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  1. Yesterday
  2. Top stuff, it's coming along well!
  3. Thirsty Panther

    Editor progress

    I see edit terrain in the menu. Will the first version of the editor have terrain generation capabilities?
  4. Hey Josh, I just saw the video on the LeadWerks Software YouTube page about the editor. Super excited for the new engine. I am going to pick up a standard edition pre-order when I have money around the 15th.
  5. Josh

    Editor progress

    Menu hotkeys and new three-viewport layout shown.
  6. Wondering If you've had a chance to look at this yet? Been in Leadwerks for a bit and I'm keen to get back into Ultra!
  7. Last week
  8. There is an option to edit in the documentation. Or where you after more generalised code examples.
  9. A category to post code snippets in, sorta like blitzB had.
  10. Alienhead

    Editor progress

    I love the time stamp on the materials. Now I'll have no excuse for grabbing the wrong mat!
  11. reepblue

    Editor progress

    Oh wow, it's a real editor now.
  12. Josh

    Editor progress

    Viewport navigation is done, viewport grids are done, more icons replaced in edit bar. Again testing with content from Cyclone game.
  13. It's not. I've been told the source code is littered with comments from the developers on how much they hate their lives and people who are able to licence it say it's the worst mistake of their entire lives.
  14. A lot of folks don't realize that I have 15 pages full of free sound effects on my site. Just like my music tracks, they're free to use with attribution. Links to my sound effects pages are listed on the right side of every page on my site below the music links. That said, this week's new sound effects are on these pages: SFX - ANIMALS https://soundimage.org/sfx-animals/ SFX - ELECTRONICS https://soundimage.org/sfx-electronic/ I hope some of them are helpful! :-)
  15. I know this is old, but I use Source 2 Hammer from time to time, which although is mesh based and not CSG based I do have to say, I mostly agree with them... The 2D views are occasionally useful for lining things up and ensuring everything is on the grid, but 3D is so much more powerful in the general case. This is the default setup DOTA 2 and HL:A use. (Note it is Optimized for Ultrawide monitors by default, so you do need to do a bit of size adjustment)
  16. Dominic900

    Editor progress

    I agree with Alienhead. So far Josh you have done a great job.
  17. I can try it and see what happens!
  18. I don't know if my downsampling idea is even a good one. It doesn't look like the shader itself is the bottleneck.
  19. Can you still make it render in a viewpoint? The separate window was annoying.
  20. Alienhead

    Editor progress

    This is turning out very very nice. so clean. I can't stand some of the 'other' editors where you have to hunt and peck for hours to find a single setting.
  21. I think it will be necessary to get a 1.0 release out, see all the ramifications of how the flowgraph works with the new component system, and then take that knowledge and design something more advanced for a future release. I think I will just focus on delivering the same functionality Leadwerks had, plus zooming. Otherwise I am likely to design something, and then remove and redesign it in another update.
  22. Josh

    Editor progress

    Viewport grids and popup menus now working...
  23. Replaced tile outlines with brushed. Better perfomance and i think it's looks better. But even one camera outline still degrade perfomance significantly and i wonder how to do proper downsampling for outline. I don't know what am i doing wrong in Outline.json for that: { "postEffect": { "buffers": [ { "size": [ 0.25, 0.25 ] } ], "subpasses": [ { "samplers": [ "DEPTH", "PREVPASS" ], "shader": { "float32": { "fragment": "Shaders/Outline.frag.spv" } } } ] } }
  24. Dominic900

    Editor progress

    Very nice Josh, Can't wait to get my hands on your engine when released. Very realistic image. Can't wait to try it out in game.
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