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  3. 0.9.6 In this build the terrain creation works more like Leadwerks, where it is created by first selecting the terrain tool. You don't have to worry about selecting the terrain to edit it, it just works. Try it and let me know what you think. The way it is stored in the map file has not changed. LOD for orthographic cameras is fixed.
  4. That's what happens when I try to add some asset.
  5. haven't done much, just wanted to report that it appears to work (it loads the models and looks like your screenshots)
  6. Yeah, I get it. But this message keep coming even if I attach the project to another folder which name is written in english.
  7. Leadwerks does not work with non-western characters in the project path. You must select a folder with only "normal" characters in the path. (Ultra does support unicode).
  8. And when I'm trying to attach the project ot another folder, it enters but fails to accoplish all other functions. For example I can't simply add a texture to a project. It says "source not found" or something like this. And also many other errors appear.
  9. I would love to see the old one. But an island with the EU rendering must be something.
  10. I would actually like do make a modern version of our old tropical island from LW2
  11. Cool, I can't wait to see that.
  12. What matters is, what is best for us?
  13. It's your decision, of course, but I personally don't think it's contemporary that a scene can only have one terrain.
  14. This change would allow us to get vegetation working sooner, with fewer bugs and ongoing problems.
  15. 0.9.6 Added right-click on file "Convert File to XXX..." menu item for all converters in asset browser. Added right-click on folder "Batch Conversion" menu item in asset browser.
  16. Yeah, I am actually looking into some stuff like that now...
  17. Hello, will there be DLC in the future (objects, entire room, world examples, etc.) for Ultra Engine for those like me who don't know 3D ?
  18. Doing that would require two things. With really big worlds, you need a terrain system that recursively subdivides, because normal terrain LOD isn't big enough. With a normal terrain LOD system where the terrain is divided into patches, eventually you can zoom out so far that each patch is just one pixel big. So you need a different way of handling that. You also need a way to warp the terrain to a sphere, and have it affect physics, raycasting, culling, as well as the rendering. I plan on doing stuff like this in the future, but not with our standard terrain system.
  19. Maybe it's only with Cyrillic not sure #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, 800, 600, displays[0]); //Create User Interface auto ui = CreateInterface(window); //Create widget auto label1 = CreateLabel("Test", 20, 20, 120, 30, ui->root); auto label2 = CreateLabel("Тест", 20, 50, 120, 30, ui->root, LABEL_BORDER | LABEL_CENTER | LABEL_MIDDLE); while (window->Closed() == false) { WaitEvent(); } return 0; }
  20. so its not possible to create an world out of multiple terrains ?
  21. If you have posteffects assigned to a camera, the wireframe mode is not rendering correctly. The only thing which is visible when using wireframe seems to be the pfx quad which is rendered. #include "UltraEngine.h" #include "ComponentSystem.h" //#include "Steamworks/Steamworks.h" using namespace UltraEngine; const WString remotepath = "https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets"; 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 primary display auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); //Create a rendering framebuffer auto framebuffer = CreateFramebuffer(window); //Create a world auto world = CreateWorld(); world->SetAmbientLight(0); //Create a camera auto camera = CreateCamera(world); camera->SetPosition(0, 0, -1); camera->SetFov(70); camera->SetClearColor(0.125); camera->SetTessellation(4); //Create a light auto light = CreateBoxLight(world); light->SetRange(-10, 10); light->SetRotation(35, 35, 0); light->SetColor(4); //Display material auto model = CreateCubeSphere(world, 0.5, 8, MESH_QUADS); auto mtl = LoadMaterial(remotepath + "/Materials/Ground/rocks_ground_02.json"); mtl->SetTessellation(true); mtl->SetDisplacement(0.075f); model->SetMaterial(mtl); bool isWireFrame = false; bool pfxEnabled = false; //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { if (window->KeyDown(KEY_DOWN)) camera->Move(0, 0, -0.01); if (window->KeyDown(KEY_UP)) camera->Move(0, 0, 0.01); if (window->KeyHit(KEY_F1)) { isWireFrame = !isWireFrame; camera->SetWireframe(isWireFrame); } if (window->KeyHit(KEY_F2)) { pfxEnabled = !pfxEnabled; if (pfxEnabled) { camera->AddPostEffect(LoadPostEffect("Shaders/SSAO.fx")); } else { camera->ClearPostEffects(); } } world->Update(); world->Render(framebuffer); #ifdef STEAM_API_H Steamworks::Update(); #endif } #ifdef STEAM_API_H Steamworks::Shutdown(); #endif return 0; }
  22. Made own icon for Quake Tactics.exe: New weapon - Laser rifle. Long range, special piercing shot damage all units in the shot line New enemy - Enforcer. Slow but fully armored and has a laser rifle as a long range weapon. Enforcer can be now blew up by attacking his back (orange bar shows HP for backpack) Changed area weapon trigger zone shape a bit for better detection Bot’s unit can now keep its turn if detect something if bot team turn was not ended yet Grunts will shoot if can’t came close enough for point blank Now weapon distance is also shown with a circle when action dialog is up Arrow under units to show in which way they will be pushed and potential damage in unit bars from bump damage Fixed outlines A lot of fixes for GUI and controls
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