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Dreikblack

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Files posted by Dreikblack

  1. Localization Editor

    Localization Editor is a tool for creating and editing localization/language files which your game or application can use to support several languages.
    Git Hub repository: https://github.com/Dreikblack/Localization-Editor
    Localization Editor loads all .local files in folder when you open or create one. You can use names like map1.English.local and then only map1 files will be loaded for editing. .local format is pretty simple:  
     
    \n used for multi lines texts, but in this tool you can just tap Enter to make a new line. Double click on table string line to open edit string line dialog. Find specific line quickly by typing a characters that key contains in the filter field, cross button to show all lines You can switch between loaded language localizations with combo box next to "Current Localization" label. Once you done remember to save changes to localization files with "Save All" button Parsing a local file in a code:
    auto stream = ReadFile(path); if (!stream) { return newLocalMap; } WString text = stream->ReadWString(); //map key-content std::map<WString, WString> newLocalMap; vector<WString> textStrings = text.Split("\r\n"); for (WString line : textStrings) { vector<WString> entitiyProperties = line.Split("="); if (entitiyProperties.size() > 1) { WString newLine = entitiyProperties[1].Replace("\\n", "\n"); newLocalMap[entitiyProperties[0]] = newLine; } else { newLocalMap[entitiyProperties[0]] = ""; } } stream->Close();  

    4 downloads

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  2. Top Down Camera C++ Component

    Component-controller for top down camera
    Apply this component to Camera entity
    WASD and mouse near window border moves camera horizontally
    QE - to rotate camera
    Mouse scroll to lower/raise

    2 downloads

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  3. WayMover

    Component to move an entity to WayPoints:
     
    Move Speed - how much velocity entity will have while moving doDeleteAfterMovement - auto remove entity when it's reach final waypoint. Can be used for door, that goes into walls or floor Input "DoMove" - make entity move to next point Output "EndMove" - happens when entity stops after reaching final way point or if this way poiont has enabled doStayOnPoint 

    0 downloads

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  4. WayPoint

    Simple component which can be used to naviage bots or objects
    nextPoint - null if it's a final onem otherwise add another entity with this component to make a chain doStayOnPoint - can be checked by object that uses WayPoints to find out if it should stay after reaching this point and wait a command before moving to next one

    0 downloads

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  5. Explosion particle effect

    Particle effect for explosion or blood hit with another material (and higher turbulence like 10000 and end radius around 0.8).
    ParticleEffect component removes (technically temporally keeps) a particle emitter before second particle burst happens.
    Code example, included to archive:
    #include "UltraEngine.h" #include "ComponentSystem.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { RegisterComponents(); auto displays = GetDisplays(); auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); auto world = CreateWorld(); auto framebuffer = CreateFramebuffer(window); auto camera = CreateCamera(world); camera->SetClearColor(0.125); camera->SetPosition(0, 5, -4); camera->SetRotation(50, 0, 0); auto light = CreateBoxLight(world); light->SetRange(-10, 10); light->SetArea(15, 15); light->SetRotation(45, 35, 0); light->SetColor(2); auto ground = CreateBox(world, 10, 1, 10); ground->SetPosition(0, -0.5, 0); ground->SetColor(0, 1, 0); while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { if (window->KeyHit(KEY_SPACE)) { auto particle = LoadPrefab(world, "Prefabs//Explosion.pfb"); particle->SetPosition(0, 2, -2); for (auto const& component : particle->components) { component->Start(); } } world->Update(); world->Render(framebuffer); } return 0; }  

    5 downloads

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  6. Fire muzzles meshes

    "Muzzle meshes" (https://skfb.ly/6WOLz) by DJMaesen is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
    I separated them into two model files and converted to Ultra's mdl, textures to .dds, made Unlit materials with alpha channel.
    1k maps

    3 downloads

    0 comments

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