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Josh

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  1. Beta Some updates are made to the stock C++ component files, to make them work with the current version of the FPS example scene. Added "Flashlight on" setting for FPSPlayer Added optional sound settings for PushButton, ChangeEmission, and ChangeVisibility. PushButton will automatically change emission color to green.
  2. Okay, I just installed the client (installer) and then downloaded the stable branch, and it ran fine, using Nvidia's current drivers on a 1660. Hi this button to uninstall: And then try downloading again. Maybe the editor EXE got corrupted during download somehow. You can also try running the VC restristributable installer manually (VC_redist.x64.exe) but I doubt this is the problem, since it gets run automatically when the client app is installed.
  3. Beta This update fixes an important bug whereby the Start function was not being called for C++ components.
  4. Here is another working example that uses 3D rendering: --Get the displays local displays = GetDisplays() --Create window local window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[1]) --Create framebuffer local framebuffer = CreateFramebuffer(window) --Create world local world = CreateWorld() --Create camera local camera = CreateCamera(world, PROJECTION_ORTHOGRAPHIC) camera:SetPosition(framebuffer.size.x * 0.5, framebuffer.size.y * 0.5, 0) --Load a font local font = LoadFont("Fonts/arial.ttf") --Create user interface local ui = CreateInterface(camera, font, framebuffer.size) --Create widget local sz = ui.background:ClientSize() local button = CreateButton("Button", sz.x / 2 - 75, sz.y / 2 - 15, 150, 30, ui.background) while not window:KeyDown(KEY_ESCAPE) do while (PeekEvent()) do local ev = WaitEvent() if ev.id == EVENT_KEYDOWN and ev.data == KEY_SPACE then ui:SetScale(1.25) end if (ev.id == EVENT_WINDOWCLOSE and ev.source == window) then return 0 else ui:ProcessEvent(ev) end end world:Update() world:Render(framebuffer) end
  5. Here is an example that shows it working: -- Get the displays local displays = GetDisplays() -- Create window local window = CreateWindow("Ultra Engine", 0, 0, 800, 600, displays[1], WINDOW_TITLEBAR | WINDOW_RESIZABLE) window:SetMinSize(640, 480) -- Create user interface local ui = CreateInterface(window) -- Create widgets local sz = ui.background:ClientSize() local leftpanel = CreatePanel(10, 10, 200, sz.y - 20, ui.background) leftpanel:SetLayout(1, 0, 1, 1) leftpanel:SetColor(0, 0, 0, 1) local rightpanel = CreatePanel(sz.x - 10 - 200, 10, 200, sz.y - 20, ui.background) rightpanel:SetLayout(0, 1, 1, 1) rightpanel:SetColor(0, 0, 0, 1) local mainpanel = CreatePanel(10 + 200 + 10, 10, sz.x - 10 * 4 - 200 * 2, sz.y - 10 * 3 - 100, ui.background) mainpanel:SetLayout(1, 1, 1, 1) mainpanel:SetColor(0, 0, 0, 1) local bottompanel = CreatePanel(10 + 200 + 10, sz.y - 10 - 100, sz.x - 10 * 4 - 200 * 2, 100, ui.background) bottompanel:SetLayout(1, 1, 0, 1) bottompanel:SetColor(0, 0, 0, 1) while true do local ev = WaitEvent() if ev.id == EVENT_KEYDOWN and ev.data == KEY_SPACE then ui:SetScale(1.25) end if ev.id == EVENT_WINDOWCLOSE and ev.source == window then break end end
  6. That line should be this: self.emitters[1]:SetParticleScale(0.2, 1.0) I resaved and uploaded that file, to try to force an update. You still have to sync the project for that file to be added, but it looks like you already know how to do that, if you have the new EXEs.
  7. Hi, sorry you are having trouble running the software. Your GPU looks fine. In fact, I have one of the same cards in my laptop. Let me try a clean install of the software...
  8. You do not need to bump threads in the bug reports forum. If an issue is not marked solved I will see it easily. https://www.leadwerks.com/community/forum/120-bug-reports/?filter=unsolved_topics
  9. The preview app is updated now.
  10. Ah, I did not update the preview app yet, so it can't load the shader families...
  11. I updated the image to remove the version number in the titlebar. Is there anything else in the docs that is misleading? I did not see any other reference to 2019. https://github.com/Leadwerks/Documentation/blob/master/Images/vs_components.png
  12. Visual Studio 2022 is required. Visual Studio 2019 is not supported.
  13. I can't believe this works: box = CreateBox(program.world) f = box.SetPosition f(box, 2, 0, 0) This makes things very interesting, because there is probably a way to make C++ component calls directly off an entity in Lua, for games that mix C++ and Lua.
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  14. Beta Added Entity::SetMassCenter command. ParticleEmitter:SetParticleRadius is replaced with SetParticleScale. Values sent to this method should be double the radius. Shader family file structure is simplified. The engine is still backwards-compatible with the old shader family format. No changes to your existing shader family files are needed, but the default files have been updated. This update requires some changes to both Lua and C++ projects. Please back up or otherwise make a copy of your project folder before proceeding. Lua Projects The path for Lua code files is changing, in prepation for future modding support (C++ projects that also support Lua). Rename the "Source" folder to "Scripts". Rename the "Scripts/Components" folder to "Scripts/Entities" You must sync the project to get the new Lua executables C++ Projects The name of the .lib files Visual Studio compiles with is changing in preparation for the final release. C++ projects must be updated to use Leadwerks.lib and Leadwerks_d.lib instead of UltraEngine.lib and UltraEngine_d.lib. Change this in the Linker settings for the project, for both Debug and Release builds: Standalone Users If you are using the standalone version (non-Steam), you can delete the following folders and files: C:\Program Files\Leadwerks\Lib\UltraEngine.lib C:\Program Files\Leadwerks\Lib\UltraEngine_d.lib C:\Program Files\Leadwerks\Templates\Languages\Lua\Source
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