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Josh

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Everything posted by Josh

  1. Josh

    UltraEnglish

    Other name ideas: Comment Chitchat Remark
  2. Josh

    UltraEnglish

    That is so cool. It's even simpler than Dark Basic. You could call it "Human" if you wanted to.
  3. Josh

    components

    I hope so! Please tell me what you think when you have tried it.
  4. Josh

    components

    Both Leadwerks and Ultra Engine give you easy control over the structure of your program. You can just write a main function and structure your code however you want: https://www.ultraengine.com/learn/CreateBox?lang=cpp In Ultra, you also have the option to use a C++ entity components system. This has some advantages, especially when there are multiple programmers working on a project, but it's not required at all: https://www.ultraengine.com/learn/EntityComponentSystem?lang=cpp Leadwerks supports C++ and Lua programming. Ultra supports C++ programming, with planned support for Lua and C#.
  5. Josh

    Moon

  6. Josh

    Moon

  7. Place a copy of those files in the game's folder, or whatever subfolder they are supposed to be in.
  8. There's also the issue that if the files you are loading are packaged in an encrypted zip file, the engine won't be able to read the files. File reading is not supported because it would break the protection. You would need to keep those files in the game's folder, not in a zip file.
  9. Actually, it can read files, it just can't write files.
  10. You can disable sandboxing by creating a shortcut to the game executable with "+sandbox 0" added to the command line.
  11. No, the Lua sandboxing makes it so Lua cannot read or write files.
  12. You must disable Lua sandboxing, from C++, in order to use the Lua IO commands.
  13. You probably want your Update method to do something like this: bool System::Update() { if (window->KeyDown(KEY_ESCAPE)) return false; world->Update(); world->Render(framebuffer); return true; } And then your main loop in main.cpp would be something like this: while (true) { if (not system.Update()) break; } If you are looking for a way to structure and compartmentalize your code, you may want to check out the entity component system.
  14. Josh

    Moon

  15. Josh

    Moon

    First pass at rendering the lunar surface with real moon GIS data from NASA.
  16. Mesh construction will be much faster if you create an STL vector for the vertices, and another for the indices, get the total size for each, resize them, and then fill them in. Then use the CreateMesh() overload that accepts the data: https://www.ultraengine.com/learn/CreateMesh?lang=cpp That will be much much faster than adding one vertex at a time. Regarding VR, although it is very important I decided it would be okay to defer that for now because everyone is still just learning the new engine. When I add support, it will take less than four weeks to do. In Leadwerks I was using the SteamVR library, and it Ultra I can using Khronos OpenVR. I don't think it will be much different than what I did before. I don't really recommend trying to hack VR support right now because anything you do will just get replaced by something that will probably be better integrated. I have a meeting this week that will give me a better idea of what the immediate next steps will be, but I don't have a definitive answer about the VR question today.
  17. Maybe a denoise filter would help: https://github.com/BrutPitt/glslSmartDeNoise I have used this code before. It's good.
  18. It would be really cool if you could convert a heightmap terrain into a voxel terrain and start carving caves.
  19. An update is now available in the 1.0.2 channel. You must also sync your project files to get some updated shader binaries. Loading 2 million vertices from a text file is very slow, especially in debug builds, so you definitely will want to load this type of data from some binary format.
  20. Updated 1.0.2 Added support for point meshes. The current implementation is not optimal.
  21. The issue is fixed now. Just log in and it will work fine.
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