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  Thread: Using ENet for reliable UDP in a Titan code editor project
Post: Using ENet for reliable UDP in a Titan code editor...

Using ENet for reliable/unreliable UDP as part of a Windows code editor project. [img]https://i.ibb.co/8NvJSgF/reliable-UDP.png[/img] I made the code work basically the same as the standard Esenthel...
Fex Showcase 0 246 09-06-2022, 10:06 PM
  Thread: Build Titan Engine Linux Binaries in Visual Studio with CMake
Post: Build Titan Engine Linux Binaries in Visual Studio...

[img]https://i.ibb.co/tP8N6RC/good.png[/img] By using VS you can use extensions like Github Copilot, and get completion suggestions: [img]https://i.ibb.co/x5ZncZ1/copilotcompletion-GIF.gif[/img] I w...
Fex Showcase 1 232 09-02-2022, 04:55 AM
  Thread: Headless Linux Server/App
Post: RE: Headless Linux Server/App

(08-12-2022 07:02 AM)Esenthel Wrote:  This should help with Sampler Error: https://github.com/Esenthel/EsenthelEngi...4085fc5ff5 Nice, now apps built by the unmodified engine run on headless se...
Fex Showcase 5 503 08-12-2022, 12:10 PM
  Thread: Headless Linux Server/App
Post: RE: Headless Linux Server/App

(08-11-2022 05:18 AM)Esenthel Wrote:  One question: Why are you forcing XDisplay to be null? If it's available, then it would grant some extra functionalities. 1. Forcing XDisplay null stops t...
Fex Showcase 5 503 08-12-2022, 01:48 AM
  Thread: Headless Linux Server/App
Post: Headless Linux Server/App

[img]https://i.ibb.co/nbt7yWs/headless.png[/img] It's a resolution to this thread: Headless linux thread Article on how this was done
Fex Showcase 5 503 08-10-2022, 06:53 PM
  Thread: rot member removed from AnimatedSkeletonBone
Post: RE: rot member removed from AnimatedSkeletonBone

Thanks for the prompt reply
Fex Support 2 253 08-07-2022, 04:46 PM
  Thread: rot member removed from AnimatedSkeletonBone
Post: rot member removed from AnimatedSkeletonBone

Updated the engine and it broke how I was making the character "look around" while on a horse. Recent update removed AxisRoll rot from AnimatedSkeletonBone. From Animation/skeleton.h Code: #define ...
Fex Support 2 253 08-05-2022, 01:33 PM
  Thread: Into The Dark - My first Kickstarter
Post: RE: Into The Dark - My first Kickstarter

Really cool, had to back (pre-buy) it.
Fex News 9 1,578 03-20-2022, 07:40 PM
  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 8,313 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 8,313 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 8,313 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 8,313 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 2,991 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 17,101 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 2,742 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 4,262 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 5,169 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 39,743 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 3,378 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 12,688 01-05-2015, 01:03 PM