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Josh

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Everything posted by Josh

  1. I don't understand what you are trying to do. Changing the framebuffer size is not possible is asynchronous rendering is enabled: https://www.ultraengine.com/learn/AsyncRender?lang=cpp What's wrong with just creating a new framebuffer?
  2. There is no way to transfer an interface from one framebuffer to another. Is it hard to just re-create it? You can put it all in one function and just call that function when the new window is created.
  3. Update is available. I was never able to produce the Vulkan error, but it might not be relevant now. Note that your code will not release the original window unless you do something like this in the main loop: while (PeekEvent()) { WaitEvent(); }
  4. 1.0.2 Fixed window change error Removed Window::SetSize, which wasn't supposed to be there
  5. That could be funny. Do you think the user account you are using maybe can't access the old Documents folder?
  6. If it works as admin but does not otherwise it sounds like a file access problem. Are you doing anything funny with your Documents folder or Windows settings?
  7. Okay I was able to fix the issue. An update will come soon
  8. I found anassert is being triggered and it’s a good thing because it caught a strange situation we don’t want to occur.,,fixing now...
  9. Hold on there...Window::SetSize is not supposed to exist. There’s only SetShape, and it won’t work unless asynchronous rendering is disabled. So there are several different things going on here...
  10. Actually, I take that back. The windowed GUI can have the font weight set (bold). The 3D GUI does not support this.
  11. You can set the weight of a widgets font, FYI
  12. Josh

    BulletHell gj

    At the pace you develop, that should be enough time for two more games!
  13. Josh

    BulletHell gj

    Okay, I tried the game. It's great, but in my opinion the camera tilt when you move sideways is way too extreme, to the point of being very disorientating. That's just my feedback, maybe it won't bother other people. The projectile particles might look better if you turn the color intensity up, or set the color to a value like 2,2,0.25. That will allow the color to ramp up so the "hot spots" are white and the periphery area is the color you want.
  14. Josh

    BulletHell gj

    The videos look really great. I will try playing in a few minutes. The one issue that jumped out at me was the camera shake when the player was in the air. Did you try disabling it when the player is airborne? It feels sort of unnatural to me, although I am not sure how the alternative would look.
  15. That wont have any effect because h Th d terrain renders a clip so, and the original textures aren’t displayed. i don’t know what “shimmering” refers to. A video of the artifact would help. typed on phone 😂
  16. I've been having a lot of weird errors with VS2022. Creates a huge amount of temp files, presumably for virtual memory. Compiler failures with no errors. Compiles don't include changes to code on the first try.
  17. Okay, I updated the shader binaries and now this example work correctly in a new project: https://www.ultraengine.com/learn/LoadModel?lang=cpp
  18. Is your project up to date? It looks like it is using some old shader binaries.
  19. Josh

    Loading Quake Assets

    Loading and displaying stuff directly from the game folder...
  20. 1.0.2 AddMod(const WString& path) function does what you think it does. AddIOSystem is a more advanced option that lets you add your own file system manager, like for FTP access or something else. Editor can now load non-Ultra directories and correctly view models and stuff, and the missing shaders will be loaded from an alternative path, using the aforementioned feature.
  21. Josh

    Editing...

    Starting on the actual editing part of the editor. Lots of issues, but they will all get solved....
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