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  Thread: APP_EXIT_IMMEDIATELY
Post: RE: APP_EXIT_IMMEDIATELY

In virtualbox (3D acceleration checked in settings), pulled latest source, get this crash when trying to compile/run the "Esenthel Builder.cpp" and "Project.cpp" (Project.cpp also has "TURQ" which is ...
Fex Support 22 5,471 08-06-2020, 07:08 PM
  Thread: APP_EXIT_IMMEDIATELY
Post: RE: APP_EXIT_IMMEDIATELY

Just the change at: https://github.com/Esenthel/EsenthelEngi....cpp#L1344 And no other changes results in: "Can't create Constant Buffer" and crash. Which I had happening before when I would just do...
Fex Support 22 5,471 08-03-2020, 04:47 PM
  Thread: APP_EXIT_IMMEDIATELY
Post: RE: APP_EXIT_IMMEDIATELY

Thanks for the idea Greg, Line 1362 of Display.cpp Code: if(MainContext.context=glXCreateContextAttribsARB(XDisplay, GLConfig, null, true, attribs))break; // stop on first found Generates segfault. ...
Fex Support 22 5,471 08-02-2020, 04:26 PM
  Thread: APP_EXIT_IMMEDIATELY
Post: RE: APP_EXIT_IMMEDIATELY

Houge, are you still looping in InitPre? Or is there some way to make this actually be able to call Update()? I'm trying as well to do headless linux using Ubuntu 18.04. Downloaded the source, compile...
Fex Support 22 5,471 07-31-2020, 06:18 PM
  Thread: Need some example code for Physics Ray
Post: RE: Need some example code for Physics Ray

Code: ArrowClass myArrow; Byte AG_ARROW = 12; //can choose any # between 1..15 see ACTOR_GROUP enum myArrow.actor.group(AG_ARROW); UInt actor_groups=~(IndexToFlag(AG_ARROW)); //~ makes it ignore thos...
Fex Support 10 1,728 07-27-2020, 08:28 PM
  Thread: Esenthel Engine is now FREE!
Post: RE: Esenthel Engine is now FREE!

Congrats Greg! My EE game was derailed by RL (getting a wife, having kids, having a real job). Still once every few months I would check in here, because I have always had in the back of my mind I w...
Fex News 23 13,622 04-22-2019, 05:34 PM
  Thread: name change Game.ObjType
Post: name change Game.ObjType

Just a heads up Game.ObjType has been changed to just ObjType, it has been omitted from the name change list.
Fex Support 1 2,246 07-01-2015, 07:53 PM
  Thread: WASD MMO movement
Post: RE: WASD MMO movement

you can also buy the ineisis code
Fex Beginner Questions 5 3,466 02-27-2015, 07:00 PM
  Thread: Destructible object ineisis online
Post: RE: Destructible object ineisis online

Anyways my EE 1.0 Inesis based game used this code, I haven't made destructibles work in EE2+ Code: /******************************************************************************/ class TimedDest...
Fex Support 7 4,343 02-14-2015, 10:11 PM
  Thread: Ineisis -Detailed tutorials
Post: RE: Ineisis -Detailed tutorials

You guys may be running intot he fact that Ineisis as given only gives 256 height levels because it is stored as type byte for each point, I changed mine to Ushort to give more "levels" and smooth the...
Fex Tutorials 70 33,557 01-23-2015, 10:04 PM
  Thread: MaterialLock!
Post: RE: MaterialLock!

yes I agree I would love to have it back as well, I used it for changing the textures on blocks as they were being destroyed and for dyeing the color of armors, and for user supplied images to be disp...
Fex Feature Requests 2 2,748 01-21-2015, 11:00 PM
  Thread: Mesh Variations
Post: RE: Mesh Variations

It would be nice if you left MaterialLock in or someway to change individual material rendering from code at runtime, it does have its uses, mesh "dyeing" for instance.
Fex News 11 11,143 01-05-2015, 01:03 PM
  Thread: Problems with skeletons since last update
Post: RE: Problems with skeletons since last update

Thanks again, Code: Game.ObjParamsPtr obj=UID(82207790, 1135183605, 463827857, 3114706381); super.create(*obj); Is the right way to do it.
Fex Support 4 3,216 12-21-2014, 11:36 PM
  Thread: Problems with skeletons since last update
Post: RE: Problems with skeletons since last update

Thanks for your reply Greg, I looked at your changes to Kinematic.. going from mesh =obj.mesh (); to base =obj.firstStored(); in Kinematic::create seems to break the way I create the d...
Fex Support 4 3,216 12-21-2014, 08:02 AM
  Thread: Problems with skeletons since last update
Post: Problems with skeletons since last update

Ok firstly I tried to compile my game after the most recent EE update and every getSkelAnim call e.g: Code: SkelAnim        *rolling=null ... rolling &nb...
Fex Support 4 3,216 12-20-2014, 02:22 AM
  Thread: Reliable UDP
Post: Reliable UDP

I noticed there was no UDP (FastConnection) tutorial included with EE. I have been converting my game to RUDP and so decided to make a little tutorial using what I learned. Its useful to see how to u...
Fex Code Snippets 1 2,912 12-10-2014, 01:31 AM
  Thread: Quest for Territory
Post: RE: Quest for Territory

updated to the latest EE from 1.0
Fex Showcase 9 8,321 08-02-2014, 03:16 AM
  Thread: the annoying can't load ressource "..." error
Post: RE: the annoying can't load ressource "..." error

Actually it was the image mask of the minimap drawing that was causing my problem, it was interesting because the mask wasn't added to the project, but it had a valid UID that pointed to the file whic...
Fex Support 9 5,723 08-01-2014, 11:32 PM
  Thread: the annoying can't load ressource "..." error
Post: RE: the annoying can't load ressource "..." error

Ya I'm getting this bug, it seems like publishing is not including minimap tile images.
Fex Support 9 5,723 08-01-2014, 10:59 PM
  Thread: Store : Fire Particle available
Post: RE: Store : Fire Particle available

Nice job, I'm definitely going to use this, if you add angular velocity to the fire it makes it "dance" more. Code: // The fire itself      ang_vel = 5.735;
Fex Showcase 3 4,017 06-14-2014, 04:58 PM