lua script. me.collider:SetCollisionType(COLLISIONTYPE_PLAYER,false) and me.camera:SetDebugPhysicsMode(true)
-
Ago happened to the robot model that is now no longer compatible, this was when I set up the collider. I will go to work and come back in a few hours.
-
-
Sorry, press the space key to go to level 1.
-
Marte.rar I think it happens with all colliders that are not stored correctly. The map uses the yellow robot model, although I don't know if it has something to do with my coding, I don't think it should be like that. I sent the complete project in private message on discord, mediafire link.
-
I'm using the latest beta version of the engine, and the character is the yellow robot in the example map. At this point if I run the program, the character reacts to the force of gravity, it passes through the ground because it does not have a collider. When I implement a collider, the mesh disappears from the stage. It is not visualized, I don't know if it fell and disappeared very fast The strange thing is that when saving the character with the collider and trying to load it back into the viewer, the collider has changed size.
-
It doesn't work no matter how hard I try.
-
Progress bar blinks when filling when changing the value from 0 to 1 in a loop. function this:Update(window,input) while (PeekEvent()) do local ev = WaitEvent() if (ev.id == EVENT_WINDOWCLOSE and ev.source == window:Get()) then return("Exit") else me.ui:ProcessEvent(ev) end end if me.x < 1.0 then me.x = me.x + 0.001 else me.x = 1.0 input:FlushKeys() end me.bar:SetProgress(me.x) end
-
-
-
Yes, it appears, but it doesn't let me install any, it says that I have the construction Kit, but it is not installed.
-
Powerfull.
-
The tools to make games for a single inexperienced person are all over the place, click and drag. I understand Josh's business model, this implies performance and a clear focus is to give these tools to users who will have the potential in money to buy assets from third parties, or pay for a development team where the human has the talent. At this point, a technology is focused on the power of volatility, and this is how I perceive Ultra Engine. The rest will grow little by little. Translated with www.DeepL.com/Translator (free version)
-
Hello, I remember you for your nice comments to this community, I am very sorry for the loss, and best wishes to the family in this difficult time. A sincere hug. ranslated from Spanish to English with DeepL.
-
As I understand it, Ultra Engine vs LE is based not so much on the idea of it being easy for novice users, it focuses more on people who know very well what they can and cannot do, taking advantage of the engine's potential and therefore overcoming its weaknesses.
-
From the photos and videos I must note that the work that exists behind the creation of an engine is really incredible, I have never considered myself a programmer as such, an engine user that is something else, but I am very impressed by what you can do as a developer and how you put in our hands a simple solution for people like me, we can create a particle system, cast a shadow etc, if you really know what happens behind curtains and focus on the dream of creating a video game. It should be noted that when it is available on Steam and at an affordable price for my currency I will buy it with great pleasure. And surely like any tool, with time you will improve it, you will expand it, and therefore I wish you success with this new engine, which surely like Leadwerks for me will be a school of continuous and exciting learning. Translated with www.DeepL.com/Translator (free version)
-
It is the maximum.
-
And Ray too.
-
At this point I have implemented the GUI prototype, and it is stable although in the main loop it hides the panel. #include "Leadwerks.h" #include "CWindow.h" #include "CInput.h" #include "CWorld.h" #include "CDraw.h" using namespace Leadwerks; int main(int argc, const char *argv[]) { CWindow window; CInput input; //Context* context = Context::Create(window.Get()); CDraw draw(window.Get()); CWorld world; Camera* cam = Camera::Create(); GUI* gui = GUI::Create(draw.Get()); Widget* base = gui->GetBase(); Widget* pnl = Widget::Panel(200, 100, 200, 200, base); while (!window.GetClosed()) { if ( input.GetKeyUp(Key::Escape)) return false; pnl->Hide(); Time::Update(); world.Update(); world.Render(); draw.InfoDebug(); draw.Update(); } return 0; }
-
I am rebuilding the project with the help of ChatGPT, which tells me about a hung pointer, I have no idea what that is. But at the moment every avenze I have, I check the memory usage and it is stable
-
This is really confusing, it must be my C++ programming that I am learning. But it is really strange that someone is doing well and someone is not. My theory is that it is exclusively when hiding a panel. Now what I would have to do is to rebuild the whole project and evaluate what is happening. I don't see any other way.