Search Results
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Forum |
Replies |
Views |
Posted
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Thread: Visual Studio Version
Post: RE: Visual Studio Version
Yes, Esenthel supports Community edition. |
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Zervox |
Beginner Questions |
2 |
863 |
01-23-2022, 11:07 AM |
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Thread: Is Visual Studio 2019 or 2022 Community Edition works with the engine?
Post: RE: Is Visual Studio 2019 or 2022 Community Editio...
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Zervox |
Beginner Questions |
6 |
1,408 |
12-30-2021, 08:41 AM |
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Thread: I am fed up with ragdoll problem
Post: RE: I am fed up with ragdoll problem
So I've been messing around with this lately, for the ones compiling the engine themselves.
Joint.cpp
CreateHinge inside of if(PxRevoluteJoint *hinge=PxRevoluteJointCreate body
Code:
if (body)
{
&n... |
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Zervox |
Support |
25 |
6,384 |
12-04-2021, 06:58 AM |
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Thread: Physics colliders not rendered in editor
Post: RE: Physics colliders not rendered in editor
(11-26-2021 02:38 PM)Esenthel Wrote: yeah that's most likely some bug in recent AMD gpu drivers :)
Well, I've sent a bug report with the AMD bug reporting tool after I made sure and check with... |
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Zervox |
Support |
9 |
1,827 |
11-27-2021, 01:53 AM |
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Thread: Physics colliders not rendered in editor
Post: RE: Physics colliders not rendered in editor
Not entirely sure what is going on, bones and ragdoll does not render in the object editor either it seems, nor does boundbox and display identity matrixes. wireframe does work though.
in the world e... |
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Zervox |
Support |
9 |
1,827 |
11-25-2021, 07:28 PM |
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Thread: Physics colliders not rendered in editor
Post: RE: Physics colliders not rendered in editor
I've tried toggling multiple things around restarting the editor for every change done.
this is with the settings.txt deleted and recreated by the engine.
I really don't use this editor tab, as I mos... |
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Zervox |
Support |
9 |
1,827 |
11-24-2021, 11:54 PM |
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Thread: Physics colliders not rendered in editor
Post: RE: Physics colliders not rendered in editor
It is just the normal tutorial project, any object I am trying to create a physics collider for, the collider gets created and I can get it to render in all of the different tutorials, but not in the ... |
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Zervox |
Support |
9 |
1,827 |
11-24-2021, 08:18 AM |
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Thread: Physics colliders not rendered in editor
Post: Physics colliders not rendered in editor
object editor, under Physics when creating collider shapes etc is not rendered anymore it seems. |
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Zervox |
Support |
9 |
1,827 |
11-19-2021, 07:56 PM |
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Thread: The Story of Esenthel Engine
Post: RE: The Story of Esenthel Engine
Interesting read indeed, I've been with Esenthel for a very long time, all the way back I bought what were called the 'Company license', before that I had indie license. ;)
For me, Esenthel's stabili... |
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Zervox |
Offtopic |
12 |
3,047 |
10-29-2021, 08:07 PM |
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Thread: Best way to recover source from EE project?
Post: RE: Best way to recover source from EE project?
(10-05-2021 10:08 AM)Esenthel Wrote: Yes but that's after packing channels and with texture compression loss. It's not the same as original
In some cases like Redcrow mentions sometimes gettin... |
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Zervox |
Beginner Questions |
11 |
2,093 |
10-06-2021, 12:02 AM |
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Thread: Best way to recover source from EE project?
Post: RE: Best way to recover source from EE project?
(10-03-2021 06:43 PM)Esenthel Wrote: no, sorry
if you have the material and the material has a texture, material does allow you to access material->base_0.exportFormat? |
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Zervox |
Beginner Questions |
11 |
2,093 |
10-05-2021, 08:05 AM |
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Thread: if(frustum(mesh->box()))
Post: RE: if(frustum(mesh->box()))
Code:
if(frustum
if it is an object that extends a game object, it probably is not calling the parents rendering function through super, or it wants to draw something extra which requires another cu... |
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Zervox |
Beginner Questions |
3 |
1,082 |
09-06-2021, 02:09 AM |
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Thread: My open criticism to this engine
Post: RE: My open criticism to this engine
Quote:1) This website style and UI looks like 25+ years old.
Starting with a hyperbolic statement, 25 years ago forums like these didn't exist at all, heck in many cases I'd say I would be shocked to... |
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Zervox |
Feature Requests |
7 |
3,795 |
08-27-2021, 11:33 PM |
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Thread: Game uses iGPU as default
Post: RE: Game uses iGPU as default
to my knowledge it is how Windows reports GPU to use, I don't think EE does do any GPU enumerations or driver communication, and thus uses what the default Windows reports as the correct GPU. |
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Zervox |
Graphics |
4 |
1,411 |
06-26-2021, 08:45 PM |
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Thread: Inserting character in world
Post: RE: Inserting character in world
(04-17-2021 05:15 PM)Dwight Wrote: Hi Zervox,
Thanks for the information! I should now just debug why spawning that NPC makes my client crash, but it's progress! :D
Good to see you lurking an... |
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Zervox |
Game Classes |
4 |
1,691 |
04-18-2021, 07:52 AM |
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Thread: Inserting character in world
Post: RE: Inserting character in world
I've personally done something like
Code:
Object al = *ObjectPtr(UID(1271515657, 1092039634, 723414949, 1137966898));
al.type(true, UID(2374035910, 1193790438, 2299804040, 33... |
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Zervox |
Game Classes |
4 |
1,691 |
04-17-2021, 07:08 AM |
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Thread: RTX/GTX rendering issues
Post: RE: RTX/GTX rendering issues
(11-13-2020 09:01 AM)jinx Wrote: How do you imagine developers using your engine ?
Do you expect all the steam players that would buy a game and return back after first run to contact nvidia ... |
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Zervox |
Support |
9 |
3,336 |
11-19-2020, 07:22 AM |
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Thread: PBR Rendering
Post: RE: PBR Rendering
that would be in the materials, smoothness, reflectivity sliders and their specified textures. |
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Zervox |
Beginner Questions |
6 |
2,603 |
07-03-2020, 02:05 AM |
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Thread: Emit 3d Sound on collision
Post: RE: Emit 3d Sound on collision
(06-16-2020 10:03 AM)tipforeveryone Wrote: Thank you! I made it emit sound on collision. But does this only handle one type of actor object ? what if I have various objects in one Actor Group a... |
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Zervox |
Beginner Questions |
3 |
1,893 |
06-18-2020, 12:32 PM |
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Thread: Emit 3d Sound on collision
Post: RE: Emit 3d Sound on collision
Code:
void ReportContact(ActorInfo &actor_a, ActorInfo &actor_b, C PhysContact *contact, Int contacts)
{
FREP(contacts)
{
Vec force=contact[i].force;
if(... |
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Zervox |
Beginner Questions |
3 |
1,893 |
06-14-2020, 12:15 PM |