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Everything posted by Josh
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An update is now available.
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Updated 1.0.1 LoadPixmap function now works with Leadwerks .tex files
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Okay, it will probably take a while for AMD to look at this. If I can avoid buying another expensive GPU I would like to. Please hold tight and trust me that this will get fixed before your game is finished.
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There aren’t really versions other than the branch that is selected. I just upload a file on the server and the client detects that a new file is available.
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I don’t plan to because it takes a lot of time to set up. I’d rather just focus on unity since it has the most users.
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I liked the way they show stats on their main page so much I took some inspiration for the main page here: https://www.ultraengine.com/
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It looks like this if I turn the roughness all the way down. Maybe there is an issue with the cubemap mipmaps loaded from the scene file...
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I thought that was just the environment map reflection. It behaves like a cubemap reflection, moving with the camera but not changing when the camera rotates.
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I think when I was previously testing it I had already set the material alpha. I also did some final adjustments to transparency, but the way it is working now appears to be correct. Regarding the ball launcher model, I don't know what is wrong with the image above. How is it supposed to be different from that?
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It looks like these materials have a material color of (255,255,255,255) and the texture has no alpha channel, or a solid opaque alpha channel, so there is no transparency even if the material is set to display transparency. If I set the alpha channel of the material color to 128 the material appears transparent in Ultra:
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I am not sure what I am looking for or what appears wrong: #include "UltraEngine.h" #include "ComponentSystem.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { //Get the display list auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Terrain Experiment", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); //Create a world auto world = CreateWorld(); world->SetAmbientLight(0); //Create a framebuffer auto framebuffer = CreateFramebuffer(window); //Create a camera auto camera = CreateCamera(world); camera->SetClearColor(0.125); camera->SetFov(70); auto scene = LoadScene(world, "Maps/lvl7.map"); //Camera controls auto actor = CreateActor(camera); actor->AddComponent<CameraControls>(); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { if (window->KeyHit(KEY_SPACE)) { scene = LoadScene(world, "Maps/lvl7.map"); } world->Update(); world->Render(framebuffer); } return 0; }
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You have a big talent for "polishing" the appearance of a game and giving it a visual theme.
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It doesn't look like they are related, but anything is possible.
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The fix is up now. It's just a modified shader, so you will need to sync your project files to get it.
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I'm pretty sure I understand now why this is happening but I need to think about the most optimal solution...
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Okay, I have discovered something...stay tuned...
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No, but someone else brought up an issue that may be related.
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In fact you don't even need textures, and just two materials will do it: #include "UltraEngine.h" #include "ComponentSystem.h" #include "PerlinNoise.hpp" using namespace UltraEngine; int main(int argc, const char* argv[]) { //Get the display list auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Terrain Experiment", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); //Create a world auto world = CreateWorld(); world->SetAmbientLight(0); //Create a framebuffer auto framebuffer = CreateFramebuffer(window); //Create a camera auto camera = CreateCamera(world); camera->SetFov(70); camera->SetPosition(0, 50, 0); camera->SetRotation(45, 0, 0); camera->SetClearColor(0.125); //Sunlight auto light = CreateDirectionalLight(world); light->SetRotation(45, 35, 0); light->SetColor(1); //Set environment maps const WString remotepath = "https://raw.githubusercontent.com/UltraEngine/Documentation/master/Assets"; auto specmap = LoadTexture(remotepath + "/Materials/Environment/Storm/specular.dds"); auto diffmap = LoadTexture(remotepath + "/Materials/Environment/Storm/diffuse.dds"); world->SetEnvironmentMap(specmap, ENVIRONMENTMAP_BACKGROUND); world->SetEnvironmentMap(specmap, ENVIRONMENTMAP_SPECULAR); world->SetEnvironmentMap(diffmap, ENVIRONMENTMAP_DIFFUSE); //Create terrain from noise map auto terrain = CreateTerrain(world, 256); terrain->SetScale(1, 100, 1); const siv::PerlinNoise::seed_type seed = 656621u; const siv::PerlinNoise perlin{ seed }; //Create base material auto ground = CreateMaterial(); ground->SetColor(0.25, 1, 0.25, 1); terrain->SetMaterial(ground); auto grass = CreateMaterial(); grass->SetColor(1, 0.25, 0.25, 1); for (int x = 0; x < terrain->resolution.x; ++x) { for (int y = 0; y < terrain->resolution.y; ++y) { // Sample noise function at this point of the terrain const double noise = perlin.normalizedOctave2D((x * 0.01), (y * 0.01), 5); terrain->SetElevation(x, y, noise * 100); float slope = abs(terrain->GetSlope(x, y)); if (slope < 5) { terrain->SetMaterial(x, y, grass, 1.0f); } } } //Camera controls auto actor = CreateActor(camera); actor->AddComponent<CameraControls>(); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { world->Update(); world->Render(framebuffer); } return 0; }