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Josh

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  1. Put an "L" in front of the string to make it a wide string.
  2. I think @source is just asking about the size of the executable, and any other files, if he is just making a GUI application.
  3. Another important thing to note is the new editor will support Lua-written extensions, and will allow new tools and features to be added to it very easily.
  4. The release executables are pretty small and they can ship without any extra files or DLLs.
  5. No, but Ultra Engine will support Lua and it includes all the functionality of Ultra App Kit.
  6. 1. I think this will be doable. We have very easy built-in refraction, and SSS is not much different, in terms of the inputs needed. 2. I plan to support volumetric lighting (that foggy effect Leadwerks has) as a post-processing step. This means it will even work with directional lights, instead of using godrays as a post-processing step that only appears when you are facing the light source. 3. A new post-processing system is implemented that allows a user-defined stack of buffers. It should be able to handle any effect. More information can be found here: https://www.ultraengine.com/co
  7. Interesting: https://github.com/bghgary/glTF/blob/gh-pages/convert-between-workflows-bjs/js/babylon.pbrUtilities.js https://bghgary.github.io/glTF/convert-between-workflows-bjs/
  8. The way gradients are handled on Linux is a new image is created and the image is drawn on it, then the image is applied to the block. This is because XRender gradients work in the exact same way. I have seen this happen in a VM but not in a real Linux machine. That's all I know for now.
  9. FYI, CMake does not work with VS 2022 yet.
  10. What distro? I remember seeing this issue sometime during development.
  11. You can enable an application console in code on Windows! #ifdef _WIN32 AllocConsole(); freopen("conin$", "r", stdin); freopen("conout$", "w", stdout); freopen("conout$", "w", stderr); printf("Debugging Window:\n"); #endif
  12. A while back I wrote enthusiastically about Basis Universal super compression. KTX2 is a texture file format from Khronos, makers of the Vulkan and glTF specifications. Like DDS files, KTX2 can store multiple mipmaps, as well as memory-compressed texture formats like DXT5 and BC7. However, KTX2 now supports Basis compressed data as well, which makes it the all-in-one universal texture format. glTF has an official extension for KTX2 textures in glTF files, so it can be combined with Draco mesh compression to compress your overall game model sizes: Additionally, KTX2 also includes inf
  13. Even with a relatively smaller model, the train station from the Zone, the mesh data went from 2.5 MB down to 230 KB. It's very good.
  14. Draco support has been added to the glTF save routine. Here how you use it with any model: model->Save("mymodel.glb", SAVE_GLTF_DRACO_MESH_COMPRESSION);
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