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  1. Today
  2. According to my discord post i upload here the model where the problemm happens. https://drive.google.com/file/d/1iqW0j6to9H0XicAe3CFlseViVGf46UN1/view?usp=sharing
  3. Josh

    Multiple Sublayers

    The main idea of the new foliage system is that multiple sub-layers can be used to randomly choose different models to place for each instance. This allows you to automatically paint a variety of objects onto the scene, without them overlapping.
  4. z coordinate is the distance in front of the camera.
  5. Yes, I always forget which is which. Maybe these should be ScreenToWorld and WorldToScreen?
  6. 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. ).
  7. Also screen_position should probably be an iVec3 like is returned by window->GetMousePosition(), unless there's a need for it to be Vec3?
  8. This may be silly but I'm constantly forgetting which function does what when it comes to the camera functions Project() & UnProject(). It might be helpful if the first argument of both commands were renamed to "Vec3 &screen_position" & "Vec3 &world_position" respectively. That way it be easy to identify what does what!
  9. Yesterday
  10. In a simple room the reflections have thus weird inner box thing going on.
  11. This bug still occurs, I can now import a model straight onto the map, give it a tag - save the map, run the map file and the code does not recongize the model as having a tag, If I load the map file back up into the editor the flag is completely gone.
  12. Josh

    Testing Foliage System

    Weird but cool screenshot that appeared during testing...
  13. Now that we have a transformation gizmo, a function or shortcut for disabling grid snapping would be helpful. So that you can position entities more precisely
  14. Hmm it crashes with an out of memory range error. My class inherits Object so the function is available and compiles. void NotificationManager_UpdateHook(shared_ptr<Engine::Object> source, shared_ptr<Engine::Object> object) { } ... void NotificationManager::Init() { AddHook(HOOKID_UPDATE, NotificationManager_UpdateHook, Self()); }
  15. Use this overload: void AddHook(const HookID id, void (*hook)(std::shared_ptr<Object> source, std::shared_ptr<Object> extra), std::shared_ptr<Object> extra = nullptr);
  16. Oh... wait. I don't think my paths are actually pointing to steam. One sec...
  17. I'm using the latest steam version on the dev branch and get the error popup "Invalid function syntax fot hook ID 2". This is my code. void NotificationManager_UpdateHook(shared_ptr<Object> object) { } ... void NotificationManager::Init() { world->AddHook(HOOKID_UPDATE, NotificationManager_UpdateHook, Self()); } Based on the parameters for AddHook() my function syntax looks correct... and HOOKID_RENDER works.
  18. Last week
  19. I have been waiting a long time for this. From this point things will progress rapidly.
  20. Apparently this requires a closed mesh: https://github.com/melax/sandbox/issues/5#issuecomment-2069836452
  21. Fixed rotation mouse tool acting wrong No longer using SPIR-V for terrain shaders, as there was some inconsistent behavior between the shaders and the compiled binaries.
  22. With the latest terrain and selection changes the terrain editing has some small bugs: 1. no indicators are shown in the viewport. (the sculpt and paint ranges) 2. instead of the indicator, the multiselection box is drawn. But the editing in both cases works, just no overlay is shown. A side question: Now that i can choose the texture size. Are the brushes (or textures) resized internally to match the size? I ask because the default dirt layer has textures with 1k size, but when i create a terrain with 2k or 512 textures it just works but the texture size in the material is still 1k.
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