-
Posts
543 -
Joined
-
Last visited
Content Type
Blogs
Forums
Store
Gallery
Videos
Downloads
Blog Comments posted by SlipperyBrick
-
-
Yep that would do it. Sounds like you may have copied and pasted the 32bit lib file when you initially set up your project following the tutorial. Glad you got it up and running though. Congratulations! Can't wait to see the cool stuff you make. If you are new to graphics there are plenty of resources available online to learn OpenGL, I'd arguably say it is probably one of the easiest graphics libraries to learn alongside understanding the graphics pipeline.
I do hope to write more blogs, I'm pretty new to it and wasn't sure if the text to image ratio was good enough. But over time I hope to improve. Maybe my next blog will be a trip down the graphics pipeline to explain some of the maths, techniques, and jargon that comes with it.
-
2 minutes ago, Vida Marcell said:
It doesnt build for me, but at least vs doesnt screaming for me for the libraries.
it says: "The build tools for v143 (Platform Toolset = 'v143') cannot be found."
So im gonna update that
Ah my bad, I use Visual Studio 2022. I guess you are using an earlier version. If you go and download Visual Studio 2022 Community Edition then your set.
-
Just now, Vida Marcell said:
Man, thanks you so much, I tried the blank c++ version aswell, and it doesnt work aswerll. Look if you need help with models or materials ask me, im not so good at programming as you see.
Before we get too excited. Double check if that project works for you. You should have exactly what I have in my final screenshot at the bottom of the blog.
-
You used the UAK app to generate a new project, which searches for the Steam directory and adds the Include folder of all the header files by creating a macro called $(UltraEnginePath). Of course my Steam and UAK path is different to yours, so I couldn't run your solution.
But, I have included and linked GLEW and GLM for you. As I said above though, follow the tutorial (I mean really read it) and you'll see the process from end-to-end and it will work. I know for a non-programmer this is probably a very confusing process, but linking and including libraries in to a project is a fairly trivial task.
Anyway, I have zipped up your project. I have no idea if you were having issues with the UltraEngine.h file in your .cpp file. If you weren't then this will run. I also set up your bin and bin-int paths too so that when you build your project, your solution/project directory won't get cluttered with a ton of files.
If ... for whatever reason, this project doesn't build. I really, really, really ... really, would recommend taking the time to read the blog above. Take your time reading it, digest it, and follow the steps.
-
This path is also absolute, you are including your entire trail right up to the project name ("Glew + Uak"). You want to replace the path so it looks like this:
$(SolutionDir)Dependencies\GLEW\includes
If you go through the tutorial step-by-step one more time (explicitly) following the instructions within there, I can promise you it will work.
-
It looks like you set this project up with the UAK project launcher app on Steam (and that's fine) but your paths seem to all be off. Both the lib and include paths are two separate things.
The include path points to where on disk the header files are. GLEW has a GL folder with multiple header files inside, in your GLEW path though you are also including the GL folder which is why
#include <GL/glew.h>
doesn't work. (because GL is part of the include file path:
-
Also that above path I just said, again there is no GLEW folder there. The whole point of having a Dependencies folder is to have sub-folders inside that hold the headers and lib files that make up the dependency.
-
Ok so the lib path for GLEW isn't set up properly.
Look at the path "C:\Users\marce\Documents\Ultra Engine\Projects\Glew + Uak\Dependencies\lib"
Is the glew32s.lib file inside that path?
-
What is the error you are getting?
-
Also at "C:\Users\marce\Documents\Ultra Engine\Projects\Glew + Uak\Dependencies" there is no GLEW or GLM folders. You have just "\include".
You should have two folders there for GLEW and GLM:
"C:\Users\marce\Documents\Ultra Engine\Projects\Glew + Uak\Dependencies\GLEW\include" <---- in the include folder is where the GL folder lives
"C:\Users\marce\Documents\Ultra Engine\Projects\Glew + Uak\Dependencies\GLM\include" <--- in the include folder is where the glm folder lives
-
If you remove the GL part from that include path so its just "C:\Users\marce\Documents\Ultra Engine\Projects\Glew + Uak\Dependencies\include"
-
3 minutes ago, Vida Marcell said:
Its okay when i do it like this:
#include "C:/Users/marce/Documents/Ultra Engine/Projects/OpenGl GUI/Dependencies/includes/GL/glew.h"
#include "C:/Users/marce/Documents/Ultra Engine/Projects/OpenGl GUI/Dependencies/includes/glm/glm.hpp"
even if its messy, i'm okay with it, but the GL/GL.h is not there for me.
When you downloaded GLEW did you copy the entire GL folder and (all its files and folders inside) and paste it inside the "C:/Users/marce/Documents/Ultra Engine/Projects/OpenGl GUI/Dependencies/includes/GL/glew.h" directory?
-
Just now, Vida Marcell said:
So visual studio doesnt recognizes glew and glm
Can you see the error list at the bottom of the Visual Studio window?
Does your error look something like this ...
-
7 minutes ago, Vida Marcell said:
I cant make it work, i added the addictional includes and libraries, and vs just not recognizing it.
No worries. What is the error you are getting in VS?
I think we need to see what is causing the problem. If you look at the bottom of Visual Studio you'll have an error list/output. Errors that start with LNK are linker errors, this tells us there may be an issue with the way libraries have been linked. Errors that start with a C are compiler errors, this could be issues with includes.
-
I cannot wait for LE5, very excited for it
- 1
-
Website refresh and Leadwerks 5
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Leadwerks 5 sounds great, really pleased to hear that you will still be able to buy Leadwerks on a non subscription basis. Looking forwards to the new lighting equation and rendering!
-
I have recently come back to this blog to go through the code again to make a character controller and I seem to be getting an issue with the player camera. I have attached my script to a CSG box and when I move the camera rotates but doesn't follow the box, it's as if the camera's position is fixed but I can still rotate it. Not to sure where I have gone wrong as all I have done is copy and paste the code.
-
Once again, great tutorial and explanation. Very clean code too. Nice work Tip!
- 1
-
You are the man Tip! Awesome tutorial and explanation!
- 1
- 1
-
Very cool stuff man! Would love to see more tutorials, your explanations are very straight forward
- 1
-
Yeah +1 for the tuts, very well thought out!
- 1
-
Things are kicking up a notch here, I love it! The new screens showing the GI and reflections look awesome! Fingers crossed for PBR, Leadwerks will be number one when that comes
-
Ooooooo! Shiz just got real. Damn those are some super sexy screenies!
-
Mmmm Substance support
AI-Generated Game Textures and Concept Art
in Development Blog
A blog by Josh in General
Posted
Generative Adversarial Networks (or GAN's for short) are the approach taken to get this kind of generative model using deep learning techniques. Supervised learning is the most common method of training GAN's which are usually made up of two sub-models, a discriminator and a counterfeiter. The counterfeiter has the role of generating fake images, where the discriminator then must classify those images as either real or fake. The ultimate goal is to converge training to a solution where the counterfeiter gets so good at generating fake examples the discriminator can then no longer classify the examples as real or fake.
My masters thesis (which I finally finished a few days ago) explored some pretty interesting areas of training supervised learning problems in the computer vision field. Most datasets are typically composed of real-world examples of images, its often an expensive and time-consuming task to create these datasets of images as it not only requires hardware in terms of camera equipment but also heavy investment of valuable time to annotate the images (supervised learning for object detection involves labelling images which is the practice of drawing bounding boxes around the objects within the image in order to provide the model labelled data to learn from). Automating the entire process of data collection is the pursuit of happiness. Applying technologies such as game engines to render the images and also program the logic for automatic annotation of objects in a scene provides an end-to-end approach for data collection. The possibilities to simulate abstract imagery within a game engine opens up the doors for high-quality data that is collected in an efficient way for building large-scale datasets. Synthetic data could improve these kinds of models as we can simulate almost anything we like within a game engine. Feeding the resulting image data that is correctly formatted for model input could really push the results these types of models can achieve.
Check out differentiable rendering, that is crazy stuff and the generalization power is improving over the years