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  • Aug 02 19:34

    jankrassnigg on master

    cc restructure (compare)

  • Aug 02 13:22

    jankrassnigg on master

    joint videos (compare)

  • Aug 01 13:54
    jankrassnigg milestoned #287
  • Aug 01 13:54
    jankrassnigg labeled #287
  • Aug 01 13:53

    jankrassnigg on master

    Minor outdated docs fix (compare)

  • Aug 01 13:53
    jankrassnigg closed #287
  • Aug 01 13:53

    jankrassnigg on dev

    Fixed #287: TypeScript code can… Removed ezPxRaycastInteractComp… (compare)

  • Aug 01 13:46
    jankrassnigg opened #287
  • Jul 31 17:12

    jankrassnigg on master

    grabbable (compare)

  • Jul 29 19:06

    jankrassnigg on jk

    (compare)

  • Jul 29 19:06

    jankrassnigg on dev

    Added component to grab physica… (compare)

  • Jul 29 19:06
    jankrassnigg closed #286
  • Jul 28 21:42
    jankrassnigg synchronize #286
  • Jul 28 21:42

    jankrassnigg on jk

    Changed the mass threshold into… (compare)

  • Jul 28 17:50
    jankrassnigg review_requested #286
  • Jul 28 17:50
    jankrassnigg labeled #286
  • Jul 28 17:50
    jankrassnigg opened #286
  • Jul 28 17:50
    jankrassnigg milestoned #286
  • Jul 28 17:46

    jankrassnigg on jk

    grab direction polishing and more fixes (compare)

  • Jul 27 22:37

    jankrassnigg on jk

    Fix for unnormalized joint frame Added option to raycasts to ign… ezGrabbableItemComponent and 2 more (compare)

Icyberd
@Icyberd
Oh, Also opening a TS file opens more and more VSCode instances each time
I know that opening 2 instances is know, I dont know about opening more and more is
Icyberd
@Icyberd
Ok, I found out how to set a CVar in TypeScript
Jan Krassnigg
@jankrassnigg
Regarding the vscode instances, that is currently expected. Once you have one open, just switch TS files in there, eg with Ctrl+p. I don't know whether there is a programmatic way to achieve this from ez.
Robert Campbell
@jayrulez
@jankrassnigg is there any update on the timeline for adding animations?
Jan Krassnigg
@jankrassnigg
I'm making good progress on "finishing" the documentation, I won't write docs for everything, but I wanted to have all the basic stuff covered. If everything works out as I hope, I should have that out of the way by next week.
Alin Octavian
@alinoctavian
How is the rmlUI implementation going ?
I am thinking to use ezEngine for my game but i am not sure if is a wise choice
Robert Campbell
@jayrulez
Thanks for the update @jankrassnigg
Alin Octavian
@alinoctavian
oh thanks you
but still i don't know if is a wise choice
Robert Campbell
@jayrulez
Depends on the boxes you need to tick.
Alin Octavian
@alinoctavian
I want to make a tycoon management game
Jan Krassnigg
@jankrassnigg
I can't tell you whether it is a wise choice :D The UI work is progressing, but will certainly take a few more weeks before it is fully usable.
Alin Octavian
@alinoctavian
oh
Probably will be wiser to use something like love2d and use EzEngine when is going to include more features
probably
Jan Krassnigg
@jankrassnigg
It's a spare time project, we have full time jobs and some of us have kids, there are times when we get stuff done relatively quickly, and then there are times where it's really hard to find a spare minute. If you need certain features right now, or at least really soon, it would be wrong for us to promise anything.
Robert Campbell
@jayrulez
I'm using Stride for the game I'm working on now but the iteration times are awful
Alin Octavian
@alinoctavian
Yeah, the iteration times in stride are awful
maybe because a big part is on C# instead of C++
Robert Campbell
@jayrulez
Nah, just their workflow
There are C# engines that do better
Alin Octavian
@alinoctavian
yeah but most of the backend is on C++
they aren't using C# for scripting they are using C# for the game editor
compared to unity where the editor is on C++
Robert Campbell
@jayrulez

compared to unity where the editor is on C++

Yeah. I know. That's not the reason though. They don't have a "Play in editor feature" to do quick tests after changes. It seems they compile the assemblies whether they were changes or not when trying to run the game.

Alin Octavian
@alinoctavian
oh you mean that
i was referring that the editor is slow , like it takes some time to load the assets etc.
Robert Campbell
@jayrulez
That's awful too but it's usable after first load.
C-Core
@C-Core
I've just committed an initial version of the RmlUi integration. Currently only 2D use cases are supported, so no in-world terminals etc. You can take a look at the RTS sample how to use it. Let me know what you think and what features you would like to see besides the stuff already mentioned here https://github.com/ezEngine/ezEngine/projects/9
Robert Campbell
@jayrulez
I'll check it out @C-Core
Alin Octavian
@alinoctavian
RmlUi in EzEngine is pretty cool ngl
Robert Campbell
@jayrulez
@jankrassnigg is there any way to import a bunch of textures via the editor or do i need to import them 1 at a time?
Jan Krassnigg
@jankrassnigg
CTRL+I brings up the Import dialog, there you can select multiple files.
Robert Campbell
@jayrulez
Nice, thank you.
Robert Campbell
@jayrulez
image.png
A useful feature here would be to have a button or checkbox under each slot that highlights the section of the mesh that the material applies to when enabled
That would make it easier to setup the materials and textures if the names are not meaningful
Jan Krassnigg
@jankrassnigg
Interesting idea. Not entirely easy to implement, but I'll think about it.
Alin Octavian
@alinoctavian
@jankrassnigg Sorry for bothering you but I want to integrate RmlUi too do you have some steps how to do it right or some good resources about rendering stuff . Rendering is a new topic for me. Thanks
Alin Octavian
@alinoctavian
can we get some prebuilt binaries for ezengine with rmlui , i am not that good at building cmake things
:(
Jan Krassnigg
@jankrassnigg
image.png
All you need to do to build it with CMake, is enable the RML option
I'll make a new release in a couple of weeks. It's quite a bit of work to make a release and at the moment it's not worth the effort yet. For the time being you need to compile it yourself.
Alin Octavian
@alinoctavian
Ok thanks
Robert Campbell
@jayrulez
@C-Core diligent is adding render passes to their GAL. May be in line with what you want for ez GAL. https://github.com/DiligentGraphics/DiligentCore/tree/render_passes