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- Today
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toxohay joined the community
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Okay it's for sure something on your side, I started an entirely NEW project, loaded the start.ultra map, attempted to run it, hang - freeze - power boot.
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0.9.5 is much, much better THANK you for that !
- Yesterday
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Alienhead started following How to prevent ..
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Entering the slightest typo or a syntax error in lua code causes me a total system shutdown. I have to power boot the computer to get it back up ( everytime ) . Also some commands entered correctly cause a power boot on my computer as well.. Example:: When this code reaches the self.camera:Move() command my system hangs and I have to power restart to get it back up. ---->> Setup Camera self.camera = CreateCamera(self.entity:GetWorld()) self.camera:SetPosition(self.myPosition) self.camera:SetRotation(self.myRotation) self.camera:Move(0,0,-1)
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0.9.5 it is Thanks
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Sorry I thought 0.9.5 was on the stable branch.
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Josh started following is Ultra Engine Vulkan, only?
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Version 0.9.5 uses OpenGL 4.6. It is available on the beta branch. If you switch to using it, you must update your project to get the new shaders.
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I have installed the stable version for now it doesn't do it again, but I'm not really sure what went wrong I cn't replicate the error
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MetalOS started following is Ultra Engine Vulkan, only?
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In your screenshots I see that you are using version 0.9.4 of Ultra Engine. have you tried with version 0.9.5 to see if the problem persists?
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Marinammn started following Sharing my Original Music and Sound Effects - Over 2500 Tracks
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Andy90 started following Memory Increase on Map change
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Hello, when you change a map the usage memory increase but never decrease. This means there is something allive what should not be allive. You can reproduce it with this code. Just hit multiple times T and see how the memory increases every time. #include "UltraEngine.h" #include "ComponentSystem.h" //#include "Steamworks/Steamworks.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { #ifdef STEAM_API_H if (not Steamworks::Initialize()) { RuntimeError("Steamworks failed to initialize."); return 1; } #endif RegisterComponents(); auto cl = ParseCommandLine(argc, argv); //Load FreeImage plugin (optional) auto fiplugin = LoadPlugin("Plugins/FITextureLoader"); //Get the displays auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Ultra Engine", 0, 0, 1280 * displays[0]->scale, 720 * displays[0]->scale, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); //Create a framebuffer auto framebuffer = CreateFramebuffer(window); //Create a world auto world = CreateWorld(); //Load the map WString mapname = "Maps/start.ultra"; if (cl["map"].is_string()) mapname = std::string(cl["map"]); auto scene = LoadMap(world, mapname); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { world->Update(); world->Render(framebuffer); #ifdef STEAM_API_H Steamworks::Update(); #endif if (window->KeyHit(KEY_T)) { scene = LoadMap(world, mapname); } } #ifdef STEAM_API_H Steamworks::Shutdown(); #endif return 0; }
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Marinahlu started following Sharing my Original Music and Sound Effects - Over 2500 Tracks
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N815 changed their profile photo
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if I start the game inside Ultra Engine, everything is fine when I start the game deployment I get this Vulkan Error 4 Debug won't start at all can I make just OpenGL legacy executable? (I have no issues with commercial games with Vulkan API like THE SURGE 2 for example) AMD Ryzen 5 3500 U 16 GB RAM 10 TB SSD Windows 10 Pro
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Oh, thanks. 😁 I had this feeling it wasn't a bug and I was just going to have to up double the textue size to try and fake it.
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DiumStream joined the community
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No need to: #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); //Create a world auto world = CreateWorld(); //Create a framebuffer auto framebuffer = CreateFramebuffer(window); //Create light auto light = CreateBoxLight(world); light->SetRange(-10, 10); light->SetRotation(15, 15, 0); light->SetColor(2); //Create camera auto camera = CreateCamera(world); camera->SetClearColor(0.125); camera->SetPosition(0, 0, -3); camera->SetFov(70); //Create scenery auto box = CreateBox(world); auto cone = CreateCone(world); cone->SetPosition(1.25, 0, 0); cone->SetColor(0, 0, 1); auto sphere = CreateSphere(world); sphere->SetPosition(-1.25, 0, 0); sphere->SetColor(1, 0, 0); //Create camera and texture buffer auto texbuffer = CreateTextureBuffer(256, 256, 1, true, 0); auto cam2 = CreateCamera(world); cam2->SetClearColor(1, 1, 1); cam2->SetRenderTarget(texbuffer); cam2->SetMSAA(2); //Create material auto mtl = CreateMaterial(); auto tex = texbuffer->GetColorAttachment(); mtl->SetTexture(tex); box->SetMaterial(mtl); cone->SetMaterial(mtl); sphere->SetMaterial(mtl); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { //Orient the texturebuffer camera cam2->SetPosition(0, 0, 0); cam2->Turn(0, 1, 0); cam2->Move(0, 0, -3); world->Update(); world->Render(framebuffer); } return 0; }
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I'm rendering a camera to a texture and tried setting MSAA to 2 (and above) and got a black texture as a result. Should this work or is it a bug? If it's a bug I'll put an example together.
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TherapyCenterOfNy joined the community
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wiiliam joined the community
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bhimakeupacademy joined the community
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- 1 reply
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- 4
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Okay, here it is. I will let you guys experiment with this and see what you think: modelimport.zip
- Last week
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I am guessing there is somehow two active components being updated, which causes the mouse to be moved back to the center twice each frame...
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Progress bar blinks when filling when changing the value from 0 to 1 in a loop. function this:Update(window,input) while (PeekEvent()) do local ev = WaitEvent() if (ev.id == EVENT_WINDOWCLOSE and ev.source == window:Get()) then return("Exit") else me.ui:ProcessEvent(ev) end end if me.x < 1.0 then me.x = me.x + 0.001 else me.x = 1.0 input:FlushKeys() end me.bar:SetProgress(me.x) end
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Copy the /Shaders folder from a new project into the project you are trying to import.
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Good grief. Way to go, Josh.
- 1 reply
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A little test I put together to see how much Geometry i could throw at UltraEngine before it started showing any slowdown. Well i completed the entire scene and UltraEngine was still pounding away, this is an amazing engine guys. I 100% suggest you check it out if your into game dev. https://www.ultraengine.com/
- 1 reply
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