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  1. Today
  2. I posted a similar video years ago when I was first implementing the vegetation system in Leadwerks:
  3. 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.
  4. 0.9.5 is much, much better THANK you for that !
  5. Yesterday
  6. 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)
  7. Sorry I thought 0.9.5 was on the stable branch.
  8. 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.
  9. 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
  10. 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?
  11. 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; }
  12. Wow that's fast! Is this using the compute shader? I need to do something similar for my foliage system.
  13. 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
  14. 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.
  15. 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; }
  16. 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.
  17. Okay, here it is. I will let you guys experiment with this and see what you think: modelimport.zip
  18. Last week
  19. 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...
  20. 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
  21. Copy the /Shaders folder from a new project into the project you are trying to import.
  22. 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/
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