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Canardia

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Everything posted by Canardia

  1. Hmm, now that summer is coming, I would like to manage some vegetation in my Ultra XR garden.
  2. Can we have some way to use Print() without the linefeed?
  3. Ultra Engine emerged from the requirement to raise humankind into a type 1 civilization which could colonize other planets, like Kepler-238 b. Astronomers say an asteroid could hit planet Earth any day, as we don't see objects coming from behind the sun. For this NASA (in association with Boeing) hired a renown professional game engine developer who could tighten up the graphics for an immersive and ultra realistic VR simulation in space to train astronauts at Goddard Space Flight Center. You can only imagine, how such technology would change the game industry if it was available to everyone.
  4. I would use 7zip's source code and integrate it into the engine.
  5. Story could utilize ChatGPT too, like my Discord AI bot does. It would consult ChatGPT when its own dictionary lacks an answer.
  6. My vision is to have Ultra Engine work like Visual Studio. Create a new project and it's already a running executable. Write a Story and let the game shape up. Fire up the Editor and drag & drop stuff into your world. Watch in real-time how your game lives. Publish the game with the click of a button.
  7. Canardia

    UltraEnglish

    Story it is, thank you Josh and a long time guild member. <3
  8. Canardia

    UltraEnglish

    More name ideas: Director's Commentary Storyteller Ghostwriter Demiurge God Script
  9. Canardia

    UltraEnglish

    I came up with a new idea for this editor: an realtime interpreter which rewrites the running game code each time a change occurs in the input text. This way you could see in realtime how your game looks. The running game would not be recompiled with C++ but it reads the input text from memory, disk or even over network. Multiple people could watch as you remotely write the code.
  10. Canardia

    UltraEnglish

    Yeah, I've thought of that name too. I think the final name will shape when I get deeper into this tool. I want to make a game with this.
  11. I'm working on a editor which translates english into C++ for Ultra Engine in realtime. The idea is to make using Ultra Engine really easy, and it should suit beginners as well as advanced users. Over time I plan to make it an universal human language to computer language translator which can be configured to use any game engine or other engine. I'm also wondering if a commanding sentence is more easy than an spectating sentence, but perhaps both can be used to make it suit all cases. Commanding sentence would look like: "move camera back 5 meters" Spectating sentence would look like: "camera moves back 5 meters" I will also add a button so you can compile and run your code directly; that will hopefully make game development a bliss and ultra fun, as VS2022 compiles damn fast. While UltraEnglish is defining this demonstration, I think I will call it in future Cute (Coders universal translation editor), and as you can see from this example, it looks quite cute when you have to give things names to keep the poem natural.
  12. That is wireframe, not hidden lines. I think a shader could not do the job, as it would need to know which edges to highlight, the artist doesn't want all edges that way. I just realized that Elite is 40 years old and it still reminds me of a very playable game. Now I came up with a quite stupid idea, but it might actually bring some bonus features: I could just draw the lines on top of a black model using white bars (streched cubes), or perhaps toblerone sticks. Upon collision the white bars would detach and float into space.
  13. I always wanted to reproduce the hidden line effect like in Elite. Using textures leads to a stretching anomaly. Currently my approach is to bevel edges in Blender and paint them full white. I'm a n00b in shaders, so I don't know if that path would be feasible. The idea is this:
  14. I'm pretty sure Josh will find a clue why the previous generation high end AMD Radeon cards like RX6900 XT won't work with Ultra, and I'm also sure he will make them work with Ultra performance. I can't wait for Godot 4 fall out of the competence. Then I can focus on a Newton vs Bullet challenge, like I did in Leadwerks. My current testbed consists of 10000 physics cubes which perform quite well (700 FPS).
  15. C++ streams are slow as hell, use C for raw I/O big data ops.
  16. And if you think that fwrite is slow, use a buffer size of 16384.
  17. When dealing with big files (over 10GB), you must use fseeko, ftello, etc. https://www.qnx.com/developers/docs/6.5.0SP1.update/com.qnx.doc.neutrino_lib_ref/f/fseek.html #define _FILE_OFFSET_BITS 64 // this is needed to tell C that we wanna go 64 bit #include <cstdio> int main(int argc, char **argv) { unsigned long long filesize=0; // this suits vast numbers, upto 18,446,744,073,709,551,615 FILE *fi; fi=fopen(argv[1],"rb"); fseeko(fi,0,SEEK_END); // fseek does not work with ten gig files, so let's use fseeko filesize=ftello(fi); // same thing with ftello fclose(fi); printf("FileSize=%llu\n",filesize); }
  18. I tested the Benchmarks and neither my AMD RX6800M or my friend's AMD RX6900 XT would start the Ultra benchmarks.
  19. Ah, so if I understood correctly, as long I have credits stored on my account (or a payment card enlisted), I don't need to renew manually?
  20. How does the renewal cycle for Ultra work, can I renew it before the next expiration date without getting those days lost I was too early, or should I renew on the exact date when it expires?
  21. Would that be the magnitude of a Vec3? https://mathinsight.org/definition/magnitude_vector
  22. I think the torch light flickering is a bit too hectic, maybe you could use a curve to make it more analog.
  23. I started using Ultra Engine on 2023-01-18. Learning to use the engine has been really easy. The documentation is very clear and I can search for keywords I want to learn about. Each command has a fully working example, so I can quickly copy-paste and try the code. The installer is also amazingly fast and automatic, and updating to the latest engine is just a click away. Updating my projects to use the latest version is also fully automatic by clicking on the yellow sign. The support from the Ultra team is very professional and fast, usually I got a solution and/or bug fix or new feature within minutes. Creating a new game project is just one click away, and when I organize my projects by moving them to other subfolders, importing them back is also a click away. Now I'm writing an actual game, and while doing so, I'm building classes to implement the game logic. I already made a model in Blender, and it worked directly in my game, using the glTF save option in Blender. Also the physics for the model worked directly. This weekend I'm unboxing my Ryzen 9 + Radeon RX6800 laptop, and setting everything up for art, music and game production. My tools are: - GIMP, for textures - Blender, for models - WavePad, for editing .flac audio files - Reaper, for composing music and saving as .flac - Ultra Engine, for making the game using the above assets The game will use physics for triggering game logic, for example: if a certain collision occurs, a new set of physics objects will be spawned. Some models will have animated color gradients, to simulate dream-like experiences, but who can tell if dreams are real when scientists say it is very probable that the universe is a simulation, made by Ultra Engine ;D Today I thought about binaural 3D sounds, they will occur when different physics materials collide. I will also implement sound occlusion, so that when a sound is played behind a wall, it will sound dampened. I even thought of sound reflection, so it would bounce off walls, possibly using an invisible gravityless physics ball or raytracing, but I can probably use reverb/echo effects instead. Finally, the scene will be streamed from a database, perhaps using SQLite3, and I found a nice trick how to remove far-away models using a C++ list. One thing I really like about the engine too, is that it takes only 4 seconds to compile changes in the game using Visual Studio 2022 Community Edition, and I can even speed that up using game logic libraries and loading parameters from a file.
  24. My FPS display stopped working after the shader update, it shows nothing, not even the text: FPS:
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