Jump to content

Vida Marcell

Members
  • Posts

    320
  • Joined

  • Last visited

Everything posted by Vida Marcell

  1. Bruh whats going on here, how you guys have ultra?
  2. Okay, but that still does'nt help, anyways, reelp is your game selling well?
  3. 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?
  4. I cannot belive this, i managed to sucess it!!
  5. 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; }
  6. https://web.archive.org/web/20210618152022/https://www.ultraengine.com/learn Genuine
  7. Does that mean, even if i had a stand alone copy of it on steam, i wouldnt have the rights to make a software with it after the release?
  8. I was always interested about making a game middleware, but my thinking was stopped at the integrating. How do they make it integrateable? I mean, i cant write (for example) an animation middleware on opengl, because could be someone wants to use it whit directx.
  9. But, will the standalone UAK sdk contain the update?
  10. This is what i found, the terrain is not based on a heightmap, its based on sere val meshes.
  11. There are so many things happened here in the past decade
  12. Someone needs to make an Ultra community lore
  13. C:\Program Files (x86)\Steam\steamapps\workshop it will be somewhere here
  14. I was thinking about to make a middleware about this, and i like the idea of it, because you only need to write algorithms and rules. You dont need complex ai networks.
  15. I saw this tool on steam: https://cdn.cloudflare.steamstatic.com/steam/apps/256655465/movie480.webm?t=1447377470, this is the solution i was looking for. Now i just have to understand how did he manage to do it. Any compliments, how he merged the terrain and the road together?
  16. I cant imagine what people from 100 years ago would thinks about this post.
  17. Do Leadwerks Support it? it would be great.
  18. @Josh Will the mysterious Leadwerks update fix this?
×
×
  • Create New...