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Josh

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Everything posted by Josh

  1. There is a collision function in a new script you can uncomment and start using: And then this function can change the world gravity: https://www.leadwerks.com/learn?page=API-Reference_Object_World_SetGravity
  2. The lua tutorials are all here: https://www.leadwerks.com/learn?page=Tutorials_Lua-Scripting
  3. Your links don't work, so I can't look at whatever you are trying to show. Leadwerks is not dead. It runs perfectly on almost any computer.
  4. Josh

    Collada Import

    This is a model imported straight from the Amnesia :Rebirth games files, in Collada (DAE) format. The textures did not survive the conversion, but it only took a few seconds to select the right ones.
  5. 1.0.2 Custom converters are now supported! Leadwerks used hard-coded converters, but in Ultra you can add your own with a script. See "Scripts\Start\Converters" for details. FBX and Collada glTF converters included.
  6. With Vulkan code, I can't just jump right into it and know what is going on. It takes me a while to poke through the code and figure out what it does, even though I wrote it. I have to do this every single time I go back in and change something. It's just too complicated to keep it all in my mind at once. I think this is probably how most people feel once code gets beyond a single component's contents.
  7. 1.0.2 Fixed fullscreen window minimizing bug.
  8. The Lua language documentation is good for learning the details of the Lua language, but will not include any information about Leadwerks commands.
  9. Also note Model::Animate has a new parameter to set the starting frame of the animation.
  10. Widget::GetInterface(). Note this can return NULL if the interface object has gone out of scope.
  11. 1.0.2 Fixed fullscreen window changing error.
  12. I have fixed everything except the fullscreen Vulkan error now.
  13. 1.0.2 Eliminated interface / widget circular reference that was keeping unused interface objects in memory.
  14. I think this is basically the idea behind the component approach. I don't think components are ideal for programming, but once you understand that the user who is asking for these usually does not know how to program, and does not want to learn, then it starts to make sense. I think this is why a lot of indie games seem like they are able to support fairly advanced functionality, but then the author can't fix very simple issues. This is probably not ideal, but it is better than the alternative not being able to make anything at all.
  15. 1.0.2 Comboboxes now work in 3D GUIs Animation in asset editor now pauses when menu is open Added stop animation button, button icons are smaller now
  16. The fix is incoming. Example for testing: #include "UltraEngine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Ultra Engine", 0, 0, 640, 480, displays[0]); // Create a world auto world = CreateWorld(); // Create a framebuffer auto framebuffer = CreateFramebuffer(window); //Create ui camera auto uiCamera = CreateCamera(world, PROJECTION_ORTHOGRAPHIC); uiCamera->SetPosition(float(framebuffer->GetSize().x) * 0.5f, float(framebuffer->GetSize().y) * 0.5f, 0); uiCamera->SetRenderLayers(2); uiCamera->SetClearMode(CLEAR_DEPTH); //Load a font auto font = LoadFont("Fonts/arial.ttf"); //Create user interface auto ui = CreateInterface(world, font, framebuffer->GetSize()); ui->SetRenderLayers(2); auto button = CreateButton("TEST", 20, 20, 400, 30, ui->background); //Create widget auto sz = ui->root->ClientSize(); auto combobox = CreateComboBox((sz.x - 300) / 2, (sz.y - 30) / 2 + 100, 300, 30, ui->root); for (int n = 0; n < 20; ++n) { combobox->AddItem("Item " + String(n), n == 0); } while (true) { const Event ev = WaitEvent(); switch (ev.id) { case EVENT_WIDGETSELECT: Print("Item " + String(ev.data) + " selected"); break; case EVENT_WINDOWCLOSE: return 0; break; default: ui->ProcessEvent(ev); break; } world->Update(); world->Render(framebuffer); } }
  17. 1.0.2 Animation trackbar in asset editor now works correctly.
  18. Josh

    Bullethell

    Made it to wave 10 in @Alienhead's game...
  19. 1.0.2 Fixed loading issues with some glTF models. Added some missing shader combos. Navigation in asset editor is smoother now when animation is playing.
  20. 1.0.2 Animation can now be displayed in the asset editor. The frame trackbar does not update with the animation or control it yet. Fixed an animation rendering pipeline problem A new build of the client is required. Please download it here: https://github.com/UltraEngine/ultraengine.github.io/raw/main/files/UltraClient.exe
  21. Right, because you create a new framebuffer and the variable goes out of scope when the function exits, so it is deleted.
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