Jump to content

Yue

Members
  • Posts

    2,291
  • Joined

  • Last visited

Posts posted by Yue

  1. Progress bar blinks when filling when changing the value from 0 to 1 in a loop.

    image.thumb.png.285f8accef6bad4a01a7f90c476ebafd.png

     

    function this:Update(window,input)
            while (PeekEvent()) do
                local ev = WaitEvent()
                if (ev.id == EVENT_WINDOWCLOSE and ev.source == window:Get()) then
                    return("Exit")
                else
                    me.ui:ProcessEvent(ev)
                end
            end
            if me.x < 1.0 then 
                me.x = me.x + 0.001
            else
                me.x = 1.0
                input:FlushKeys()
            end
            me.bar:SetProgress(me.x)
    
        end

     

  2.  

    The tools to make games for a single inexperienced person are all over the place, click and drag. I understand Josh's business model, this implies performance and a clear focus is to give these tools to users who will have the potential in money to buy assets from third parties, or pay for a development team where the human has the talent. 

    At this point, a technology is focused on the power of volatility, and this is how I perceive Ultra Engine. The rest will grow little by little.

    Translated with www.DeepL.com/Translator (free version)

     

    • Like 1
  3.  

    Hello, I remember you for your nice comments to this community, I am very sorry for the loss, and best wishes to the family in this difficult time.

    A sincere hug.

    ranslated from Spanish to English with DeepL.

    Un pato usando una computadora en una habitación muy oscura、Teclado y ratón para escribir novelas

     

     

    • Like 2
  4. 23 hours ago, WazMeister said:

    100% Esto. Renuncié a leadWerks, llegué demasiado tarde con mucho contenido muerto y desaparecido...  Pero aprender desde una perspectiva de novato fue un desafío.  No hay plantillas reales, no queremos sostener la mano, pero ciertamente necesita algo para poner en marcha una capa básica que haga que las personas comiencen con primera persona, tercera o de arriba hacia abajo... y luego permite a los nuevos usuarios continuar con la creación de niveles, agregando modelos personalizados comprados, etc..   Tener algunas entidades pre-script para Ai, etc.  No sé.... Solo Leadwerks y leer hasta ahora Ultra así que no es nuevo fácil de usar.... no estoy seguro de cómo tiende a hacer crecer la base de fans si no es una bonita alfombra de bienvenida en la entrada.

     

    As I understand it, Ultra Engine vs LE is based not so much on the idea of it being easy for novice users, it focuses more on people who know very well what they can and cannot do, taking advantage of the engine's potential and therefore overcoming its weaknesses.

     

     

    • Like 1
  5.  

    From the photos and videos I must note that the work that exists behind the creation of an engine is really incredible, I have never considered myself a programmer as such, an engine user that is something else, but I am very impressed by what you can do as a developer and how you put in our hands a simple solution for people like me, we can create a particle system, cast a shadow etc, if you really know what happens behind curtains and focus on the dream of creating a video game. 

    It should be noted that when it is available on Steam and at an affordable price for my currency I will buy it with great pleasure. 


    And surely like any tool, with time you will improve it, you will expand it, and therefore I wish you success with this new engine, which surely like Leadwerks for me will be a school of continuous and exciting learning.

    Translated with www.DeepL.com/Translator (free version)

     

  6.  

    At this point I have implemented the GUI prototype, and it is stable although in the main loop it hides the panel.

    image.thumb.png.d24c43113d5396ddd3cfe3ee61a895d3.png

     

    #include "Leadwerks.h"
    #include "CWindow.h"
    #include "CInput.h"
    #include "CWorld.h"
    #include "CDraw.h"
    
    using namespace Leadwerks;
    
    int main(int argc, const char *argv[])
    {
    	CWindow window;
    	CInput input;
    
    	//Context* context = Context::Create(window.Get());
    	CDraw draw(window.Get());
    
    
    	
    	CWorld world;
    	Camera* cam = Camera::Create();
    	
    	
    	GUI* gui = GUI::Create(draw.Get());
    	Widget* base = gui->GetBase();
    
    	Widget*  pnl = Widget::Panel(200, 100, 200, 200, base);
    
    	
    
    	while (!window.GetClosed())
    	{
    		if ( input.GetKeyUp(Key::Escape)) return false;
    
    		pnl->Hide();
    		
    		Time::Update();
    		world.Update();
    		world.Render();
    	
    	
    
    		draw.InfoDebug();
    		draw.Update();
    
    	}
    	return 0;
    
    
    }

     

  7. I am rebuilding the project with the help of ChatGPT, which tells me about a hung pointer, I have no idea what that is. But at the moment every avenze I have, I check the memory usage and it is stable

     

    image.thumb.png.b154c64c3292c62c81eca1d4f69877b3.png

    • Like 1
  8.  

    This is really confusing, it must be my C++ programming that I am learning. But it is really strange that someone is doing well and someone is not. 

    My theory is that it is exclusively when hiding a panel.  Now what I would have to do is to rebuild the whole project and evaluate what is happening. I don't see any other way. 

     

  9. --Create a window
    window = Window:Create()
    context = Context:Create(window)
    world = World:Create()
    local camera = Camera:Create()
    camera:Move(0,0,-3)
    local light = DirectionalLight:Create()
    light:SetRotation(35,35,0)
    
    model = Model:Box()
    model:SetColor(0.0,0.0,1.0)
    
    
    local gui = GUI:Create(context)
    local base = gui:GetBase()
    base:SetScript("Scripts/GUI/Panel.lua")
    base:SetObject("backgroundcolor",Vec4(0,0,0,0.1))
    pnl = Widget:Panel(300,100,200,200,base)
    
    cam = Camera:Create()
    while true do
            if window:Closed() or window:KeyHit(Key.Escape) then return false end
    
    	--Time:Pause()
    	pnl:Hide()
            model:Turn(0,Time:GetSpeed(),0);
    
            Time:Update()
            world:Update()
    	
    	
            world:Render()
    		context:DrawStats(10, 10)
            context:Sync(false)
           collectgarbage()
    end

     

  10. On 8/3/2023 at 8:53 PM, SpiderPig said:

    Yes he's focused on Ultra right now.  If you can work around it, that might be best for now.

    --Create a window
    window = Window:Create()
    context = Context:Create(window)
    world = World:Create()
    local camera = Camera:Create()
    camera:Move(0,0,-3)
    local light = DirectionalLight:Create()
    light:SetRotation(35,35,0)
    
    model = Model:Box()
    model:SetColor(0.0,0.0,1.0)
    
    
    local gui = GUI:Create(context)
    local base = gui:GetBase()
    base:SetScript("Scripts/GUI/Panel.lua")
    base:SetObject("backgroundcolor",Vec4(0,0,0,0.1))
    pnl = Widget:Panel(300,100,200,200,base)
    
    cam = Camera:Create()
    while true do
            if window:Closed() or window:KeyHit(Key.Escape) then return false end
    
    	Time:Pause()
    	pnl:Hide()
            model:Turn(0,Time:GetSpeed(),0);
    
            Time:Update()
            world:Update()
    	
    
            world:Render()
    		context:DrawStats(10, 10)
            context:Sync(false)
       collectgarbage()
    end

    This is a simple example, where the memory goes up. Lua Script.

    • Thanks 1
  11. 1 hour ago, SpiderPig said:

    No subscription system any more.  Hopefully released by the end of the year.  You can look at the store for pre-order prices.

    I guess if it comes out on steam I'll have to wait for the summer sales in about two years to buy it. ;)

    • Like 1
  12. I don't think Josh has time for this now, nor does he think he might be interested in it, the result is video I have in this thread, the memory goes up unchecked. The solution from my side is to create a GUI for each particular panel, menu, options etc.

  13. 2 minutes ago, SpiderPig said:

    I re-call this issue ages ago when my project was in Leadwerks.  I reckon it's a bug but you can try this in C++.  I can't remember if you can even call this function like this, but give it a go and see what happens.

    System::CollectGarbage();
    void CGUI::Update()
    {
    	
    	pnlMenu->Show(); // Memory usage goes up uncontrollably.
    	
    	if (input.GetKeyHit(Key::Escape))
    	{
    		show = 1 - show;
    		
    	}
    
    
    	if (show)
    	{
    		
    		pnlMenu->Show();
    		Time::Pause();
    	
    	}
    
    	if(!show)
    	{
    		
    		pnlMenu->Hide();
    		Time::Resume();
    	
    	}
    
    
    
    
    }

     

    Nothing happens, the memory keeps going up. I have identified the one that causes the problem, it is when I try to display the panel that contains my three start menu buttons. 

    Every time I show it the memory usage goes up, if I put inside the method it starts to go up uncontrolled. 

    So how do I confirm that if it is a bug, by hiding the whole Gui I don't have that problem.

    Gui->Hide(); No problem.

     

×
×
  • Create New...