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  1. Discord for TheSeventhWorld Getting back into the swing of things! I made my own UI system, mainly so I could make materials for widgets and do some cool effects down the track. This is the second time I've made this inventory, first time was in Leadwerks, this time in Ultra. Ultra is looking much nicer and is soooo much faster. Can't wait to get some color into it.
  2. With Ultra, shader texCoords are vec4's but I recall @Josh saying you got rid of the second coord set? Is something else stored here now or can I still use the second set? I see there is still Mesh::SetVertexTexCoords() which can still take the index as a parameter...
  3. Thought I'd show off my node editor for Ultra Engine Shaders. Currently I'm developing it as I develop my game, so features get added as I need them. But I'd love to hear your feedback and if you'd like me to add something I'm sure I can oblige. Discord for ShaderMaster ShaderMaster_v1.3.zip Before use, you need to set the path to UltraEngine like this so it can find the tools and shaders. You will also need to copy 'FragmentCustom.glsl' to 'UltraEngine\Templates\Common\Source\Shaders\PBR' in order to use the fragment shader nodes. Then to create a new project go to File->New Project and enter in a name. PBR is the only available at the moment and you can choose PostEffect from the right drop down - but this has not been tested in some time! Feel free to explore it though. Add a file to the project by clicking the file icon with the '+'. Below are the files associated with one of my projects. Macros are also visible when the checkbox is checked. Macros are functions that can be used between projects. Create a function, right click the function file and choose 'Convert to Macro'. The function will be removed the current project and added to the macro folder. Choose a file type, this is either a shader stage or a function or definition. I've used the fragment shader extensively. I have used the vertex and geometry shaders though there may be bugs here. Please let me know. Tessellation and Compute stages aren't working yet. Select a file from the list on the right to open it and right click in the node area to get a menu of all the available nodes. I'll make in depth tutorials on this later if any one is interested as there's a lot more to cover. Right now it's there to play with. An example of the fragment shader for my voxel terrain.
  4. Turn based tactics in Quake 1 settings. Link to this demo: https://drive.google.com/drive/folders/1d5QKGvv0ikCDG9Pe1gIS8sg0hhkbybn_?usp=sharing ORIGINAL POST: Quake Tactics (early 2D prototype). Made this with Ultra App Kit. Will swtich to Ultra Engine as soon as it will be possible for me to buy the subscription. Quake Tactics is my fan uncommercial game about Slipgate marines squad before Quake 1 events. In terms of gameplay my goal is to make something between such games as Into the Breach and XCOM.
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