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Found 6 results

  1. How in the ? Do I make any game with this new UltraEngine ? I don't see any game templates for it. If I had an RPG, FPS, MMO or Puzzle type game template then I could see how to build a game with this ?
  2. Ttiki

    No MacOS version?

    Hi. I thought Leadwerks was available to run on Mac OS? Am I crazy? Also, I know about Ultra App Kit being Mac OS ready, will Ultra Engine be accessible on Mac OS one day? I was wondering if I could use my Mac for developing my game or not. Thanks.
  3. A first sneak peek for an realtime ocean renderer in UltraEngine.  Features: FFT-Waves WhiteCaps Refraction / Transparency PBR Lighting model Quadtree based Frustumn subdivision for endless ocean rendering Todos: Shore and object based waves and foam buoyancy and height readback flow maps
  4. Hello Guys i try to create an ui but it wont show anything. I think i missed something. This is my main.cpp code #include "UltraEngine.h" #include "ComponentSystem.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { RegisterComponents(); auto cl = ParseCommandLine(argc, argv); //Load FreeImage plugin (optional) auto fiplugin = LoadPlugin("Plugins/FITextureLoader"); //Get the displays auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); auto ui = CreateInterface(window); //Create widget auto label1 = CreateLabel("Label", 20, 20, 120, 30, ui->root); auto label2 = CreateLabel("Border Label", 20, 50, 120, 30, ui->root, LABEL_BORDER | LABEL_CENTER | LABEL_MIDDLE); //Create a world auto world = CreateWorld(); //Create a framebuffer auto framebuffer = CreateFramebuffer(window); //Load the map WString mapname = "Maps/TestScene.ultra"; if (cl["map"].is_string()) mapname = std::string(cl["map"]); auto scene = LoadMap(world, mapname); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { world->Update(); world->Render(framebuffer); } return 0; }
  5. A small sneak peak to show what is already possible with the UltraEngine-Editor scripting pipeline. This shows a small plugin which allows browsing and dowloading assets from www.polyhaven.com . It still needs some working but i am more then satisfied how capable the editor already is 1. I need to speed up the downloading and making it async 2. Add the download from HDR images (will use my converter for this) 3. Polishing (add options etc.)
  6. In this post, I want to introduce you to my GitHub repository: https://github.com/klepto2/UltraEngineUtilities Currently, there is not that much available, but I am working on adding more utilities and helper classes, which will help to work with UltraEngine. I had the privilege to be one of the first users of UltraEngine and was able to see the enormous amount of potential right from the beginning. So with the repo, I want to give some of the small or bigger helpers I have developed or made compatible for UltraEngine to the public. Available Features: namepace UltraEngine::Utilities::Shader ShaderCompiler A class which allows you to compile UltraEngines glsl-shaders to SPIRV format from code. ShaderWatcher This class uses the UltraEngine::FileSystemWatcher to watch changes for all available shaders used by your program It parses the ShaderFamilies Keeps track of includes Recompilation of shaders as soon as the shader file changes Automatically reloads shaders when the compilation was succesfully Sample code: How To use the Shadercompiler: #include "UltraEngine.h" #include "ComponentSystem.h" #include "include\Utilities.h" using namespace UltraEngine; using namespace UltraEngine::Utilities::Shader; int main(int argc, const char* argv[]) { auto compiler = CreateShaderCompiler(); auto result = compiler->Compile("Shaders/GUI/WidgetBlock.frag", "Shaders/GUI/WidgetBlock.frag.spv"); if (result->IsSuccesfull()) { Print("Shader compiled succesfully!"); for (auto f : result->GetIncludedFiles()) { Print("Shader includes: " + f); } } else { Print("Shader compilation failed!"); Print(result->GetError()); } ... } How to use the ShaderWatcher: #include "UltraEngine.h" #include "ComponentSystem.h" #include "include\Utilities.h" using namespace UltraEngine; using namespace UltraEngine::Utilities::Shader; int main(int argc, const char* argv[]) { auto watcher = CreateShaderWatcher(); watcher->Start(); ... } Future Features: Multiple Widgets ContainerWidgets: FlowPanel StackPanel TableLayoutPanel Scintilla Integration plain Scintilla Wrapper Advanced SyntaxEditor -widget will encapsulate some advanced features like inlining etc. Vulkan-Utilities: A port and slightly modified Version of Sascha Willems https://github.com/SaschaWillems/Vulkan/blob/master/base/VulkanTools.cpp I am as well working on some more advanced stuff, but there i have to decide how to publish them. ComputeShader-Integration Real-time PBR-Environment-Calculations Atmospheric scattering Ocean and Water rendering Here are some Screens and Animations showing some of the above Features:
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