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Josh

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Blog Comments posted by Josh

  1. gui->ProcessEvent() will send the event to the appropriate widget it effects. Those widgets may then emit an event for the widget action, which can be detected in the main event handling code like in your example above.

    So mouse and key events get send into the GUI and then may result in new events being generated.

    The reason it is done this way is it gives you precise control over the raw input, so you can do a 3D in-game GUI and control how the mouse events work.

    • Like 1
  2. On 1/12/2020 at 5:17 PM, Ma-Shell said:

    I suppose, texcam will be rendered every frame, just like the normal camera. Would there be an option to render the camera only on demand? Like some sort of photograph? Or with a lower frequency for performance optimization?

    Here is what I came up with:

    void Camera::SetRealTime(const bool realtimemode)
    void Camera::Refresh()

    Refresh will cause a non-realtime camera to render once before it is disabled automatically, until the next refresh.

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  3. 21 minutes ago, Ma-Shell said:

    I suppose, texcam will be rendered every frame, just like the normal camera. Would there be an option to render the camera only on demand? Like some sort of photograph? Or with a lower frequency for performance optimization?

    Hide the camera and it won’t render. There isn’t strict synchronization of the rendering and main threads so I am not sure how you would make sure it just rendered one single frame. Something to think about.

  4. 10 hours ago, CyberpunkFan said:

    Will there be an opportunity for early access purchase in order to get involved in the beta test?

    What I may do is offer an "SDK" product that consists of just a C++ programming API before the editor is released. That could be out as soon as April 2020.

    • Thanks 1
  5. 8 hours ago, reepblue said:

    I see your really focused on the GUI now. I'm taking that as you want to get started with the new editor; which I will not stop you. ?

    I'm trying to make the engine feature-complete ASAP because there are companies that want to use it in VR projects right now.

    The beta testers really help make this possible!

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  6. 5 minutes ago, reepblue said:

    Maybe you can modify EmitSound to have a parameter so it'll do the copying of the Speaker for you. IDK I recall that "feature" making me upset using Leadwerks as I didn't expect it to auto release my objects 

    That's the wonderful thing about smart pointers, problems like this go away.

  7. It also seems like the startup speed is much much faster now. I figured out that vkCreateInstance() and the vkGetExtensions() command (I can't remember the name right now) each take about one second, and the startup time total is about two seconds and you're in the game.

    If you were loading a larger scene that took more time to load, you could kick off the rendering thread by calling World::Render() immediately after it is created, before the scene is loaded. This would cause the Vulkan initialization to be processed on the rendering thread while the scene is loading on the main thread. This would save the ~2 seconds of rendering initialization time, because it seems like the rest is pretty much instantaneous.

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