Jump to content

All Activity

This stream auto-updates

  1. Past hour
  2. @Josh Do you do anything special when rendering font textures? Or is this simply an artistic issue and I need better contrast between the background and text.
  3. I'm moving the cylinder around with a kinematic joint. As you can see in the video it will slide nicely against smooth surfaces, but anything with hard edges it can sometimes get stuck, and it keeps trying to push through it. You can see if I keep the key down to move the cylinder toward the box when it's at the corner it will go through slightly and begin to jitter. Is this a physics issue or something I should program into the controller? E.g. Stop trying to moving forward if a collision is detected (I would have thought though the physics system should be handling this).
  4. Looks like I got what I want working with this. auto pivot = CreatePivot(world); pivot->SetPosition(child->GetPosition(true), true); pivot->SetMass(1.0f); auto plane_joint = CreatePlaneJoint(p2, p2 - p1, pivot, child); auto slider_joint = CreateSliderJoint(p1, p2 - p1, planet, pivot); This means the child object still reacts to all physics, movement on all three axis and I'm pretty sure it's doing rotation on all 3 axis too... and when it collides with the planet sphere (which gravity is acting towards) it will stop moving and then move perfectly with the planet as it rotates. I don't really like using multiple joints, so if a joint can be made to do this. That'd be awesome.
  5. Today
  6. That does make more sense. The package contains a material and shader. Although I didnt think it loaded the files inside straight away...
  7. I am not sure if that message means that LoadPackage. It seems far more likely the integrated graphics are causing a problem after the package is loaded.
  8. After recent update material for skybox can't be loaded from zip package 1. Make Materials.zip with Materials folder inside 2. Rename usual Materials folder to exclude loading from non-package Standard start.ultra map #include "UltraEngine.h" #include "ComponentSystem.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { 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(); auto package = LoadPackage("Materials.zip"); package->FileType(""); //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); } return 0; }
  9. Yes, this is a feature. Is this bad?
  10. Steam sometimes fails redistributables even with release copies. It's best to package the installers in the game incase anyone needs them.
  11. After one of last updates Entity::Copy() started copy original entity tags. I don't know if it's intended but it was not a case before and took me a while to discover exact issue, #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 a camera auto camera = CreateCamera(world); camera->SetClearColor(0.125); camera->SetPosition(0, 0, -4); //Create a light auto light = CreateBoxLight(world); light->SetRotation(45, 35, 0); light->SetRange(-10, 10); light->SetColor(2); //Create a model auto model = CreateBox(world); model->SetColor(0, 0, 1); model->AddTag("Test"); auto model2 = model->Copy(world); int tagCount = world->GetTaggedEntities("Test").size(); Print(tagCount); window->SetText("tag count " + WString(tagCount)); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { world->Update(); world->Render(framebuffer); } return 0; }
  12. Thanks I'll give it a go in the morning and see what happens.
  13. Testing an irregularly shaped object out with 2D imposters...
  14. I'm using LoadPackage for Quake pak and zip, you can check if it's also does not work on that PC https://drive.google.com/drive/folders/1d5QKGvv0ikCDG9Pe1gIS8sg0hhkbybn_ You will need installed Quake tho
  15. The PC is running windows 10 and.... actually... I think it's integrated graphics... should that make a difference to load package though? Surly it would fail in something like the window or framebuffer if it were the GPU?
  16. Unfortunately with a remote debug it didn't give me much to go on. GameStart... 'TheSeventhWorld_d.exe' (Win32): Loaded 'C:\Windows\System32\windows.storage.dll'. 'TheSeventhWorld_d.exe' (Win32): Loaded 'C:\Windows\System32\wldp.dll'. 'TheSeventhWorld_d.exe' (Win32): Loaded 'C:\Windows\System32\profapi.dll'. Loading package "Data/Atmosphere/Atmosphere.zip" Exception thrown at 0x00007FF745A6DCA5 in TheSeventhWorld_d.exe: 0xC000001D: Illegal Instruction. Unhandled exception at 0x00007FF745A6DCA5 in TheSeventhWorld_d.exe: 0xC000001D: Illegal Instruction.
  17. LoadPackage is crashing on a PC where I've installed my game but am not developing on. It prints to the console "Loading Package "filename"..... etc...." and then crashes. I've confirmed that the program is not exiting LoadPackage before the crash and no other information is being printed to the console. The data does not appear to be corrupt as I have copied over all files from my PC where it works, to the other PC where it crashes. The only other thing I can think off is that it might need some library that my PC has but the other does not? I'm saying this is a bug because LoadPackage is crashing with no error to the console. Unfortunately I have no example as it seems to be on a per PC basis. Perhaps something comes to mind that might cause LoadPackage to crash?
  18. I see of lot of information on the web saying you not allowed to redistribute the debug DLL's. I don't know why considering you can just download visual studio and get them anyway. So I guess I'll just make it that if anyone wants to run the debug build they need to install visual studio.
  19. From what I can gather, to run a C++ debug build you need the debug DLL's which there is no redistributable for. You either need to install Visual Studio on that machine or find the DLL's and export them with that project.
  20. Josh

    Foliage

  21. Okay, I had a feeling that might actually be the case. Thanks.
  22. That's normal. Two entities in a joint should not collide with one another. Most joints have constraints you can set to control their range of motion.
  23. 0.9.6 Mesh layers that use per-vertex alignment now automatically use the terrain normal. Null post-process effects no longer cause fatal error in editor.
  24. Yesterday
  25. It might be that the release build is failing for a different reason. But as far as the debug build goes, is there anything special I should be distributing to run the debug build of my game?
  26. What could cause these errors when starting the debug build on another machine? The release build fails to run too. Failed to find these dll's; MSVCP140D VCRUNTIME140D VCRUNTIME140_1D ucrtbased I've installed C++ redistributables as found on the learn page. And steam is installing them anyway
  27. Ah okay. I guess I can use multiple joints if there's no other way.
  1. Load more activity
×
×
  • Create New...