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Posted

Hello studied here and the engine is not by chance, a great procedure for the establishment of the sky. So far, no atmosphere, but you can supplement it. And so we look:

 

void CreateSky(str skyname)
{
  TMesh skybox;
  skybox=CreateCube();
  FlipMesh(skybox);
  PaintEntity(skybox,LoadMaterial(skyname));
  //Note: You must specify the size as much as possible. Depending on the size of your card.
  ScaleEntity(skybox,Vec3(1000,1000,1000));
}

 

Note: If you use a function where blendalpha to complete it should be disabled.

Example:

SetBlend(BLEND_ALPHA);
DrawText('TestText',4,4);
SetBlend(0);

Posted

LoadScene loads the skybox from the Editor map directly. So using LoadScene, 50% of the game code is ready, then just add some game logic. Gamelib adds another 25%.

Ryzen 9 RX 6800M ■ 16GB XF8 Windows 11 ■
Ultra ■ LE 2.53DWS 5.6  Reaper ■ C/C++ C# ■ Fortran 2008 ■ Story ■
■ Homepage: https://canardia.com ■

Posted

There won't be 25% left, since the game logic takes also some decent amount, although you can do a lot of the game logic with physics.

Ryzen 9 RX 6800M ■ 16GB XF8 Windows 11 ■
Ultra ■ LE 2.53DWS 5.6  Reaper ■ C/C++ C# ■ Fortran 2008 ■ Story ■
■ Homepage: https://canardia.com ■

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