Jump to content

Josh

Staff
  • Posts

    23,058
  • Joined

  • Last visited

Everything posted by Josh

  1. It will be binary, although I have not added it yet.
  2. The physics properties in Blender have some rigid body shapes that map closely to Newton. Might be interesting to you:
  3. Josh

    POINT

    I just ran this in the console with no errors:
  4. 0.9.6 First build of 0.9.6 available on beta branch, adds saving to the asset editor for the new version of our model format. Embedded materials are saved as external files. They still get displayed the same way in the asset editor as embedded materials, and when you save the model it resaves the material files, so any changes you made will go into those files. This works out nicely.
  5. Here is my loading code. I think this is final. A new section was added for node attachments to bones ("ATCH"): G3DModelLoader.cpp
  6. Josh

    Locals

    I am not sure. Do you know how to set breakpoints in VSCode? That might allow you to view the global vars.
  7. I think it might be a good idea to render point and spot lights in this manner using a sphere or cone mesh with a special shader. You would need the material set to use blending, and the mesh would have to reference the light it belongs to. That would save you from stepping through a lot of empty space.
  8. Josh

    Locals

    Makes sense to me. The local variable goes out of scope when the function finishes, and the variable is collected and the value deleted. In Ultra, we can actually make use the Lua's garbage collection
  9. Changes: Animations block will be preceded with the tag "ASET" "COLL" tag renamed to "PHYS" Vertex stride must be 88
  10. Here is some code if you want to make a Lua module: https://github.com/UltraEngine/Lua/tree/main/Modules The simpler way is to create a C API for the lib and interface with that, maybe using the Ultra buffer class to construct a data structure in memory.
  11. I am thinking about a new sample action-oriented game. What player view should it use?
  12. You have an old build in which I make a mistake and compile it using a main file I was testing. You must sync your project to get the updated EXEs: https://www.ultraengine.com/learn/projectmanager
  13. If you are using the debug build, it should not "hang". It should show an error and open the code file on the line where the error occurs.
  14. The error is on IntersectsPoint. I am testing it in the editor console. Ah, I see. There is an extra padding argument you must supply: aabb:IntersectsPoint(Vec3(0), 0) I will add an overload so this is not required.
  15. I am happy to say the #1 issue you voted on is now resolved in the just-released version 0.9.5, which works great with AMD cards.
  16. Version 0.9.5 is now live on the default / stable branch, on Steam and on our site.
  17. Here is an updated version of the textures. texture_templates2.zip
  18. The update that fixes this function's declaration is out now.
  19. Bug fixes Camera::SetMSAA renamed to SetMsaa Camera::SetSSR renamed to SetSsr
  20. To install this, extract the Zip file contents to Blender/4.1/scripts/addons, then in Blender select the Edit > Preferences > Addons menu, search for "MDL" to find this plugin, and check the box to enable it. @SpiderPig Since our PBR materials system is derived from glTF, this page might be useful to you: https://docs.blender.org/manual/en/2.80/addons/io_scene_gltf2.html
  21. What I am saying is I think this problem will automatically go away if I switch to GPU culling.
  22. The new MDL format is not yet a supported feature.
  23. The only required thing is "Desktop Development with C++" but I am not sure if this will work, since you are just trying to get the runtime working. https://www.ultraengine.com/learn/cppsetup?lang=cpp
  24. I think that alternative installer completely messed up your system.
×
×
  • Create New...