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Josh

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Everything posted by Josh

  1. 1.0.2 Since the Lua stuff is stable now, I was able to compile Lua as a static lib, which means no DLL is needed. Lua 5.4 repo here is updated: https://github.com/UltraEngine/Lua5.4 Scripts/Modules/Socket/core.dll is recompiled with Lua static lib.
  2. How about this? #include "UltraEngine.h" using namespace UltraEngine; bool PrintColorHook(const Event& e, shared_ptr<Object> extra) { //https://learn.microsoft.com/en-us/windows/console/getstdhandle#handle-disposal HANDLE hConsole = GetStdHandle(STD_OUTPUT_HANDLE); if (e.text.Left(8) == "Warning:") { SetConsoleTextAttribute(hConsole, FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_INTENSITY); } else if (e.text.Left(6) == "Error:") { SetConsoleTextAttribute(hConsole, FOREGROUND_RED | FOREGROUND_INTENSITY); } else { SetConsoleTextAttribute(hConsole, FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE); } return true; } int main(int argc, const char* argv[]) { ListenEvent(EVENT_PRINT, NULL, PrintColorHook); Print("Here is a normal text message."); Print("Warning: Here is a warning."); Print("Here is a normal text message."); Print("Error: Here is an error."); Print("Here is a normal text message."); return 0; }
  3. 1.0.2 New Visual Studio projects are now set up to compile with the new good icon. I guess it needs both an .ico and a .png? I don't know why. Future builds of the client app will load the file projecticon.png to display in the projects list. Added "/delayload:lua54.dll" in release mode settings so you can distribute C++ programs without including the Lua DLL if you don't use it.
  4. 1.0.2 Added String and WString constructors that play nice with nlohmann::json and eliminate the need for the horrible SetJsonString/GetJsonString functions I was using. This allows you to easily get strings from JSON structures without producing errors: j3["name"] = "Frank"; j3["number"] = 462; String s1 = j3["name"]; String s2 = j3["number"]; Removed DebugLog function Remove Language class since it's not tested and superfluous
  5. 1.0.2 New entity component system is integrated in C++ and Lua Preprocessor removed Added String and WString::Data() which is the same as .c_str() Documentation mostly updated, mostly: https://www.ultraengine.com/learn/Scripting?lang=cpp https://www.ultraengine.com/learn/Entity_AddComponent?lang=cpp https://www.ultraengine.com/learn/Component?lang=cpp
  6. The Lua entity component system will allow you to write scripts two ways. The default is ECS, which will work like unity: entity.healthmanager.health = 100 entity.player:UpdateControls() There's also an OOP mode that attaches values and functions directly to the entity class (I wanted to do this in Leadwerks but couldn't at the time): entity.health = 100 entity:UpdateControls() I like OOP mode because you can write scripts like this: function Entity:Update() self:Turn(0,1,0) end Instead of this: function Component:Update() self.entity:Turn(0,1,0) end However, the default mode and everything the documentation uses will assume ECS mode. If you use OOP mode you will break compatibility with all third-party scripts. For the people this option appeals to, that probably isn't a problem. These will be defined in a "ComponentSystem.lua" file __ULTRA_COMPONENTSYSTEMMODE = "ECS"-- default behavior --__ULTRA_COMPONENTSYSTEMMODE = "OOP"-- experimental, will break compatibility with other scripts --This function is called after a Lua component is attached to an entity function __ULTRA_FinalizeComponent(entity, component, name, table) -- Attach values to the component object if __ULTRA_COMPONENTSYSTEMMODE == "ECS" then entity[name] = component component.entity = entity end -- Attach values to the entity itself local componenthandle = component if __ULTRA_COMPONENTSYSTEMMODE == "OOP" then component = entity end local k, v for k, v in pairs(table) do --Print(k) local t = type(v) if t == "table" then component[k] = table.copy(v) elseif t == "function" then local function func(c, ...) v(c, ...) componenthandle:FireOutputs(k)-- Automatically fires outputs for this method whenever it is called end component[k] = func else component[k] = v end end end --This function is called whenever the engine wants to execute a predefined component hook function __ULTRA_CallComponentMethod(entity, component, funcname, ...) --Call methods from the entity instead of the component object if __ULTRA_COMPONENTSYSTEMMODE == "OOP" then component = entity end --Exit silently if the function doesn't exist if component[funcname] == nil then return false end --Safety check if type(component[funcname]) ~= "function" then Print("Error: Function type must be function but instead it is "..type(component[funcname])..".") return false end --Execute with component as first argument, followed by rest of arguments component[funcname](component, ...) return true end You could also modify this file to handle components another way if you wanted, but again, ECS will be the default expected behavior.
  7. Okay, so with this approach we have one system and C++, Lua, and C# are all accounted for and work in an identical manner. The next step will be to make the flowgraph connections work with the system. For Lua, the firing and inputs can be automated. For C++ you will need to manually call the outputs and have a method that interprets the inputs like this: void MyComponent::ReceiveSignal(const WString& function) { if (function == "Open") { this->Open(); } else if (function == "Close") { this->Close(); } } I don't see any other way to do it without a preprocesser. This approach might be an improvement, but you would still need to put the method pointers into a map. For C# it is probably possible to automatically trigger the right function, but for now I will rely on other people to tell me what I need to do to best support that. I think the pattern we are going to see is that the components system is mostly automated with Lua and C#, and with C++ you need to write explicit handling code, for receiving signals, and for Load and Save. I think that's okay given the nature of the language. The next step would be arguments, but I would like to get this working with all three languages before I proceed with that. I'm thinking something like this, where DynamicValue is a special class that contains an ID for the type and a value for integers, strings, floats, objects, etc., and it automatically converts to each supported type with an = operator: void MyComponent::ReceiveSignal(const WString& function, std::vector<DynamicValue> arguments) { if (function == "Open") { float speed = 1; shared_ptr<Sound> noise; if (arguments.size() > 0 and arguments[0].type == TYPE_NUMBER) speed = arguments[0]; if (arguments.size() > 1 and arguments[1].type == TYPE_OBJECT) sound = arguments[1]->As<Sound>(); this->Open(speed, noise); } } Lua can handle the above automatically with its very flexible function calling. I'm guessing something automatic can probably be done for C#?
  8. Components are working with Lua now in 1.0.2. Only Start and Update will currently be called. Here's an example: #include "UltraEngine.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { //Get the displays auto displays = GetDisplays(); //Create window auto window = CreateWindow("Ultra Engine", 0, 0, 800, 600, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); //Create world auto world = CreateWorld(); //Create framebuffer auto framebuffer = CreateFramebuffer(window); //Create a camera auto camera = CreateCamera(world); camera->SetClearColor(0, 0, 1); camera->SetPosition(0, 0, -4); auto light = CreateDirectionalLight(world); light->SetRotation(45, 25, 0); auto box = CreateBox(world); box->AddComponent("Scripts/Components/Mover.lua"); while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { world->Update(); world->Render(framebuffer); } return 0; }
  9. @klepto2 @gothboiclique An overload of Entity::AddComponent is added for use with other languages: shared_ptr<Component_> Entity::AddComponent(const ComponentHooks& hooks, void* extra, const bool start) The ComponentHooks structurs consists of six function pointers. Any value may be NULL or a pointer to a C-style function: struct ComponentHooks { void(*Start)(void*); void(*Update)(void*); void(*Collide)(void*, void*, const dFloat*, const dFloat*, dFloat); void*(*Copy)(void*); int(*Load)(void*, char*, uint64_t); int(*Save)(void*, char*, uint64_t*); }; The extra value is a user-defined pointer that gets passed in the first parameter of each callback. All but the Load and Save callbacks are working now. This will allow the components system to work with C# and other languages. Please let me know if I need to improve it in some way.
  10. I've made some additions: Instead of Component_::GetEntity() there is now a raw pointer for the entity. It's can't be a shared pointer or it would create a circular reference and prevent the entity from ever being deleted. I think this will be okay, I was doing the same thing in the preprocessor component system. Entity::components is now accessible (read-only vector containing all attached components). Component_::Collide method will now get called by the engine. Added Component_::Copy(). This will get called when an entity is instantiated or copied, so you can duplicate objects in memory and retain all properties. This will also allow duplication of complex C++ data that can't be stored in a JSON file: virtual shared_ptr<Component_> Copy() { auto component = std::make_shared<Mover>(*this);// copies all members // // Make any adjustments here // return component; } My current outlook is that processing data for each component isn't that hard, and with C# and Lua that process can probably be automated using reflection. What is hard is editing and storing the component data in a standard way, so that is what the engine should focus on. Filling in a Component::Save method so your class members get saved into a JSON file isn't too terribly difficult, and the overly complicated alternative I came up with is probably worse. Maybe something like this can be utilized in the future. Here is a working example that copies an entity with a component: #include "UltraEngine.h" using namespace UltraEngine; class Mover : public Component_ { public: Vec3 movement; Vec3 rotation; bool globalcoords = false; virtual void Update() { if (globalcoords) { this->entity->Translate(movement / 60.0f, true); } else { this->entity->Move(movement / 60.0f); } this->entity->Turn(rotation / 60.0f, globalcoords); } virtual shared_ptr<Component_> Copy() { return std::make_shared<Mover>(*this); } }; 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(); world->SetAmbientLight(0); //Create a framebuffer auto framebuffer = CreateFramebuffer(window); //Load FreeImage plugin auto plg = LoadPlugin("Plugins/FITextureLoader"); //Load model //Cyber Samurai by Khoa Minh: https://sketchfab.com/3d-models/cyber-samurai-26ccafaddb2745ceb56ae5cfc65bfed5 auto model = LoadModel(world, "https://github.com/UltraEngine/Documentation/raw/master/Assets/Models/Characters/cyber_samurai.glb"); model->Turn(0, 180, 0, true); model->SetPosition(1, 0, 0); //=================================================================== // Add a component to the entity //=================================================================== auto mover = model->AddComponent<Mover>(); mover->rotation.z = 10; //=================================================================== // Copy an entity with components (very cool) //=================================================================== auto model2 = model->Instantiate(world); model2->SetPosition(-1, 0 , 0); //Environment maps auto specmap = LoadTexture("https://github.com/UltraEngine/Assets/raw/main/Materials/Environment/footprint_court/specular.dds"); auto diffmap = LoadTexture("https://github.com/UltraEngine/Assets/raw/main/Materials/Environment/footprint_court/diffuse.dds"); world->SetEnvironmentMap(diffmap, ENVIRONMENTMAP_BACKGROUND); world->SetEnvironmentMap(specmap, ENVIRONMENTMAP_SPECULAR); world->SetEnvironmentMap(diffmap, ENVIRONMENTMAP_DIFFUSE); //Create a camera auto camera = CreateCamera(world); camera->SetClearColor(0.125); camera->SetPosition(0, 0.9, -2); camera->SetFov(70); camera->AddPostEffect(LoadPostEffect("Shaders/PostEffects/FXAA.json")); //Create light auto light = CreateBoxLight(world); light->SetRange(-10, 10); light->SetArea(15, 15); light->SetRotation(45, 35, 0); light->SetColor(1.2); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { world->Update(); world->Render(framebuffer); } return 0; }
  11. In fact, I think the game configuration can include a setting for "Entity Component System" or "Object-Oriented". The actual difference in the editor would just be selecting one class vs. adding multiple components, but it's a different way of thinking. Here's an example of the new proposed approach that will work right now in 1.0.2. I named the base component class Component_ to avoid interfering with the existing system. The only methods that will get called right now are Start() and Update(). #include "UltraEngine.h" using namespace UltraEngine; class CameraControls_ : public Component_ { public: bool freelookstarted = false; float mousesmoothing = 0.0f; float mouselookspeed = 1.0f; float movespeed = 4.0f; Vec3 freelookmousepos; Vec3 freelookrotation; Vec2 lookchange; virtual void Update() { auto entity = GetEntity(); auto window = ActiveWindow(); if (window == NULL) return; if (!freelookstarted) { freelookstarted = true; freelookrotation = entity->GetRotation(true); freelookmousepos = window->GetMouseAxis(); } auto newmousepos = window->GetMouseAxis(); lookchange.x = lookchange.x * mousesmoothing + (newmousepos.y - freelookmousepos.y) * 100.0f * mouselookspeed * (1.0f - mousesmoothing); lookchange.y = lookchange.y * mousesmoothing + (newmousepos.x - freelookmousepos.x) * 100.0f * mouselookspeed * (1.0f - mousesmoothing); if (Abs(lookchange.x) < 0.001f) lookchange.x = 0.0f; if (Abs(lookchange.y) < 0.001f) lookchange.y = 0.0f; if (lookchange.x != 0.0f or lookchange.y != 0.0f) { freelookrotation.x += lookchange.x; freelookrotation.y += lookchange.y; entity->SetRotation(freelookrotation, true); } freelookmousepos = newmousepos; float speed = movespeed / 60.0f; if (window->KeyDown(KEY_SHIFT)) { speed *= 10.0f; } else if (window->KeyDown(KEY_CONTROL)) { speed *= 0.25f; } if (window->KeyDown(KEY_E)) entity->Translate(0, speed, 0); if (window->KeyDown(KEY_Q)) entity->Translate(0, -speed, 0); if (window->KeyDown(KEY_D)) entity->Move(speed, 0, 0); if (window->KeyDown(KEY_A)) entity->Move(-speed, 0, 0); if (window->KeyDown(KEY_W)) entity->Move(0, 0, speed); if (window->KeyDown(KEY_S)) entity->Move(0, 0, -speed); } }; 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(); world->SetAmbientLight(0); //Create a framebuffer auto framebuffer = CreateFramebuffer(window); //Load FreeImage plugin auto plg = LoadPlugin("Plugins/FITextureLoader"); //Load model //Cyber Samurai by Khoa Minh: https://sketchfab.com/3d-models/cyber-samurai-26ccafaddb2745ceb56ae5cfc65bfed5 auto model = LoadModel(world, "https://github.com/UltraEngine/Documentation/raw/master/Assets/Models/Characters/cyber_samurai.glb"); model->Turn(0, 180, 0, true); //Environment maps auto specmap = LoadTexture("https://github.com/UltraEngine/Assets/raw/main/Materials/Environment/footprint_court/specular.dds"); auto diffmap = LoadTexture("https://github.com/UltraEngine/Assets/raw/main/Materials/Environment/footprint_court/diffuse.dds"); world->SetEnvironmentMap(diffmap, ENVIRONMENTMAP_BACKGROUND); world->SetEnvironmentMap(specmap, ENVIRONMENTMAP_SPECULAR); world->SetEnvironmentMap(diffmap, ENVIRONMENTMAP_DIFFUSE); //Create a camera auto camera = CreateCamera(world); camera->SetClearColor(0.125); camera->SetPosition(0, 1.4, -1); camera->SetFov(70); camera->AddPostEffect(LoadPostEffect("Shaders/PostEffects/FXAA.json")); //Camera controls camera->AddComponent<CameraControls_>(); //auto actor = CreateActor(camera); //actor->AddComponent<CameraControls>(); //Create light auto light = CreateBoxLight(world); light->SetRange(-10, 10); light->SetArea(15, 15); light->SetRotation(45, 35, 0); light->SetColor(1.2); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { world->Update(); world->Render(framebuffer); } return 0; }
  12. It wasn't my preference but it was absolutely necessary for the type of "method collection" the current system does. The Actor has methods defined by the components that are attached to it. Calling the Actor method calls the same method on each component that has it. Since these methods don't get defined until your game is compiled, it's not possible to attach them directly to the entity class in the engine. I don't really like component systems anyways, so I'm fine just doing it the way people expect it to work coming from unity. I'm happy with a single object attached to each entity with an OOP hierarchy, which is also doable with this.
  13. For entity properties, I plan to use JSON files that define the properties that appear in the editor, rather than parsing the script or code files. This will provide more control and less confusing about how properties can be described, and it can be standard for Lua / C++ / C# and even no-code (third-party games). Something like this: { "componentTemplate": { "name": "player", "label": "Player", "language": "c++", "properties": [ { "name": "health", "label": "Health", "type": "INTEGER", "minimum": 1, "maximum": 100, "default": 75 }, { "name": "target", "label": "Target", "type": "ENTITY", "default": null } ] } } These configuration files can either be stored in the game folder, or in a folder of config settings that get loaded based on a command line switch. For example, a configuration for the game Quake can be stored and loaded with a lunch parameter: Editor.exe +game Quake We will have a standard way of defining available properties and getting data into Ultra Engine, for use with any supported language. We also now have a way of exposing C++ classes to Lua with official documentation, and I have worked out all the gotchas of the binding code and documented the information. It's not super easy to set up, but it's also not super hard, and the results it provides are very very good. This has led me to think about the current design of C++ components. Here are the things I like: Standardizing load, save, copy, and updating is very good. The syntax shared_ptr<T> AddComponent<T>() is very good. Making C++ components header-only, while not required, provides a very convenient way to include bits of functionality. Here are the things I don't like: C++ components work slightly differently from Lua scripts attached to entities, and it will also be different from the C# implementation. The Actor / Entity dichotomy is strange but necessary for the design to work. Parsing header files is never going to be perfect. The behavior of C++ components is interesting but extremely nonstandard. The preprocessor works reliably, but it is a piece of technical debt that will undoubtedly require additional work in the future. I'm thinking it may be best to dial things back a bit, keep the good aspects of this, but try to make something that syncs up better with how people will expect their games to work. The way both Lua and C++ in Ultra call a function on each component when you make a single function call is very clever and innovative, but I am not sure the benefit is great enough to justify breaking peoples' expectations and introducing ambiguity. Here is what I am picturing: C++ components are attached directly to an entity with an Entity::AddComponent<T>() method. No "Actor" class. Methods can only be explicitly called on the component you want to call it on. Load and save methods are manually filled in for each component. The engine will call the methods, but the end user needs to fill in the values. Start(), Update(), Collision(), Load(), and Save() still get called by the engine at the appropriate times, for each component. C++, C#, and Lua components all work the same way. C++ example: #include "Components/HealthManager.hpp" auto component = entity->AddComponent<HealthManager>(); component->health = 75; Lua example: local component = entity:AddComponent("Scripts/Components/HealthManager.lua") component.health = 75 C# example (???): #include "Components/HealthManager.cs" var component = entity.AddComponent<HealthManager>(); component.health = 75; What do you think?
  14. 1.0.2 Updated C++ library with all recent changes. Documentation for exposing C++ classes to Lua is complete. It's a lot to take in, but it covers all the nuances and is very powerful. Use Core::LuaState() instead of the GetLuaState() function in the docs, for now.
  15. 1.0.2 Editor now using Lua with UTF-8 strings File thumbnails are disabled until I rework these No environment maps will be set temporarily and PBR materials will appear darker than normal (file opening bug, there is an error in the DDS loader and I don't know why, probably some low-level file read change...) It looks like the DDS load error is happening with every single DDS file...stay tuned... Fixed! (An integer overload of Max() was returning a double causing the calculated mipmap size to be wrong.) You can see the unicode working if you copy and paste this text into the console and press return to run it: Notify("Message: Unicode❤♻Test", "Title: Unicode❤♻Test")
  16. 1.0.2 Baseline Lua example now works ZenMode module now using light user data for HWND pointer
  17. I think the only way to get that done is to go through all the documentation and write examples for every command. All the information about how Lua works is very explicit in Ultra: https://www.ultraengine.com/learn/Scripting
  18. This Lua code will work right now in the current build of 1.0.2: --Get the displays local displays = GetDisplays() --Create a window local window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[1], WINDOW_CENTER | WINDOW_TITLEBAR) --Create a framebuffer local framebuffer = CreateFramebuffer(window) --Create a world local world = CreateWorld() --Create a camera local camera = CreateCamera(world, 2) camera:SetClearColor(0,0,1,1) camera:SetPosition(0,0,-2) --Create a model local box = CreateBox(world) --Create a light --local light = CreateBoxLight(world) --light:SetRotation(45,35,0) while window:KeyDown(KEY_ESCAPE) == false and window:Closed() == false do --Rotate the model box:Turn(0,0.1,0) --Update the world world:Update() --Render the world to the framebuffer world:Render(framebuffer) end And this shows how the C++ side is set up: https://github.com/UltraEngine/Documentation/blob/master/CPP/PollDebugger.md
  19. 1.0.2 All recent changes are now available in the C++ library Updated C++ library to Lua 5.4.4 Added some system Lua files in the game template Added PollDebugger() function Added .vscode folder in game template for development with VSCode @CanardiaPrint() now takes an optional bool for the line return. This function does not attempt to be thread-safe in any way!
  20. This shows how Lua scripting in the editor works:
  21. 1.0.2 Updated editor to Lua 5.4.4 and everything seems to work fine. This adds a utf8 library, bitwise operations, constants, integers, to-be-closed variables, and goto. See here for details, previous version was Lua 5.1: https://www.lua.org/versions.html#5.4 A copy of Lua is available here for building modules.
  22. 1.0.2 Did a lot of work on editor Lua debugging and it works really well now. I recommend doing an uninstall / reinstall of version 1.0.2 to clear out the scripts.
  23. This was a bug in the way the window position was saved. I fixed this in the latest build.
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