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SlipperyBrick

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About SlipperyBrick

  • Birthday 05/15/1989

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  • Gender
    Male
  • Location
    United Kingdom
  • Interests
    Graphics Programming, Mathematics, Gaming, 3D Modelling

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  1. 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 👍
  2. SlipperyBrick

    Phobia

  3. SlipperyBrick

    Phobia

  4. 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
  5. 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
  6. One of the methods I use in my concrete classes (that derives from my Layer base class) is OnEvent(). With the event class UAK provides this gives some amazing flexibility, I pass an UltraEngine::Event as a reference to my OnEvent() methods and now I can iterate through all events in my applications layerstack. Applications Run(): void Application::Run() { // Initialize applications GUI OnInit(); while (!m_Window->Closed()) { if (!m_Window->Minimized()) { // Update all the applications layers in the layer stack for (Layer* layer : m_LayerStack) { layer->
  7. I would recommend to check out post build events in Visual Studio if you wish to add any kind of content that your application will use (that is if you are even using Visual Studio). Post build events allow you to run commands post build (yeah, pretty obvious haha). This gives you the opportunity to do things like copy directories over for resources you have used in your application, for example lets say you used some nice looking icons for your GUI you will want to make sure your release target directory has all the appropriate folders and files for those to be packaged in your final target d
  8. I've already started some designs on the backend of my application and I gotta say, UAK fits so well into all of this (I've not stumbled upon any limitations). There is so much room for code abstraction, it can pretty much conform to whatever design an application requires. The pattern I tend to follow when making a robust system is to have an Application class that contains a list of layers. Layers are my abstraction for other components of my application. I have various interfaces for each layer and my concrete classes derive from those for their implementations. In my applications run
  9. Ah sick man! Thanks for this!
  10. Ok the "not yet" has me hopeful haha. Yeah I saw the SetFontScale(), I'll just hang in there for now and wait for further developments 😎
  11. Does UAK have any functionality for changing the font of your GUI? I've been perusing through the documentation and can't seem to find any hint of loading a new font. I saw freetype in the dependencies so I assume it can be done but maybe not through UAK 🤔
  12. What a painful experience. For anyone who is looking to do the same you need to follow this process: In Solution Explorer find the "Resource Files" folder (if you work in "Show all files" mode like I do you may need to switch to see the folder) Right click "Resource Files" folder and select Add > Resource... From the window dialog select "Icon" and choose "Import" (your icon must be .ico format) With those steps complete, head over to wherever you have created your window and add the following code: // Get device context HWND hwnd = m_Window->GetHandle(); HD
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