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Posts posted by Vida Marcell
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After logging in i get the error message "Response is not object"
I have a valid license, yet the client suggests that i dont, and i cant install the editor. -
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How can i load a new language from a file like xml or json, to change my applications language, like tab names, button texts, ect..
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Use shape keys, and i also think you can scale body parts by bones.
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For example, if someone makes a 3d modeling software, how is he going to separate the front-end code form back-end code. I always coded UAK apps in one file, and now its getting complex, i want to have a 3d viewer in one of the panels, and i already got the ui, but i dont want to write everything in one cpp file.
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Hi Meric, you mean weapons as 3D Models, or weapons that can be used by the player?
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I think i got it, a game engine is just a library like opengl, but much higher level. I dont know why i didnt think about this, its so simple
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Hi everyone, i'm a bit lost in my game engine development, i dont understand whats the difference between a game made from scratch and a game engine made from scratch. Well i know that a game engine is meant to make more individual games, but both can have a level editor, graphics, physics, entity component system. So at this point, what is the difference?
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I'm currently working with dlls in c++, and the first thing i noticed is this function __declspec(dllexport/import). There isn't too much explanations for it, but i think, the export if for making a function usable by other software that can acess the dll file, and the import is for the software to call a function from the dll? Am i correct?
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We lost him
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I dont remeber having loadfile function, but this is helpful. Thanks!!
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I want to be short, so i have a project manager, it can create and open projects. When creating it creates an xml file with properties like name, date, ect..
But i have problems with opening, whenever i launch it, i want it to read all the projects from a txt file where in every line a path leads to their xml file, and i load it into a listbox.
How do i detect that there are already text in a line? And if i want to delete a project from the manager (so also from the listbox) how do i know wich line should i delete?
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I think its UAK, but maybe something with namespace? Can you post a full screenshot?
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Will the Ultra level editor panels resize?
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Thanks!
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If i want to create 2 windows in 2 separate cpp files i get an error message saying "symbols already existing", when i rename every component (for example window->nwindow, ui->nui, displays->ndisplays) i only get 1 window opened, and its the original window, so not the one i modifyed.
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Yeah that was the problem! thanks
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Bruh whats going on here, how you guys have ultra?
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Okay, but that still does'nt help, anyways, reelp is your game selling well?
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I'm trying out the splinetools, but i cant see what the final road would look like in the editor, i have to run it.
Know i know that this isnt a bug, so what could i do to make it show?
And why shadmar was abled to do it?
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I'm trying to make a Directx 9 context in UAK based on this tutorial: http://www.directxtutorial.com/Lesson.aspx?lessonid=9-4-1
And so far so good, but then this happens: (this is the only syntax problem)
here is my code:
#include "UltraEngine.h" #include <d3d9.h> using namespace UltraEngine; // include the Direct3D Library file #pragma comment (lib, "d3d9.lib") // global declarations LPDIRECT3D9 d3d; LPDIRECT3DDEVICE9 d3ddev; // function prototypes void initD3D(HWND hWnd); void render_frame(void); void cleanD3D(void); // Callback function for resizing the viewport bool ResizeViewport(const Event& ev, shared_ptr<Object> extra) { // If the window resize event is captured auto window = ev.source->As<Window>(); // Get the new size of the applications window iVec2 sz = window->ClientSize(); return true; } int main(int argc, const char* argv[]) { HWND hWnd; // Get the available displays auto displays = GetDisplays(); // Create a window auto window = CreateWindow("OpenGL Example", 0, 0, 800, 600, displays[0], WINDOW_TITLEBAR | WINDOW_RESIZABLE | WINDOW_CENTER); // Create user interface auto ui = CreateInterface(window); // Get the size of the user-interface iVec2 sz = ui->root->ClientSize(); // Initialize an OpenGL context (get a hdc) HWND hwnd = (HWND)(window->GetHandle()); HDC hdc = GetDC(hwnd); // set up and initialize Direct3D initD3D(hWnd); // Render loop (applications run loop) while (true) { // Check for events const Event ev = WaitEvent(); switch (ev.id) { case EVENT_WINDOWPAINT: if (ev.source == window) { // Get and set the current size of the viewport iVec2 sz = window->ClientSize(); if (sz.x < 1 or sz.y < 1) break; HWND hwnd = window->GetHandle(); auto hdc = GetDC(hwnd); SwapBuffers(hdc); ReleaseDC(hwnd, hdc); } break; case EVENT_WINDOWCLOSE: if (ev.source == window) { return 0; } break; } render_frame(); } // clean up DirectX and COM cleanD3D(); // this function initializes and prepares Direct3D for use void initD3D(HWND hWnd) { d3d = Direct3DCreate9(D3D_SDK_VERSION); // create the Direct3D interface D3DPRESENT_PARAMETERS d3dpp; // create a struct to hold various device information ZeroMemory(&d3dpp, sizeof(d3dpp)); // clear out the struct for use d3dpp.Windowed = TRUE; // program windowed, not fullscreen d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; // discard old frames d3dpp.hDeviceWindow = hWnd; // set the window to be used by Direct3D // create a device class using this information and the info from the d3dpp stuct d3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &d3ddev); } // this is the function used to render a single frame void render_frame(void) { // clear the window to a deep blue d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 40, 100), 1.0f, 0); d3ddev->BeginScene(); // begins the 3D scene // do 3D rendering on the back buffer here d3ddev->EndScene(); // ends the 3D scene d3ddev->Present(NULL, NULL, NULL, NULL); // displays the created frame on the screen } // this is the function that cleans up Direct3D and COM void cleanD3D(void) { d3ddev->Release(); // close and release the 3D device d3d->Release(); // close and release Direct3D } return 0; }
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OpenGL/shaders Local rotaion need help
in Programming
Posted
I'm trying to rotate an object in its local space in OpenGL
The proglem is when i rotate the object around its X axis, the rotations after that will rotate it on global coordinates...