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  2. I wouldn't miss something like this, trust me. I will try again and try to provide you with more detailed information.
  3. Today
  4. Atmosaero

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  5. Atmosaero

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  6. Perhaps a dumb question, but have you been here?: https://www.nvidia.com/download/index.aspx?lang=en-us
  7. I had a guy in the Ultra discord server ask me how to do parkour after I showed a video.. While it's really not a technique to explain over discord, I told him I would post a video and a short description on how I went about doing it. I'm certain there are other methods but I really wanted preformat over drop-dead accuracy. In the video, I attached 2 cubes to the parkour solvers as to better show what's happening behind closed doors. The light blue, or cyan cube is the 'collector' and the purple or magenta, cube is the 'feeler'. What happens here is the feeler tests the area around the player at different update frequencies, it then reports back data to the collector. The collector then decides which data is relevant based off the players location and angle. Once the 'useable' data is determined, it is sent to the player controller where, based off user configurable settings, it is interpolated into an action (hurdling over a box for example). You'll have to pay close attention to see the feeler and the collector in action, the cubes hardly show everything they are doing but at least you'll get an idea. Most geometry sensor systems use up to 14 feelers, while that makes for a very realistic simulation I find it not so practical for game use. I originally was going to use just 'a one pass sample' of the geometry around the player for speed purposes but I found I couldn't do everything I wanted to do with that system. So after reading up on the process I went with a 2 sensor system at little to NO cost on performance. Now that the system is in place I can do a lot more with it rather than just simple vaulting ( as this video demonstrates ), so over the next few months you'll probably see a lot more stuff in my videos based off this system and you won't even know it! Wall runs is on the horizon ! One thing to keep in mind, the map is not staged in any way, this is straight csg brushes made with Ultra editor and dropped into the scene. The system is completely dynamic so there's no extra map configuring required (which is a major plus in my book). I cannot wait until I have time to build a real map with texturing and imported mesh, that's when this system will truly shine I believe, and yes. the system will work with imported geometry. Thanks to Ultra Engine for making this possible! ( and Josh with his emergency bug fixes and API additions. ).
  8. By the way, the program does not seem to render the black color. When I run the game, the program stops responding. No matter how long I wait, it stays that way.
  9. Hi, I will try again.. After building, I started it from the editor and start.map was open. This is my new computer. I freshly installed the 0.9.5 version and created a project for the first time. It was not a project I had worked on before. However, when I created a fresh project, the project manager informed me to upgrade the project.
  10. Standalone... I'm using build 663
  11. Standalone or Steam? Standalone is a little ahead right now.
  12. No it appears to be random. I just clicked this Grass folder and it only generated three of six. It's not animated. Grass.zip
  13. Is it just the animated models?
  14. I'm seeing a few thumbnails not being rendered. From DDS, GLTF and MAT to MDL. Here's one of the files (converted from fbxtomdl.exe) that does not have a thumbnail. G3D_Tests.zip
  15. Click view->show skeleton and there is no skeleton visible. G3D_Tests.zip
  16. It's from my example in my first post. And i already explained what it means... Outline color is darker than should be. Changed a code to make it even more obvious #include "UltraEngine.h" #include "ComponentSystem.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); //Create a world auto world = CreateWorld(); //Create a framebuffer auto framebuffer = CreateFramebuffer(window); //Create a camera auto camera = CreateCamera(world); camera->SetClearColor(0.125); camera->SetFov(70); camera->SetPosition(1, 0, -2); //Create a light auto light = CreateBoxLight(world); light->SetRotation(35, 45, 0); light->SetRange(-10, 10); Vec4 color(0, 1, 0, 1); //Create a box auto box = CreateBox(world); //Render to texture box->SetRenderLayers(1 + 2); auto cam2 = CreateCamera(world); cam2->SetClearColor(0, 0, 0, 0); cam2->SetRenderLayers(2); cam2->SetFov(camera->GetFov()); cam2->SetMatrix(camera->matrix); cam2->AddPostEffect(LoadPostEffect("Shaders/Outline.fx")); cam2->SetUniform(0, "Thickness", 50); auto sz = framebuffer->GetSize(); auto texbuffer = CreateTextureBuffer(sz.x, sz.y); cam2->SetRenderTarget(texbuffer); //Display overlay auto sprite = CreateSprite(world, sz.x, sz.y); sprite->SetColor(color); sprite->SetRenderLayers(4); auto mtl = CreateMaterial(); sprite->SetMaterial(mtl); mtl->SetTransparent(true); mtl->SetTexture(texbuffer->GetColorAttachment()); auto cam3 = CreateCamera(world, PROJECTION_ORTHOGRAPHIC); cam3->SetClearMode(CLEAR_DEPTH); cam3->SetRenderLayers(4); cam3->SetPosition(sz.x * 0.5f, sz.y * 0.5f, 0); auto box2 = CreateBox(world); box2->SetPosition(2, 0, 0); box2->SetColor(color); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { world->Update(); world->Render(framebuffer); } return 0; }
  17. I don't know what that image means. I found some logical errors that were causing the outlines in the editor to be the wrong color. Now they work correctly in the editor.
  18. I'm not sure what new changes in Outline shader in last update supposed to fix but colors seems to be off again (shape at right side have same color in a code as outline at left)
  19. 0.9.6 Fixed bug in editor where animated models would not appear the first frame, in the first viewport. All directional light shadow cascades now render each frame in editor. Fixed some glitches in the outline post effect.
  20. That will work ! Time to get some parsing done.
  21. Have you installed Nvidia's current driver?
  22. Hi, I just tried the following with a GEForce 1080 and the latest driver 552.12. Deleted the file "C:\ProgramData\Ultra Engine\settings.json" to reset all settings. Launched Ultra Engine Pro on Steam, default branch (0.9.5) Created a new project. Opened the Visual Studio solution and compiled for debug and release. Ran the game, and the start.map game opened and ran. Questions: Are you launching from the editor or from Visual Studio? If you are in the editor, do you have the start.map scene open in the editor when you launch? This is a new project, right, not an old project that was previously created with the Vulkan build of Ultra? It sounds like maybe the program is not loading the starting map, so there is no camera and just a black screen.
  23. Yesterday
  24. I just tried again and by only changing antialias from 2X to 4X it works. If I put it back to 2X it completely crashes the editor
  25. The Ultra string classes are not exposed in Lua. Ultra uses wide strings, which do not work well with Lua strings. However, all command interfaces between C++ and Lua that pass strings convert UTF8 (Lua) to wide strings (C++) and back. I have added the string methods as functions that can be used like this: s = "test" s = Right(s, 1) s = Trim(s) I also added Len(s), which is like Ultra's GetSize() method for the string class. This will be available in the next build.
  26. It seems that the problem is solved by changing Antialis to X4 and activating Tessellation to Low. The perspective view becomes visible and the editor loads the project without crashing. See the capture below.
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