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aiaf

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  1. Yes search and have at least some simple globbing patterns like grass*.gltf, ????.tex
  2. UAK color theme is just cool period! I prefer we have just 1 engine/editor that is actually getting support and fixes.
  3. aiaf

    Distributing a Mac App

    Hmm i got my hands on a m1 mac , and built an arm64 binary for the Stacky Desktop Edition (it uses UAK). Its runs just fine on the machine. But if i try to run it from steam , it crashes with error steamloader lib no matching architecture. I noticed your app has a libsteam_api.dylib, tried to include that but didnt work.Any idea ?
  4. Works well I went up and visited the mars base
  5. Class with several widgets declared in it that are somehow related in the functionality. So you can put that to a separate file. class RocketControlWidgetGroup { std::shared_ptr<UltraEngine::Widget> ignitionButton; std::shared_ptr<UltraEngine::Widget> selfDestruct; std::shared_ptr<UltraEngine::Widget> selfTest; etc }; The usual object oriented example is a Car with different objects in it Engine,Wheels, Doors etc
  6. Just a few ideas can be done in many ways 1. I just use functions in different files , like handlers for simple projects. some_button_handle_action(button type, etc) I pass the widget to the function and thats it. You could also have an array of pointers to functions. 2. Derive from the UAK widgets and add your own handling. 3. Composition, you have a panel with several widgets and you create a class (file) that initialize all those widgets, and handles the interaction. 4. Some kind of finite state machine.
  7. Probably they made sure appstore is the only way to sell stuff on their platform. Seem you can get the opensource tools (and more) with https://brew.sh/ It has gcc etc, if i get my usual linux environment i could use macos
  8. View this video Description Stacky Desktop Edition trailer, coming soon to steam. https://store.steampowered.com/app/1706120/Stacky_Desktop_Edition/ A puzzle game about stacks. Arrange the stack on the left (working) to match the right stack (target) by using the available stack operations. And with this i claim the title "first game made with UAK"  
  9. Stacky Desktop Edition trailer, coming soon to steam.   https://store.steampowered.com/app/1706120/Stacky_Desktop_Edition/ A puzzle game about stacks. Arrange the stack on the left (working) to match the right stack (target) by using the available stack operations.   And with this i claim the title "first game made with UAK"
  10. Steam UAK libs on windows (Beta 1.1.) are old ... yesterday was ok , i created a new project and now i have the old bugs that were fixed for 1.1. Also would like to have the latest UAK release when not using betas on steam. Beta None should give the latest non beta version (1.1 at the moment) , at the moment it doesnt start the project launcher.
  11. I tried with my original code. Looking good, i think can be closed
  12. Here is simplified code to reproduce the problem: #include "UltraEngine.h" #include <time.h> using namespace UltraEngine; int main(int argc, const char* argv[]) { auto displays = GetDisplays(); auto window = CreateWindow("Test", 0, 0, 470, 600, displays[0], WINDOW_TITLEBAR | WINDOW_CENTER); auto ui = CreateInterface(window); vector<std::shared_ptr<UltraEngine::Widget>> left_stack_items; vector<std::shared_ptr<UltraEngine::Widget>> right_stack_items; auto sz = ui->root->GetSize(); auto tabber = CreateTabber(10, 10, sz.x - 2
  13. Same code has different results on windows and linux. Can be seen , the last buttons (-ROT and 2-ROT) are not shown completely on windows. On linux we can see the proper result with no issues. Here windows is running in a VM , but i tested on native windows it looks the same. Below just on windows with 150% scale, the issue can be seen clearer:
  14. I created a fresh UAK project on windows. And added some util i always use Configuration.h Configuration.cpp: in main: #include "UltraEngine.h" #include "Configuration.h" using namespace UltraEngine; int main(int argc, const char* argv[]) Configuration.h: #pragma once #include <string> #include <iostream> #include <fstream> #include "Libraries/nlohmann_json/single_include/nlohmann/json.hpp" using json = nlohmann::json; class Configuration I get this error, no matter how i include it, and can be seen the UltraEngine is include
  15. aiaf

    fstream C2065

    This is pretty bad from user experience point of view. Really don't want to deal with this kind of things, the standard headers should work out of the box. Having same problem with UAK.
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