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About SlipperyBrick

  • Birthday 05/15/1989

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  • Gender
  • Location
    United Kingdom
  • Interests
    Graphics Programming, Mathematics, Software Development, C/C++, Games Development

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  1. There is an easier solution I have found, which uses Lua.
  2. I have never compiled C++ code with any other compiler (I've never compiled C++ code on Linux either), I've never put a shirt on back to front, I've also never eaten cereal without milk (I'll stop with the never ever's). I took a look at this for you and I gotta say, it made me feel sick, it shook me to my very core 🤮 All the years of technological advances in GUI's and fancy displays and we are back to the terminal window. Anyway, from some reading and watching it didn't seem too bad to pick up. I will warn you though this is my first time but, this should hopefully give you a
  3. I believe the library wraps around the Win32 API. Of course Windows has had many features since Windows 7 and DPI scaling per monitors is one of them (which introduced other things such as dynamic scaling). Also "disabling" this would break other things such as DPI awareness (which again Windows 7 doesn't support). I think you really only have one option, which is to upgrade to Windows 10. Here is some further information regarding the efforts that went into DPI scaling for Windows 10
  4. Just to add to this. You'll find that within Visual Studio all your paths to resources such as icons will work as expected. One thing to point out though is that if were to run your built executable you'll probably find that none of your resources are actually there. What you'll need to do is make sure you have a folder structure that has all your resources in it, and in code point to that directory. You will probably want to use "Post-Build Events" to do this "packaging" of your resources so that they show up within your executables directory. To do this head to the projects properties and go to "Post-Build Event" and in the "Command Line" field you can then use any command-line Windows commands. I decided to do a simple copy command that looks like this ... copy "$(ProjectDir)res\" "$(TargetDir)res" The "copy" command takes an existing directory as its first argument and a destination directory as its second. Breaking this down you can see I am copying my project directory's "res" folder and all of its contents, into my target build directory where a new "res" folder is created with the copied contents. This works great as I can then in code use directories within my project that mirror how I want my release directory to look. // Load GUI icons m_SmartexBadge = UltraEngine::LoadIcon("res/smartex_badge.svg"); Project directory on disk: Executable binary folder on disk: You can see the res folder that has been packaged in my release mode binary folder (the folder you would likely distribute when you want to ship your application). Just a further bit of information here, this isn't the "be-all-end-all" way to do this. You can of course elaborate on top of this to do fancy things like compress and encrypt your resources so that they aren't directly accessible from your applications binary folder and also make your application more lightweight (especially if you have a lot of resources your application depends on). Anyway, hope that helps as I can imagine you will certainly run into this when you want to release your application into the wild.
  5. Congrats on the release. Keep up the great work Josh! I'm praying to GUI Jesus every night that we will get the ability for custom fonts in UAK. In return, I've promised a good deed. To stop my cat from s***ing in my neighbours garden.
  6. I got my mate interested in UAK and he decided to purchase it after I kept on about how good it was. He was asking me before he bought it about video tutorials and after watching this one I sent him over the link cos it covers a fair bit and gets you up and running quick 😎
  7. Now this is ****ing ace! I see you are enjoying the dark title bars for windows too 😏 Thanks for this Josh!
  8. Looks like a good contender for articy:draft. Very cool idea and would certainly help formalise the game design/requirements gathering phase of a game project 👍
  9. SlipperyBrick


  10. SlipperyBrick


  11. Nice man! I'd be interested in seeing your progress. I agree, shapes would be a welcomed addition (as well as custom fonts). I think UAK would be a complete solution then that would probably overtake IMGUI and other similar GUI libraries
  12. I'm currently porting over my OpenGL renderer into my newest solution which is an application that will have a UAK GUI. I've not been able to completely focus on this at the moment as I have a bunch of University assignments I need to finish before start my masters research project. My end goal is to have an application that meets my current requirements for my research project (real-time neural supersampling, think NVIDIA DLSS but without NVIDIA hardware). I'll write a short blog when I get back to working on it on how I managed to get modern OpenGL and UAK into my project (I've seen a f
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