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reepblue

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Everything posted by reepblue

  1. I'm sure this is the exact reason affecting other AMD cards like my RX 480.
  2. To reproduce: Drag any model to the scene. Save the map and close out of it. Reload the map and you'll find 2 models instead of one in the scene tree, I think this is due to the drag and drop feature. After you delete it, it's fine.
  3. Some of these you probably heard me talk about before but: Please add back Shift+Drag for copying., I use this all the time when shelling out maps in Leadwerks. A way to generate materials without needing a texture first. (I went to create a basic glass texture from the editor, and I couldn't just make a material with its alpha set to 0.5.) Some indication of forward on models/entities like an arrow or a line when selected. The ability to turn Instant Creation off. As I've mentioned before, I like to frame my brushes before I make them, and I use it as a ruler for getting size dimensions. Tool tips for the toolbar buttons telling you what they are along with their hotkey. An "Editor Only" shader for making tool textures like triggers. A way to make Strip Lights. 😭
  4. "Show grid on brushes" can't be turned off. The effect doesn't disable nor does the setting save, It seems nothing in the Environment tab doesn't transfer to the game. Some of the options save, others reset to default when you reload the map in the editor. Probe reflections don't save within the map. There's no scene tree icon for Sprite. When the "View Mode" changes for the Sprite, the viewport should redraw. Sometimes, brushes refuse to snap back to the grid no matter the size of the grid. Not sure how to reproduce this to be honest, but it's annoying when it happens.
  5. Much better. I can now make things without being easily interrupted. This also fixes the asset browser too.
  6. Still picking up the 6600? I thought that was the plan?
  7. This is what it looks like to me too. A good example is resizing the icons and seeing the shapes populate in the viewports.
  8. Updated the shaders? I often forget to do this and I wonder why my project is broken.
  9. The editor supports this ability already. The OpenAI tool is an example of this.
  10. If it's physics related, use the Collision function instead of UpdatePhysics Use the entity argument to filter what entity or type it needs to trigger your event.
  11. What's important is you now in your hand have a AMD GPU! Hold on to it. Although players choose Nvidia 9 times out of 10 for Windows Gaming PCs, the tide might turn AMD for more affordable card for gaming. Plus, AMD GPUs are by far a popular choice for Linux users. Plus, the Steam Deck uses and AMD APU.
  12. Looks like we're crashing again right when it goes to load the map file again.
  13. I've been having issues with all light types and the editor doesn't seem to show anything wrong. Might be worth adding "Real Time Rendering" feature for the editor so you can easily test runtime visuals. I can also send you my project which makes map loading 100 times easier.
  14. I think my problem is that Save/Load doesn't get called when Map::Reload() is used. Load gets called from LoadScene, however. #include "UltraEngine.h" using namespace UltraEngine; class Player : public Component { public: virtual void Start() { Print("Start()"); } virtual bool Load(table& properties, shared_ptr<Stream> binstream, shared_ptr<Map> scene, const LoadFlags flags) { Print("Load()"); return true; } virtual bool Save(table& properties, shared_ptr<Stream> binstream, shared_ptr<Map> scene, const SaveFlags flags) { Print("Save()"); return true; } }; int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); //Create a world auto world = CreateWorld(); //Create a framebuffer auto framebuffer = CreateFramebuffer(window); ////Create a camera auto camera = CreateCamera(world); camera->SetClearColor(0.125); camera->SetPosition(0, 1, -4); camera->AddComponent<Player>(); //Create light auto light = CreateBoxLight(world); light->SetRange(-10, 10); light->SetArea(15, 15); light->SetRotation(45, 35, 0); light->SetColor(2); //Create the ground auto ground = CreateBox(world, 10, 1, 10); ground->SetPosition(0, -0.5, 0); ground->SetColor(0, 1, 0); //Create a scene auto scene = CreateMap(); scene->entities.push_back(ground); scene->entities.push_back(light); ground = NULL; light = NULL; //Add some boxes for (int n = 0; n < 10; ++n) { auto box = CreateBox(world); box->SetColor(0, 0, 1); box->SetPosition(Random(-5, 5), Random(5, 10), Random(-5, 5)); box->SetMass(1); scene->entities.push_back(box); } //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { if (window->KeyHit(KEY_F5)) { //Save the starting scene to a file scene->Save("game.sav"); } //Reload the starting scene when space key is pressed if (window->KeyHit(KEY_F6)) { scene->Reload("game.sav"); } world->Update(); world->Render(framebuffer); } return 0; }
  15. Not set up to upload videos on this machine and I don't feel like doing 2 factor auth with Google right now so here's a zip with a video. lightbugvido.zip
  16. Playing with lights and it seems now the shadows have "blocks" on them. Must be in-game. Developer.zip lightissue.zip
  17. I can confirm that it's working as intended. I think I need to rethink how to structure components as I'm having issues/conflicts.
  18. Huh, Leadwerks had similar commands to what you're suggesting but I'm not seeing anything public relating to children minus FindChild().
  19. Ok, thanks. I can't easily test it until this works with map files but I'm assuming you just use scene->AddEntity() or scene->entities.push_back() in the Save() function for any entitles needed by the component.
  20. Oh, so it's just a more efficient LoadMap so I can use this for any save files for any map at any time? You can get my seek error with this code and the map below. It has something to do with loading editor made maps. int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); //Create a world auto world = CreateWorld(); //Create a framebuffer auto framebuffer = CreateFramebuffer(window); auto scene = LoadMap(world, "Maps/savetest.ultra"); ////Create a camera //auto camera = CreateCamera(world); //camera->SetClearColor(0.125); //camera->SetPosition(0, 1, -4); //camera->AddComponent<Player>(); ////Create light //auto light = CreateBoxLight(world); //light->SetRange(-10, 10); //light->SetArea(15, 15); //light->SetRotation(45, 35, 0); //light->SetColor(2); ////Create the ground //auto ground = CreateBox(world, 10, 1, 10); //ground->SetPosition(0, -0.5, 0); //ground->SetColor(0, 1, 0); ////Create a scene //auto scene = CreateMap(); //scene->entities.push_back(ground); //scene->entities.push_back(light); //ground = NULL; //light = NULL; ////Add some boxes //for (int n = 0; n < 10; ++n) //{ // auto box = CreateBox(world); // box->SetColor(0, 0, 1); // box->SetPosition(Random(-5, 5), Random(5, 10), Random(-5, 5)); // box->SetMass(1); // scene->entities.push_back(box); //} //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { if (window->KeyHit(KEY_F5)) { //Save the starting scene to a file scene->Save("game.sav"); } //Reload the starting scene when space key is pressed if (window->KeyHit(KEY_F6)) { scene->Reload("game.sav"); } world->Update(); world->Render(framebuffer); } return 0; } savetest.zip
  21. I got this error when using Map::Reload(). My map has a component for the player. This map has two components in it. When using Map::LoadMap on the sav file, it works fine minus me forgetting to save a few values. It looks like I'll need to do work on my end. I'm not 100% sure what Reload would do if the map is completely different. It seems safer to load the save file as a new map and trick the rest of my system to think you're playing the actual map file.
  22. Looks good. I'll reimplement my quick save/load feature soon and I'll try this with components.
  23. Why don't you take a copy out of Valve's book and just make a map a package (zip) file. It might sound like the stupidest idea ever but hear me out: You can keep your bin/json setup. You can store baked cubemap files in there. People can put in custom assets exclusive for that map. I love the fact that map files are raw text. It makes it 100% easier to debug and find issues but we need binary and information available too.
  24. Same issue today. This time both Debug and Release are throwing the "library is corrupt" error.
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