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Everything posted by Vida Marcell
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Bruh whats going on here, how you guys have ultra?
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Why certain things don't show in the editor?
Vida Marcell replied to Vida Marcell's topic in Programming
Okay, but that still does'nt help, anyways, reelp is your game selling well? -
I'm trying out the splinetools, but i cant see what the final road would look like in the editor, i have to run it. Know i know that this isnt a bug, so what could i do to make it show? And why shadmar was abled to do it?
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I'm trying to make a Directx 9 context in UAK based on this tutorial: http://www.directxtutorial.com/Lesson.aspx?lessonid=9-4-1 And so far so good, but then this happens: (this is the only syntax problem) here is my code: #include "UltraEngine.h" #include <d3d9.h> using namespace UltraEngine; // include the Direct3D Library file #pragma comment (lib, "d3d9.lib") // global declarations LPDIRECT3D9 d3d; LPDIRECT3DDEVICE9 d3ddev; // function prototypes void initD3D(HWND hWnd); void render_frame(void); void cleanD3D(void); // Callback function for resizing the viewport bool ResizeViewport(const Event& ev, shared_ptr<Object> extra) { // If the window resize event is captured auto window = ev.source->As<Window>(); // Get the new size of the applications window iVec2 sz = window->ClientSize(); return true; } int main(int argc, const char* argv[]) { HWND hWnd; // Get the available displays auto displays = GetDisplays(); // Create a window auto window = CreateWindow("OpenGL Example", 0, 0, 800, 600, displays[0], WINDOW_TITLEBAR | WINDOW_RESIZABLE | WINDOW_CENTER); // Create user interface auto ui = CreateInterface(window); // Get the size of the user-interface iVec2 sz = ui->root->ClientSize(); // Initialize an OpenGL context (get a hdc) HWND hwnd = (HWND)(window->GetHandle()); HDC hdc = GetDC(hwnd); // set up and initialize Direct3D initD3D(hWnd); // Render loop (applications run loop) while (true) { // Check for events const Event ev = WaitEvent(); switch (ev.id) { case EVENT_WINDOWPAINT: if (ev.source == window) { // Get and set the current size of the viewport iVec2 sz = window->ClientSize(); if (sz.x < 1 or sz.y < 1) break; HWND hwnd = window->GetHandle(); auto hdc = GetDC(hwnd); SwapBuffers(hdc); ReleaseDC(hwnd, hdc); } break; case EVENT_WINDOWCLOSE: if (ev.source == window) { return 0; } break; } render_frame(); } // clean up DirectX and COM cleanD3D(); // this function initializes and prepares Direct3D for use void initD3D(HWND hWnd) { d3d = Direct3DCreate9(D3D_SDK_VERSION); // create the Direct3D interface D3DPRESENT_PARAMETERS d3dpp; // create a struct to hold various device information ZeroMemory(&d3dpp, sizeof(d3dpp)); // clear out the struct for use d3dpp.Windowed = TRUE; // program windowed, not fullscreen d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; // discard old frames d3dpp.hDeviceWindow = hWnd; // set the window to be used by Direct3D // create a device class using this information and the info from the d3dpp stuct d3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &d3ddev); } // this is the function used to render a single frame void render_frame(void) { // clear the window to a deep blue d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 40, 100), 1.0f, 0); d3ddev->BeginScene(); // begins the 3D scene // do 3D rendering on the back buffer here d3ddev->EndScene(); // ends the 3D scene d3ddev->Present(NULL, NULL, NULL, NULL); // displays the created frame on the screen } // this is the function that cleans up Direct3D and COM void cleanD3D(void) { d3ddev->Release(); // close and release the 3D device d3d->Release(); // close and release Direct3D } return 0; }
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https://web.archive.org/web/20210618152022/https://www.ultraengine.com/learn Genuine
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Does that mean, even if i had a stand alone copy of it on steam, i wouldnt have the rights to make a software with it after the release?
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I was always interested about making a game middleware, but my thinking was stopped at the integrating. How do they make it integrateable? I mean, i cant write (for example) an animation middleware on opengl, because could be someone wants to use it whit directx.
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But, will the standalone UAK sdk contain the update?
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How Gta 5 traffic system was made?
Vida Marcell replied to Vida Marcell's topic in General Discussion
There are so many things happened here in the past decade -
How Gta 5 traffic system was made?
Vida Marcell replied to Vida Marcell's topic in General Discussion
Someone needs to make an Ultra community lore -
How Gta 5 traffic system was made?
Vida Marcell replied to Vida Marcell's topic in General Discussion
C:\Program Files (x86)\Steam\steamapps\workshop it will be somewhere here -
How Gta 5 traffic system was made?
Vida Marcell replied to Vida Marcell's topic in General Discussion
I was thinking about to make a middleware about this, and i like the idea of it, because you only need to write algorithms and rules. You dont need complex ai networks. -
Is it possible to merge spline roads into terrain?
Vida Marcell replied to Vida Marcell's topic in General Discussion
Oh this is still avalible, thanks! -
Is it possible to merge spline roads into terrain?
Vida Marcell posted a topic in General Discussion
I saw this tool on steam: https://cdn.cloudflare.steamstatic.com/steam/apps/256655465/movie480.webm?t=1447377470, this is the solution i was looking for. Now i just have to understand how did he manage to do it. Any compliments, how he merged the terrain and the road together? -
I cant imagine what people from 100 years ago would thinks about this post.
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Do Leadwerks Support it? it would be great.
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How did they manage to do this?
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@Josh Will the mysterious Leadwerks update fix this?
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If the Textfield fontscale is increased this happens.
Vida Marcell replied to Vida Marcell's topic in Bug Reports
exactly