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6 files

  1. Free
    These components allow you to have different colors outlines for your entities.
    Add MultipleOutlinesCamera Component your main 3D camera. You can set color via method or component field in the Editor or component method SetColor()
    Add MultipleOutlinesEntity Component to entity that you want to have an outline.
    You can disable/enable outline per entity with MultipleOutlinesEntity methods or all via MultipleOutlinesCamera.
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  2. Free
    Little component that can be used for Particle Emitter that should be deleted in time
    Temporary - will component keep entity pointer to delete it once time is out Reducing Effect - decrease particles Velocity and Turbulence with time Duration - time before entity pointer will be deleted Case uses: explosions, blood hits, bleeding effect etc.
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  3. Free
    Component-controller for top down camera
    Apply this component to Camera entity
    WASD and mouse near window border moves camera horizontally
    QE - to rotate camera
    Mouse scroll to lower/raise
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  4. Free
    Component to move an entity to WayPoints:
     
    Move Speed - how much velocity entity will have while moving doDeleteAfterMovement - auto remove entity when it's reach final waypoint. Can be used for door, that goes into walls or floor Input "DoMove" - make entity move to next point Output "EndMove" - happens when entity stops after reaching final way point or if this way poiont has enabled doStayOnPoint 
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  5. Free
    Simple component which can be used to naviage bots or objects
    nextPoint - null if it's a final onem otherwise add another entity with this component to make a chain doStayOnPoint - can be checked by object that uses WayPoints to find out if it should stay after reaching this point and wait a command before moving to next one
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  6. Free
    Particle effect for explosion or blood hit with another material (and higher turbulence like 10000 and end radius around 0.8).
    ParticleEffect component removes (technically temporally keeps) a particle emitter before second particle burst happens.
    Code example, included to archive:
    #include "UltraEngine.h" #include "ComponentSystem.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { RegisterComponents(); auto displays = GetDisplays(); auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); auto world = CreateWorld(); auto framebuffer = CreateFramebuffer(window); auto camera = CreateCamera(world); camera->SetClearColor(0.125); camera->SetPosition(0, 5, -4); camera->SetRotation(50, 0, 0); auto light = CreateBoxLight(world); light->SetRange(-10, 10); light->SetArea(15, 15); light->SetRotation(45, 35, 0); light->SetColor(2); auto ground = CreateBox(world, 10, 1, 10); ground->SetPosition(0, -0.5, 0); ground->SetColor(0, 1, 0); while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { if (window->KeyHit(KEY_SPACE)) { auto particle = LoadPrefab(world, "Prefabs//Explosion.pfb"); particle->SetPosition(0, 2, -2); for (auto const& component : particle->components) { component->Start(); } } world->Update(); world->Render(framebuffer); } return 0; }  
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