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  1. Past hour
  2. Einar

    Help

    Oh god you remind me of my father, he could do anything, even if I had already tried it and it would just work, cheers mate! XD
  3. Today
  4. Josh

    HDRI to cubemap

    I uploaded a repo here for safekeeping: https://github.com/UltraEngine/HdriToCubemap
  5. This makes a lot of sense, thanks for the explanation. Looking forward to trying it in game. 🙂
  6. Josh

    Help

    I think these small changes will do what you want. Main.lua Menu.lua
  7. Einar

    Help

    How do I do that in Menu.lua?
  8. Josh

    Help

    The trigger does this by setting the global variable "changemapname" to a new value. If you do the same thing with your button, then the value will be detected in the main loop and a new map will be loaded.
  9. 0.9.6 Fixed editor not loading maps with prefabs. Fixed bloom shader compile error.
  10. Einar

    Help

    Yes I'm aware, but I'm not trying to make a trigger zone, no. I'm trying to add a button to the menu where the player can use anywhere, but when I try it out it just overlaps the map I'm already in and causes alot of bugs.
  11. Yesterday
  12. 0.9.6 Shader fix for imposters in mesh layers not facing the camera.
  13. As long as "changes" is not a variable both threads can access! But I would just use SetPixels from the main thread, it's safer and less likely to break down.
  14. Yeah this is what I will do I think. That's why I was wondering if it's okay to update the texture with the new buffer in the render hook. It will look more like this. RenderHook() { if(changes == true){ changes = false; texture->SetPixels(buffer); } }
  15. You might want to change your design so some global variable gets set when something is changed, and then just submit the changes once if they occur. This is how I handle changes to mesh data, instead of submitting the mesh each time it just adds it to a list of meshes that need to be sent, and all updated meshes are submitted right before the render.
  16. I have a texture for holding a lot of variables for shaders. Sometimes those variables change, like 10'000 times at startup but only one or twice during game. So I do need to get the updating variable to the shaders.
  17. Why? Transfer buffers are a very common technique.
  18. Ah okay. Well that's okay. I just need to change how I'm updating the texture then. Is it okay to do this in a render hook? Are render hooks before render or after? RenderHook() { texture->SetPixels(buffer); }
  19. Josh

    Imposter

    The imposter generation step was missing a conversion from linear space back to srgb, resulting in dark images. This has been fixed.
  20. The issue in the first post is fixed. In order to investigate the other issue, I will need to download your project so I can try it.
  21. Agreed, I have more of an issue dragging the model around.
  22. 0.9.6 Fixed bug that was preventing painting mesh layer instances in some situations.
  23. I think selecting an object should use a polygon pick, but once it is selected, I could see a good argument for using the bounds of the selection as the area to click and drag to move things.
  24. I was able to download it just fine on my laptop. Try this reupload. Edit: The site is being dumb, I sent it over discord.
  25. Josh

    Help

    The FPS project includes a sample map where walking into an area will trigger a map change.
  26. When I click to download the page says: This attachment is not available. It may have been removed or the person who shared it may not have permission to share it to this location.
  27. I think I am going to make the interface in C++, built into the program, and then use Lua for the various integrations with different websites. Here is the final version of the pure Lua approach. It doesn't download assets but it's a nice example of asynchronous behavior with Lua. AssetLibrary.lua
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