Dreikblack Posted February 8 Posted February 8 No error windows or in consoles, just app closing when GetDistance called. Need this working for tutorial 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) local distanceToTarget = camera:GetDistance(Vec3(1,1,1)) Print(distanceToTarget) --Main loop while not window:Closed() and not window:KeyDown(KEY_ESCAPE) do world:Update() world:Render(framebuffer) end Quote Check out Slipgate Tactics demo, which is made with Ultra Engine/Leadwerks 5: https://www.leadwerks.com/community/topic/61480-slipgate-tactics-demo/
Josh Posted February 18 Posted February 18 Can confirm with this onl-kineer in the editor console... box = CreateBox(nil) box:GetDistance(Vec3(0,0,0)) Quote Let's build cool stuff and have fun.
Josh Posted February 18 Posted February 18 I am perplexed. There seems to be nothing odd about the way the method is declared... "GetDistance", sol::overload( [](Entity& e, shared_ptr<Entity> b) { return e.GetDistance(b); }, [](Entity& e, Vec3 b) { return e.GetDistance(b); }, [](Entity& e, float x, float y, float z) { return e.GetDistance(x, y, z); } ), Quote Let's build cool stuff and have fun.
Solution Josh Posted February 18 Solution Posted February 18 Okay, when I declared the entity overload as a pointer it is able to find the right method. "GetDistance", sol::overload( [](Entity& e, Entity* b) { std::shared_ptr<Entity> ee; if (b) ee = b->As<Entity>(); if (not ee) return 0.0f; return e.GetDistance(ee); }, [](Entity& e, Vec3 b) { return e.GetDistance(b); }, [](Entity& e, float x, float y, float z) { return e.GetDistance(x, y, z); } ), This will not be in the first update tomorrow, because that update is already uploaded and ready to go. 1 Quote Let's build cool stuff and have fun.
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