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MarKli

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Posts posted by MarKli

  1.  

     

    I have the same problem when I make a point light. X = 2 , Y = 10

     

    I'm not sure, but the artifacts disappear for me when I set the min(X) to 0.

    pointlight.png

    • Confused 1
  2. Yes, I would like to have my 3D models and textures separated. I would like to create a Props folder with 20 3d models. In the current state it would be totally confusing with the textures because every model has 3 textures. I just want to open the folder and see 3D model over the pictures.

  3.  

    I've now tried to load a model but I think that's absolute horror at the moment. I've already tried out a lot of game engines but the workflow here is still pretty bad at the moment. You don't feel like you have any real freedom as to how you want to manage it yourself, but I just have the feeling that you should do it the way the editor wants.

    For example. I import an fbx model so far everything is okay. save it in a different folder than glTF and put all the textures in from another large folder with all the textures, now I save the glTF the editor creates 30 textures... in the same folder, but I don't want to have any textures there, only glTF data . Or should I make 1000 folders with 1 glTF file each? If I made 10 glTF files in one folder, all the textures would confuse me and I would no longer have an overview. I think this should all be reconsidered.

     

  4. When creating it I get an access violation when reading at position 0x0000000000000000.

     

    #include "UltraEngine.h"
    
    using namespace UltraEngine;
    
    int main(int argc, const char* argv[])
    {
        //Get the displays
        auto displays = GetDisplays();
    
        //Create window
        auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0]);
    
        //Create framebuffer
        auto framebuffer = CreateFramebuffer(window);
    
        //Create world
        auto world = CreateWorld();
    
        //Load a font
        auto font = LoadFont("Fonts/arial.ttf");
    
        //Create user interface
        auto ui = CreateInterface(world, font, framebuffer->size);
    
        //Create camera
        auto camera = CreateCamera(world, PROJECTION_ORTHOGRAPHIC);
        camera->SetPosition(float(framebuffer->size.x) * 0.5f, float(framebuffer->size.y) * 0.5f, 0);
    
        //Create widget
        iVec2 sz = ui->root->ClientSize();
    
        auto treeview = CreateTreeView(10, 10, sz.x - 20, sz.y - 20, ui->root, TREEVIEW_DRAGANDDROP | TREEVIEW_DRAGINSERT);
        treeview->SetLayout(1, 1, 1, 1);
    
        auto node = treeview->root->AddNode("Node 1");
        node->AddNode("Subnode 1");
        node->AddNode("Subnode 2");
        node->AddNode("Subnode 3");
    
        node = treeview->root->AddNode("Node 2");
        node->AddNode("Subnode 1");
        node->AddNode("Subnode 2");
        node->AddNode("Subnode 3");
    
        node = treeview->root->AddNode("Node 3");
        node->AddNode("Subnode 1");
        node->AddNode("Subnode 2");
        node->AddNode("Subnode 3");
    
        while (true)
        {
            while (PeekEvent())
            {
                const Event event = WaitEvent();
                switch (event.id)
                {
                case EVENT_WIDGETSELECT:
                    if (event.source == treeview and event.data == 1)
                    {
                        node = event.extra->As<Widget>();
                        Print("Selected: " + node->text);
                    }
                    break;
                case EVENT_WIDGETACTION:
                    if (event.source == treeview)
                    {
                        node = event.extra->As<Widget>();
                        Print("Action: " + node->text);
                        if (!node->kids.empty())
                        {
                            if (node->Collapsed())
                            {
                                node->Expand();
                            }
                            else
                            {
                                node->Collapse();
                            }
                        }
                    }
                    break;
                case EVENT_WIDGETDROP:
                {
                    auto child = event.source->As<Widget>();
                    auto parent = event.extra->As<Widget>();
                    child->SetParent(parent, event.data);
                }
                break;
                case EVENT_WINDOWCLOSE:
                    if (event.source == window)
                    {
                        return 0;
                    }
                    break;
                default:
                    ui->ProcessEvent(event);
                    break;
                }
            }
    
            world->Update();
            world->Render(framebuffer);
        }
        return 0;
    }

     

     

    • Thanks 1
  5.  

    I'm currently working on a Pick mod and wanted to get the children
    but I can only find FindChild which doesn't help me.

     

    Could you add something like children in the entity.
    int GetChildCount();
    shared_ptr<Entity> GetChild(int index);
    void GetChildren(vector<shared_ptr<Entity> >& results);

     

    Or have I overlooked something ?

     

     

     

     

  6. I have now tried the leadwerks engine for a while now and wanted to test it again to Ultra Motor and the editor . But the editor does not open does only get a loading screen. I can compile the project with visual Studio and there is no problem.

  7.  

    I have it without component at the moment, will only use it for certain things.

    But in the future it would be nice to know how to disable a component.

     

     

    I have one more question, does SetMappingScale not work at the moment?

     

     

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