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gothboiclique

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  1. MacOS actually wouldn't be the category I'd go for : ). It's through Paperspace which is a cloud service where you can rent machines with dedicated GPUs. This was a windows VM so I could connect from any other operating system to work on UltraEngine.
  2. Got it, it was my Vulkan physical version, the drivers that came with the VM only supported 1.2, updated to newer NVIDIA drivers and was able to launch it. Thanks for the help
  3. Yes, I was able to run all the Unity benchmarks but unable to run the Leadwerks (missing OpenAL) and Ultra Engine due to the error about the Vulcan DLL.
  4. What am I missing here, I'm trying to install UltraEngine on a fresh Windows VM through a Cloud VM provider because I only have a Mac laptop. I installed Vulkan SDK and Nvidia Quadro drivers, the VM has a Quadro P4000. "The procedure entry point vkCmdBeginRendering could not be located in the dynamic link library C\Program Files\UitraEngine\UltraEngineClient.exe." Any ideas on what I am missing?
  5. I'm excited for Ultra Engine! Having owned Leadwerks for over a year now, I like it, especially the fact that it's easy to pick up and not bogged with hundreds of pages of outdated documentation. Last summer, I spent a month and a half trying to implement my own networking system. I've dabbled with Unreal, Unity, and Cryengine as well trying to experiment with multiplayer games. Obviously, these engines have much more backing support but I am really hoping we can see some updates to multiplayer gaming in Ultra Engine. Leadwerks multiplayer is too barebones. It's understandable and expected that games implement their own multiplayer architectures due to different constraints, clients, playstyles, etc. However, some basic networking stuff built in would make the engine so much more enjoyable to use. State synchronization, replication, interpolation, extrapolation, etc. would be super helpful to have these added with attributes in classes so that every multiplayer game does not have to implement their own state synchronization method. Adding on to the above point, support for a server authoritative networking model built in. Leadwerks does not support (as far as I could find) a headless mode for running server authoritative game. It would be great if Ultra engine could support running headless with no GPU and only physics caluclations. Windows only support hampers cloud deployment, it increases the cost of VMs substantially. If Ultra Engine could support some sort of mode where it could run on Linux with physics, this would help. Support for multiple debug/game windows at the same time so I could run a server and client (or multiple) to test their behavior. This would really help improve the dev flow for multiplayer. Bink video support! This would be awesome if it was built in. Understandably, this is a lot to ask, let me know your thoughts. Curious if anyone else attempting multiplayer has anything to add.
  6. This kind of sucks for people who bought Ultra App Kit to help support you, I got it last fall and would appreciate access to the original docs that were online. I understand the licensing model isn't working out for you but we should still have access to what we got when we purchased. Edit: I realize they are "still there" but I can't even remember what classes were there, etc.
  7. Hi, I'm not too familiar with C++ development but I recently purchased Ultra App Kit and installed it on my M1 MacBook. When attempting to build with cmake (using CLion), I get the following error: Undefined symbols for architecture arm64: "_CFArrayGetCount", referenced from: CocoaInterface_GetDisplayInfo(std::__1::vector<CocoaInterface_DisplayInfo, std::__1::allocator<CocoaInterface_DisplayInfo> >&) in libAppKit.a(CocoaInterface.o) ... ld: symbol(s) not found for architecture arm64 and more. I added the library like this: include_directories("/users/Jack/Library/Application Support/Steam/steamapps/common/Ultra App Kit/Include") target_link_libraries(GUI_Demo "/users/Jack/Library/Application Support/Steam/steamapps/common/Ultra App Kit/Library/MacOS/arm64/Debug/libAppKit.a") Any ideas? Thanks!
  8. Alright, so the float bytes are reversed, I'm not sure what the technical explanation is but I am sure there is one. Floats are working properly now.
  9. Any idea on why my floats aren't reading correctly? Writing float 1 for example produces: 1.1754944E-38 Writing float 9 produces: 1.469368E-39 Here's my code: float f1 = BitConverter.ToSingle(bytes2, 0); Seems like the bytes are in a different order possibly?
  10. int i = 0; byte[] bytes = new byte[4]; foreach (var element in Event.Packet.Data) { if (i < 4) { bytes[i] = element; } i++; } int eventId = BitConverter.ToInt32(bytes, 0); Really quick example that I'm going to turn into a BankStream class for C# but I'm able to get the Event ID and next int. Floats seem to use a different size and for strings, I'm not sure what the separation you use is.
  11. By the way, your suggestion was correct, I was able to take the first 4 bytes and convert them to the message ID. I will still need a way to handle the other types afterwards though like WriteFloat and WriteInt.
  12. How about like floats and ints? If I use a bankstream to write a float and integer is there a certain length I can except so I can parse it?
  13. Hi again. Messing around with the built in networking (ENet), I wrote a C# app for testing with an ENet Library wrapper. I'm able to connect and send messages but I'm not quite sure how to parse a bank stream on my server's end. Any ideas from C#? For example if I send a string "this is a test" using Client:Send in Leadwerks, my server will see "? This is a test" the question mark being a wrongly parsed symbol which I assume is the message ID from Leadwerks. var dataString = Encoding.ASCII.GetString(Event.Packet.Data);
  14. Okay, sounds good. I haven’t seen anything about it yet but will Ultra Engine have any more advanced built in networking? Like replication? Or will this still be up to developers to implement. thanks!
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