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Found 12 results

  1. In this post, I want to introduce you to my GitHub repository: https://github.com/klepto2/UltraEngineUtilities Currently, there is not that much available, but I am working on adding more utilities and helper classes, which will help to work with UltraEngine. I had the privilege to be one of the first users of UltraEngine and was able to see the enormous amount of potential right from the beginning. So with the repo, I want to give some of the small or bigger helpers I have developed or made compatible for UltraEngine to the public. Available Features: namepace UltraEngine::Utilities::Shader ShaderCompiler A class which allows you to compile UltraEngines glsl-shaders to SPIRV format from code. ShaderWatcher This class uses the UltraEngine::FileSystemWatcher to watch changes for all available shaders used by your program It parses the ShaderFamilies Keeps track of includes Recompilation of shaders as soon as the shader file changes Automatically reloads shaders when the compilation was succesfully Sample code: How To use the Shadercompiler: #include "UltraEngine.h" #include "ComponentSystem.h" #include "include\Utilities.h" using namespace UltraEngine; using namespace UltraEngine::Utilities::Shader; int main(int argc, const char* argv[]) { auto compiler = CreateShaderCompiler(); auto result = compiler->Compile("Shaders/GUI/WidgetBlock.frag", "Shaders/GUI/WidgetBlock.frag.spv"); if (result->IsSuccesfull()) { Print("Shader compiled succesfully!"); for (auto f : result->GetIncludedFiles()) { Print("Shader includes: " + f); } } else { Print("Shader compilation failed!"); Print(result->GetError()); } ... } How to use the ShaderWatcher: #include "UltraEngine.h" #include "ComponentSystem.h" #include "include\Utilities.h" using namespace UltraEngine; using namespace UltraEngine::Utilities::Shader; int main(int argc, const char* argv[]) { auto watcher = CreateShaderWatcher(); watcher->Start(); ... } Future Features: Multiple Widgets ContainerWidgets: FlowPanel StackPanel TableLayoutPanel Scintilla Integration plain Scintilla Wrapper Advanced SyntaxEditor -widget will encapsulate some advanced features like inlining etc. Vulkan-Utilities: A port and slightly modified Version of Sascha Willems https://github.com/SaschaWillems/Vulkan/blob/master/base/VulkanTools.cpp I am as well working on some more advanced stuff, but there i have to decide how to publish them. ComputeShader-Integration Real-time PBR-Environment-Calculations Atmospheric scattering Ocean and Water rendering Here are some Screens and Animations showing some of the above Features:
  2. int LinePick(TPick *pick, TVec3 &point1, TVec3 &point2, flt radius=0, int collisionType=0, BP pickfilter=NULL) I can't find any explanation of what the radius parameter means.
  3. I'm currently using models rather than a 'terrain' mesh to make up my various pieces of environment and I'm wondering if anyone can give me any advice on how Leadwerks implements its vegetation system, specifically the grass. Do I need to add a shader to the mat file of the material I apply to the model? Do I need to maybe generate a 'grass mesh' on top of my models, sort of like a decal? Any documentation or advice would be appreciated.
  4. The below code snippet crashes my program (engine.log is empty). grid2d=LoadTexture("abstract::2dgrid.dds"); objecttype[0].model=LoadModel("abstract::ball.gmf"); However, if I switch the order of the two lines, the program runs fine. It also works fine if I add this as the third line. MessageBoxA(0,"Something","Something",0); This makes absolutely no sense to me. Any thoughts?
  5. This is the information given about update of a controller void UpdateController( TController controller, flt angle, flt move, flt strafe=0, flt jump=0, flt maxacceleration=0.5f, int iterations=1, int crouchmode=0 ) Question How does the parameter 'move' relate to the actual movement in the game. What does a value of 'move=1' mean? What does 'max acceleration=1' mean?
  6. In the attached file, there is a very simplified system of how I set up my entity system and abstraction. As you see, if you build the project I've provided and press 0 during in game, the game crashes at ResetFramework() (Whether in debug or release). Below is a small description of how I do things. Actor is a class that modifies an entity in some way. Bombs, traps, characters etc inherits from this class. CallbackRegistration class registers callbacks to the actors. For the base Actor class, FreeEntityCallbackRegistration is inherited as the Actor C++ object needs to be deleted when the entity is freed. Download & change VC dir & compile, and tell me what you think. I'm looking for some quick explanation on why the program crashes and some ways I could fix this. Thank you for all those who are trying to help me. EDIT: File attached. Forgot to press "Attach This File" button. (Why can't I attach 7z archive? Smaller size... )
  7. I'm currently prototyping some procedural mesh algorithms and I'd like to apply tri-planar texturing to my meshes. I'm wondering if LE2 has a tri-planar texturing shader available already or whether I need to create my own? If I need to create my own, I'd love some guidance on how I, in C++, apply a shader to my Mesh objects as well as pass textures and the mesh object properties to the shader. Thanks.
  8. Well.. actually my feet's are on the ground, but my game character has that problem. Walking on flat terrain is no big problem, but when she enters hills and rough terrain her feet's floats above the ground. I guess that is cause by some collision mesh thing and is hard to avoid. Above she is standing on a slope. (left image with Debug Physics on). I guess make the diameter of the collision cylinder would make the problem less prominent, but is that the only way to go without writing your own controller. How do you guys solve this or at least minimize the problem?
  9. Hi .. a simple question. I have my character driven by a TContoller. Everything works as it should but there is one thing that I cant seem to fix. When stopping after have been walking (the move parameter to UpdateController is set to 0), my character does not stop at once, but continues sliding forward a little bit like she walks on ice. // _height = 1.7 // _modelPos is the postion of my character model TController _controller = CreateController( _height ); PositionEntity(_controller, modelPos ); SetBodyMass(_controller, 60); SetBodyGravityMode(_controller, 1 ); // _walker.GetWalkSpeed() gives a speed factor // _jumpHeight is a scale factor // _rotY is amount of rotation around Y float move = static_cast<float>(KeyDown( BackKey ) - KeyDown( ForwardKey )) * _walker.GetWalkSpeed(); float strafe = static_cast<float>(KeyDown( RightKey ) - KeyDown( LeftKey )); float jump = static_cast<float>(KeyHit(JumpKey))*_jumpHeight; UpdateController( _controller, _rotY*timeFactor, move*timeFactor, // contiues to move a bit event with move=0 strafe, jump, 5, 10, 0 ); RotateEntity( _model, EntityRotation(_controller ) ); PositionEntity( _model, EntityPosition(_controller) ); I have tested with various body parameters like increasing the friction, but with no effect. Any idea?
  10. Hi I want to calculate the move speed of an animated character. My simple first approach was to measure the distance between the feets TVec3 lPos = EntityPosition( _leftFoot, 1); TVec3 rPos = EntityPosition( _rightFoot, 1); _curSpeed = fabs(lPos.Z-rPos.Z); // calculated speed That kind of works but the character will move in a (jagged?) manner. I know someone of you have done this calculation but can't remember who. Anyone?
  11. I have a list of GUI elements. GUI elements like button, checkbox etc inherit from a base GUI class. The list is of the base Type: vector<LCPGui*> mainMenuElements; The elements added are checkboxes and buttons. Via a for loop I want to call their respective draw functions: for(int i = 0; i < mainMenuElements.size(); i++) mainMenuElements.at(i)->Draw(); The Draw function that is being called, resides in the GUI class, whiles I need the Draw function from the sub classes. 1 way to solve this would be to add the 'virtual' keyword to the Draw function in the base class. However sometimes I need to use the base class Draw function. How can I call the Draw function from the subclasses?
  12. Hey all, I had a quick question about a technique used in quite a lot of games that I want to have a go at adding to mine. And that is abstract camera movement. Much like a person's head moving around to make it more realistic. Now any suggestions on this? I have seen a few people around here achieve it. One person is franck22000, with his video in this post - http://www.leadwerks.com/werkspace/topic/4712-shadows-artifacts/ Any suggestions would be very helpful!
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