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  1. Slipgate Tactics is turn based tactics game about Slipgate marines squad in Quake 1 settings. Demo can be downloaded here: https://dreikblack.itch.io/slipgate-tactics Features: No randomness for actions Dedicated Movement Points for flanking or dodging damage from a front 4 Action Points can be used for few actions, blocking damage or as Movement Points Gibbing enemies gives Will Points which can be used for extra Action Points Special actions for all weapons like nailing an enemy to the floor Pushing enemy to an obstacles to do extra damage Relatively low health and armor values Enemies do their turn simultaneously Marines also can move simultaneously Couple tricky secrets to find on the main demo level Demo level is not canon and shows how Quake 1 looks like in another genre. Made with Ultra Engine. Quake model animations are not supported yet by the engine so Marines are always looking holding axes in their hands for now Turn based tactics in Quake 1 settings. ORIGINAL POST: Quake Tactics (early 2D prototype). Made this with Ultra App Kit. Will swtich to Ultra Engine as soon as it will be possible for me to buy the subscription. Quake Tactics is my fan uncommercial game about Slipgate marines squad before Quake 1 events. In terms of gameplay my goal is to make something between such games as Into the Breach and XCOM.
  2. Ultimate Action Game Controller ( UAGC ) - One game controller for all situations. Ranged, melee, hand to hand, thrown and magic combat game controller. With UAGC, the developer can select from First-person, Third-Person, Top-Down and Point & Click game controller setups. Each mode features it's own unique style of gameplay made just for that particular gaming situation. The component is designed with ease-of-use in mind, just attach the component to your game player inside the editor and configure the options as you see fit. Follow the worklogs right up until release!
  3. I'm not using the default widget system here, I've made my own and rasterize my fonts to a texture. In this screenshot you can clearly see the problem I have. I added a background shader to the font shader. The text only looks good when on dark backgrounds. You can see the right side is much nicer than the left side. Here's my inventory. I'm unsure if this is a font shader issue - a rasterization issue - or simply I need better font colours depending on the background color. Thought I'd ask to see if any one here might have any tips.
  4. Discord for TheSeventhWorld Getting back into the swing of things! I made my own UI system, mainly so I could make materials for widgets and do some cool effects down the track. This is the second time I've made this inventory, first time was in Leadwerks, this time in Ultra. Ultra is looking much nicer and is soooo much faster. Can't wait to get some color into it.
  5. This has been added to the downloads page here :
  6. ProjectManager.zip I made this for Leadwerks years ago and have begun getting it ready for Ultra. Currently it's designed for exporting your projects so that they're ready to share. It can zip files and / or folders, it can encrypt and password protect them. It can also manager the upload process to Steam. It just needs your username, password, APP ID and DEPOT ID and it will upload it for you. Things to do; Bug Fixes Advanced management of project updating First thing to do is set the path to Ultra Engine and the path to your projects. Screenshot
  7. Would it be possible disable shadows for a single light in the fragment shader, with some shader manipulation?
  8. Here's a small example on how physics on a moving object can be achieved. The physics objects are different to their visual counter parts so that they can be calculated without any rotation. Then using matrix magic the physics position and rotation can be transformed to any moving target. #include "UltraEngine.h" using namespace UltraEngine; Vec3 mousepos = Vec3(0.0f); float move_adjustment = 0.1f; float move_speed = 1.0f; float lookspeed = 0.1f; float looksmoothing = 0.5f; bool enable_camera = true; void UpdatePhysics(shared_ptr<Entity> source, shared_ptr<Entity> target, shared_ptr<Entity> platform = nullptr) { auto pos = source->GetPosition(); auto rot = source->GetRotation(); if (platform != nullptr) { auto matrix = platform->GetMatrix(); matrix = matrix.Inverse(); matrix.t = Vec4(0, 0, 0, 1); pos = TransformPoint(pos, Mat4(), matrix); rot = TransformRotation(rot, Mat4(), matrix); } target->SetPosition(pos); target->SetRotation(rot); } int main(int argc, const char* argv[]) { auto displays = GetDisplays(); auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); auto world = CreateWorld(); auto framebuffer = CreateFramebuffer(window); auto camera = CreateCamera(world); camera->SetClearColor(0.125); camera->SetFov(70); camera->SetPosition(0, 10, -5); auto light = CreateDirectionalLight(world); light->SetRotation(35, 45, 0); auto floor = CreateBox(world, 10.0f, 0.1f, 10.0f); floor->SetCollider(nullptr); floor->SetPosition(0.0f, -3.0f, 0.0f); floor->SetMaterial(LoadMaterial("Materials\\Developer\\grid01.mat")); auto box = CreateBox(world); box->SetCollider(nullptr); box->SetPosition(2.0f, 2.0f, 0.0f); auto ref = CreateBox(world); ref->SetCollider(nullptr); ref->SetPosition(11, 0, 0); auto player = CreateCylinder(world); player->SetCollider(nullptr); player->SetPosition(0.0f, 5.0f, 0.0f); auto cam_pivot = CreatePivot(world); cam_pivot->SetParent(player); cam_pivot->SetPosition(0.0f, 1.8f, 0.0f); camera->SetParent(cam_pivot); camera->SetPosition(0.0f, 0.0f, -3.0f); camera->SetDebugPhysicsMode(true); //Create physics objects auto f2 = CreatePivot(world); auto ff2 = CreateBoxCollider(10.0f, 0.1f, 10.0f); f2->SetCollider(ff2); f2->SetPosition(0, -3, 0); f2->SetCollisionType(COLLISION_SCENE); auto b2 = CreatePivot(world); auto bb2 = CreateBoxCollider(1.0f, 1.0f, 1.0f); b2->SetCollider(bb2); b2->SetMass(1.0f); b2->SetPosition(2.0f, 2.0f, 0.0f); b2->SetCollisionType(COLLISION_PROP); //player physics object auto player_phys = CreatePivot(world); auto cyl = CreateCylinderCollider(0.5f, 1.0f); player_phys->SetCollider(cyl); player_phys->SetPhysicsMode(PHYSICS_PLAYER); player_phys->SetCollisionType(COLLISION_PLAYER); player_phys->SetMass(1.0f); player_phys->SetPosition(0, 5, 0); bool stage = 0; while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { if (window->KeyHit(KEY_F2) == true) { camera->SetWireframe(!camera->GetWireframe()); } if (window->KeyHit(KEY_F3) == true) { camera->SetDebugPhysicsMode(!camera->GetDebugPhysicsMode()); } if (window->KeyHit(KEY_F4) == true) { enable_camera = !enable_camera; } if (enable_camera) { auto _displaySize = window->GetSize(); float cx = Round((float)_displaySize.x / 2.0f); float cy = Round((float)_displaySize.y / 2.0f); auto mpos = Vec3(window->GetMousePosition().x, window->GetMousePosition().y, window->GetMousePosition().z); window->SetMousePosition(cx, cy); mpos = mpos * looksmoothing + mousepos * (1 - looksmoothing); auto dx = (mpos.x - cx) * lookspeed; auto dy = (mpos.y - cy) * lookspeed; auto camrot = cam_pivot->GetRotation(); camrot.x += dy; camrot.y += dx; cam_pivot->SetRotation(camrot); mousepos = mpos; } floor->Turn(0.0f, 0.1f, 0.0f); auto y_angle = cam_pivot->GetRotation().y; auto move = 0.0f, strafe = 0.0f; if (window->KeyDown(KEY_W)) { move = 1.0f; } else if (window->KeyDown(KEY_S)) { move = -1.0f; } if (window->KeyDown(KEY_A)) { strafe = -1.0f; } else if (window->KeyDown(KEY_D)) { strafe = 1.0f; } player_phys->SetInput(y_angle, move, strafe); if (window->KeyHit(KEY_P)) { b2->AddForce(0,200,0); } UpdatePhysics(b2, box, floor); UpdatePhysics(player_phys, player, floor); world->Update(); world->Render(framebuffer); } return 0; }
  9. Thought I'd show off my node editor for Ultra Engine Shaders. Currently I'm developing it as I develop my game, so features get added as I need them. But I'd love to hear your feedback and if you'd like me to add something I'm sure I can oblige. ShaderMaster_v1.3.zip Before use, you need to set the path to UltraEngine like this so it can find the tools and shaders. You will also need to copy 'FragmentCustom.glsl' to 'UltraEngine\Templates\Common\Source\Shaders\PBR' in order to use the fragment shader nodes. Then to create a new project go to File->New Project and enter in a name. PBR is the only available at the moment and you can choose PostEffect from the right drop down - but this has not been tested in some time! Feel free to explore it though. Add a file to the project by clicking the file icon with the '+'. Below are the files associated with one of my projects. Macros are also visible when the checkbox is checked. Macros are functions that can be used between projects. Create a function, right click the function file and choose 'Convert to Macro'. The function will be removed the current project and added to the macro folder. Choose a file type, this is either a shader stage or a function or definition. I've used the fragment shader extensively. I have used the vertex and geometry shaders though there may be bugs here. Please let me know. Tessellation and Compute stages aren't working yet. Select a file from the list on the right to open it and right click in the node area to get a menu of all the available nodes. I'll make in depth tutorials on this later if any one is interested as there's a lot more to cover. Right now it's there to play with. An example of the fragment shader for my voxel terrain.
  10. I made this so that I didn't have to convert my entire Leadwerks projects straight away. With this you can still use (most of) Leadwerks style drawing commands. It's not perfect, maybe not even finished (haven't used it in a while) but at the bare minimum some of you may be able to use / learn from it! LegacyCanvas.zip
  11. #include "UltraEngine.h" using namespace UltraEngine; shared_ptr<Window> window; shared_ptr<Framebuffer> framebuffer; shared_ptr<World> menuWold; shared_ptr<Interface> ui; shared_ptr<Camera> uiCamera; shared_ptr<Widget> panel; shared_ptr<Icon> icon1; shared_ptr<Icon> icon2; bool isFirst = true; void initGui() { auto default_font = LoadFont("Fonts\\arial.ttf"); ui = CreateInterface(menuWold, default_font, framebuffer->GetSize()); ui->SetRenderLayers(2); ui->root->SetColor(0.0f, 0.0f, 0.0f, 0.0f); uiCamera = CreateCamera(menuWold, PROJECTION_ORTHOGRAPHIC); uiCamera->SetPosition((float)framebuffer->GetSize().x * 0.5f, (float)framebuffer->GetSize().y * 0.5f, 0); uiCamera->SetRenderLayers(2); uiCamera->SetClearMode(CLEAR_DEPTH); panel = CreatePanel(10, 50, 64, 64, ui->root, PANEL_DEFAULT); icon1 = LoadIcon("https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Icons/help.svg"); icon2 = LoadIcon("https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Icons/new.svg"); panel->SetIcon(icon1); } int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create a window window = CreateWindow("Ultra Engine", 0, 0, 200, 200, displays[0], WINDOW_DEFAULT); //Create a world menuWold = CreateWorld(); //Create a framebuffer framebuffer = CreateFramebuffer(window); //Create light auto light = CreateBoxLight(menuWold); light->SetRange(-10, 10); light->SetRotation(15, 15, 0); light->SetColor(2); //Create camera auto camera = CreateCamera(menuWold); camera->SetClearColor(0.125); camera->SetPosition(0, 0, -3); camera->SetFov(70); initGui(); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { isFirst = !isFirst; if (isFirst) { panel->SetIcon(icon1); } else { panel->SetIcon(icon2); } menuWold->Update(); menuWold->Render(framebuffer); } return 0; }
  12. 1. Create brush and material. 2. Apply texture to material: Saved locally this texture for test purpose https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Materials/tiles.dds 3. Save a map with a brush. 4. Load map - no texture on brush. I can see it in a map file with a text editor. #include "UltraEngine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); //Load FreeImage plugin auto plg = LoadPlugin("Plugins/FITextureLoader"); //Create a world auto world = CreateWorld(); //Create a framebuffer auto framebuffer = CreateFramebuffer(window); //Create a camera auto camera = CreateCamera(world); camera->SetClearColor(0.125); camera->SetPosition(0, 1, -4); //Create light auto light = CreateBoxLight(world); light->SetRange(-10, 10); light->SetArea(15, 15); light->SetRotation(45, 35, 0); light->SetColor(2); //Create a scene auto scene = CreateMap(); scene->entities.push_back(camera); scene->entities.push_back(light); //Load model auto t = CreateBoxBrush(world, 1, 1, 1); auto texture = LoadTexture("tiles.dds"); auto material = CreateMaterial(); material->SetTexture(texture); t->SetMaterial(material); scene->entities.push_back(t); scene->Save("game.sav"); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { if (window->KeyHit(KEY_SPACE)) { scene = LoadMap(world, "game.sav"); } world->Update(); world->Render(framebuffer); } return 0; }
  13. For example in ThirdPersonControls virtual void Start() { smoothcameradistance = followdistance; auto entity = GetEntity(); entity->SetPhysicsMode(PHYSICS_PLAYER); if (entity->GetMass() == 0.0f) entity->SetMass(78); entity->SetCollisionType(COLLISION_PLAYER); //here auto collider = CreateMeshCollider(entity->As<Model>()); if (collider) entity->SetCollider(collider); camera = CreateCamera(entity->GetWorld()); camera->SetPosition(0, eyeheight, 0); camera->SetRotation(0, 0, 0); camera->SetFov(70); currentcameraposition = camera->GetPosition(true); freelookrotation = entity->GetRotation(true); }
  14. After resizing icon of yellow armor becomes a blue one. Red also becomes blue. Green stays green. Used to be fine several months ago. #include "UltraEngine.h" #include "ComponentSystem.h" using namespace UltraEngine; shared_ptr<Window> window; shared_ptr<Framebuffer> framebuffer; shared_ptr<World> world; shared_ptr<Interface> ui; shared_ptr<Camera> uiCamera; shared_ptr<Widget> panel; shared_ptr<Widget> panel2; bool isFirst = true; void initGui() { auto default_font = LoadFont("Fonts\\arial.ttf"); ui = CreateInterface(world, default_font, framebuffer->GetSize()); ui->SetRenderLayers(2); ui->root->SetColor(0.0f, 0.0f, 0.0f, 0.0f); uiCamera = CreateCamera(world, PROJECTION_ORTHOGRAPHIC); uiCamera->SetPosition((float)framebuffer->GetSize().x * 0.5f, (float)framebuffer->GetSize().y * 0.5f, 0); uiCamera->SetRenderLayers(2); uiCamera->SetClearMode(CLEAR_DEPTH); panel = CreatePanel(10, 10, 50, 50, ui->root, PANEL_DEFAULT); panel2 = CreatePanel(10, 70, 100, 100, ui->root, PANEL_DEFAULT); auto pixmap = LoadPixmap("/gfx/items.wad/armor2");//yellow armor panel->SetPixmap(pixmap); auto pixmap2 = pixmap->Resize(pixmap->size.x * 1.5f, pixmap->size.y * 1.5f);//blue now O_o panel2->SetPixmap(pixmap2); } int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create a window window = CreateWindow("Ultra Engine", 0, 0, 300, 300, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); //Create a world world = CreateWorld(); world->SetAmbientLight(0); //Create a framebuffer framebuffer = CreateFramebuffer(window); //Load FreeImage plugin auto plg = LoadPlugin("Plugins/FITextureLoader"); auto quakeLoaderPlugin = LoadPlugin("Plugins/QuakeLoader"); //Load model WString path = AppDir(); auto pak = LoadPackage(path + "/PAK0.PAK"); ChangeDir(path); //Create a camera auto camera = CreateCamera(world); camera->SetClearColor(0, 0, 0); camera->Move(0, 0, -0.3); camera->SetRange(0.01, 100); camera->SetFov(70); initGui(); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { world->Update(); world->Render(framebuffer); } return 0; }
  15. If i enter new value in text field of custom component, click at other entity and click back on entity with my component its string value is default from json. Int fields works fine.
  16. { "component": { "properties": [ { "name": "teamId", "label": "Team id", "value": 2 }, { "name": "health", "label": "Health", "value": 10 }, { "name": "textureName", "label": "Texture", "value": "city4_2" } ] } } Same problem with default component if i move it to same folder
  17. Editor saves Quake models as: "package": "pak0.pak", "path": "progs/player.mdl" But if game loads a pak0 from not a game folder model is not being loaded. if i change manually to "path": "C:/Program Files (x86)/Steam/steamapps/common/Quake/rerelease/id1/progs/player.mdl" editor can't load a model. I can't find a proper way to edit .ultra map in code. stream->ReadWString() returns hieroglyphs from a map. What's a best approach to make Quake models loads in Editor and in a game?
  18. Steam beta branch. When i first time create widgets it's works. But when i destroy them and create new ones in a same vector they are invisible. It worked several months ago. Need that for an inventory gui. #include "UltraEngine.h" using namespace UltraEngine; class ContainerWidget : public Panel { vector<shared_ptr<Widget>> btns; protected: virtual bool Initialize(const int x, const int y, const int width, const int height, shared_ptr<Widget> parent) { btns.resize(4); return Widget::Initialize(text, x, y, width, height, parent, style); } public: void initBtns() { clearBtns(); for (int i = 0; i < btns.size(); i++) { btns[i] = CreateButton("Btn", i * 50 + 10, 0, 20, 20, Self()->As<Widget>()); } } void clearBtns() { for (int i = 0; i < btns.size(); i++) { if (btns[i]) { btns[i]->SetParent(nullptr); btns[i] = nullptr; } } } static shared_ptr<ContainerWidget> create(const int x, const int y, const int width, const int height, shared_ptr<Widget> parent) { struct Struct : public ContainerWidget { }; auto instance = std::make_shared<Struct>(); instance->Initialize(x, y, width, height, parent); instance->SetColor(0.5, 0.5, 0.5, 1, WIDGETCOLOR_BACKGROUND); instance->initBtns(); return instance; } }; shared_ptr<Window> window; shared_ptr<Framebuffer> framebuffer; shared_ptr<World> menuWold; shared_ptr<Interface> ui; shared_ptr<Camera> uiCamera; shared_ptr<Widget> btn; shared_ptr<ContainerWidget> container; void initGui() { auto default_font = LoadFont("Fonts\\arial.ttf"); ui = CreateInterface(menuWold, default_font, framebuffer->GetSize()); ui->SetRenderLayers(2); ui->root->SetColor(0.0f, 0.0f, 0.0f, 0.0f); uiCamera = CreateCamera(menuWold, PROJECTION_ORTHOGRAPHIC); uiCamera->SetPosition((float)framebuffer->GetSize().x * 0.5f, (float)framebuffer->GetSize().y * 0.5f, 0); uiCamera->SetRenderLayers(2); uiCamera->SetClearMode(CLEAR_DEPTH); container = ContainerWidget::create(10, 50, 200, 50, ui->root); btn = CreateButton("Reinit buttons", 10, 10, 150, 20, ui->root); } int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create a window window = CreateWindow("Ultra Engine", 0, 0, 300, 300, displays[0], WINDOW_DEFAULT); //Create a world menuWold = CreateWorld(); //Create a framebuffer framebuffer = CreateFramebuffer(window); //Create light auto light = CreateBoxLight(menuWold); light->SetRange(-10, 10); light->SetRotation(15, 15, 0); light->SetColor(2); //Create camera auto camera = CreateCamera(menuWold); camera->SetClearColor(0.125); camera->SetPosition(0, 0, -3); camera->SetFov(70); initGui(); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { while (PeekEvent()) { const Event ev = WaitEvent(); if (ev.source == btn && ev.id == EVENT_WIDGETACTION) { container->initBtns(); } ui->ProcessEvent(ev); } menuWold->Update(); menuWold->Render(framebuffer); } return 0; }
  19. Playing sounds simultaneously causes a crash when last sounds stop playing. Happens if world created and rendered. When i tried to do it with no world, only one sound played and no crash happened. Steam beta branch. Several months ago had no such problem. #include "UltraEngine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Ultra Engine", 0, 0, 300, 300, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); //Create a world auto world = CreateWorld(); //Create a framebuffer auto framebuffer = CreateFramebuffer(window); //Load FreeImage plugin auto sound = LoadSound("https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Sound/notification.wav"); int i = 0; //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { if (i < 10) { sound->Play(); i++; } world->Update(); world->Render(framebuffer); } return 0; }
  20. Looks like a component of new entity that was created by entity->Instantiate() has a pointer to original entity. Several months it worked fine. Maybe something went wrong when public entity pointer was replaced by GetEntity() method. Steam beta branch. #include "UltraEngine.h" #include "ComponentSystem.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Ultra Engine", 0, 0, 1200, 800, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); //Create a world auto world = CreateWorld(); //Create a framebuffer auto framebuffer = CreateFramebuffer(window); //Create a camera auto camera = CreateCamera(world); camera->SetClearColor(0.125); camera->SetFov(70); camera->SetPosition(0, 0, -3); //Create a light auto light = CreateBoxLight(world); light->SetRotation(35, 45, 0); light->SetRange(-10, 10); //Create a box auto box = CreateBox(world); box->SetPosition(1, 1, 1); auto component = box->AddComponent<Mover>(); component->rotationspeed.y = 45; auto newBox = box->Instantiate(world, true, true); newBox->SetPosition(2, 2, 2); auto componentTest = newBox->GetComponent<Mover>(); Print("first box pos x:"); Print(box->GetPosition().x); Print(component->GetEntity()->GetPosition().x); Print("second box pos x:"); Print(newBox->GetPosition().x); Print(componentTest->GetEntity()->GetPosition().x); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { world->Update(); world->Render(framebuffer, false); } return 0; }
  21. While the example here works, it seems if you are overlaying an interface over a 3D environment the panel won't show the assigned texture. I first noticed this in my project where I wanted to show the real-time render of a 2nd camera on the panel. #include "UltraEngine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { auto displays = GetDisplays(); auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0]); auto framebuffer = CreateFramebuffer(window); auto world = CreateWorld(); auto font = LoadFont("Fonts/arial.ttf"); auto ui = CreateInterface(world, font, framebuffer->size); ui->background->SetColor(0, 0, 0, 0); //Create and position camera auto camera = CreateCamera(world); camera->SetPosition(0, 1, -2); int RENDERLAYER_1 = 2; auto ui_camera = CreateCamera(world, UltraEngine::PROJECTION_ORTHOGRAPHIC); ui_camera->SetRenderLayers(RENDERLAYER_1); ui_camera->SetPosition(framebuffer->size.x / 2.0f, framebuffer->size.y / 2.0f); ui_camera->SetClearMode(UltraEngine::CLEAR_DEPTH); auto panel = CreatePanel(0, 0, 512, 512, ui->root); auto tex = LoadTexture("https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets/Materials/Ground/river_small_rocks_diff_4k.dds"); panel->SetTexture(tex); auto box = CreateBox(world); box->SetColor(1, 0, 0); while (true) { while (UltraEngine::PeekEvent()) { auto event = UltraEngine::WaitEvent(); switch (event.id) { case UltraEngine::EVENT_WINDOWCLOSE: if (event.source == window) { return 0; } break; } ui->ProcessEvent(event); } world->Update(); world->Render(framebuffer); } return 0; }
  22. Here's something I've never mastered. How to get my large voxel terrain to cast shadows onto itself? At the very least I want nearby mountains to cast shadows. Is this a separate pass done in a specific shader? Or some highly advanced custom code I need to write?
  23. Reproducing the error 1. Look at the texture toolbar and close. 2. Open a material and close it. 3. Look at texture toolbar. Or show View.
  24. Just updated and I'm getting a library corrupt error with UltraEngine_d.lib. Did a fresh install which didn't help. Release is fine.
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