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Showing results for tags 'C++'.
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I have added the unigine_vs2013.vcxproj project to my solution file for a C++ application I'm developing. When I try to build the engine in VS2013, either in Debug-Double or Release-Double I get a ton of build errors. Most of them appear to be syntax errors. We are using the most recent release candidate, "UNIGINE_VERSION 0x1000400d." Attached is a log of the build errors. Any idea what's wrong? Thank you for your time, Andrew debug-double-build-errors.txt
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Are there any examples of how to return a Unigine::vector<Type> back to UnigineScript? It doesn't appear to work in the way that I would expect. C++ ---MyClass.cpp Unigine::Vector<CustomStruct> &getStruct() { return my_struct; } ---Plugin.cpp ExternClass<MyClass> *my_class= MakeExternClass<MyClass>(); my_class->addConstructor(); my_class->addFunction("getStruct",&MyClass::getStruct); Interpreter::addExternClass("MyClass",my_class); UnigineScript MyClass my_class = new MyClass(); CustomStruct structs[] = my_class.getStruct(); Error: Interpreter::parse_expression_array(): "my_class" is not a user array
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Hello, Is there a way to use decals through the C++ API? The samples that use UnigineScript look perfect for my needs, but I need these to be loaded/generated dynamically. A little more context: I'm building an interface specifically for real-time decaling. I'd like to be able to load a model (e.g. fbx), load an image/video texture, and then interactively place the texture on the mesh. Thanks for your help! Kevin
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Hello, Is there C++ API support for importing 3D meshes? I would like to edit models in Maya or Modo (or similar software) and then import them into my scene using only the C++ API. Is this possible? Thanks!
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Hello, I'm developing a prototype using the C++ API of Unigine. It would be very helpful to have a sample graphics project included (like the Players or Objects examples) in the evaluation kit that uses only the C++ API and does not depend on UnigineScript at all. Would this be possible? Thanks!
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I have C++ code which is dynamically creating meshes with 1000s of vertices. I have created a plugin which will output these meshes to the engine. I would like to be able to render these without creating ObjectMeshs and adding each vertex individually. Is this possible?
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Is it possible to export enum types from C++ to UnigineScript. I couldn't find anything about this in the documentation. For example, if I want use a set of functions like the following in UnigineScript: enum State { STATE_0, ... STATE_i } void setState(State state); State getState();
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[SOLVED] Node.setScale() different behaviour in System/World Script
koshman86 posted a topic in UnigineScript
I have a DummyNode with a child ObjectMesh, both created via System-script function NewNode(), and the pointers are managed by C++. Child was attached by Unigine::Node::addChild(). I used SetScale() from World script to set parent node scale - all was Ok. BUT. When I moved SetScale() to the System script, it began to set the scale BOTH to parent and child nodes. (C++) - by switching which line, I get different sizes of objects on the scene (of size Scale or Scale^2) ... static void SetScale(NodePtr parentNode, float scale) { //Engine::get()->runSystem("NodeSetScale", Variable("Node",node.get()), Variable(scale)); Engine::get()->runWorld("NodeSetScale", Variable("Node",node.get()), Variable(scale)); } (unigine.cpp) - indeed sets Node's and Node's child scale ... void NodeSetScale(Node node, float scale) { return node.setScale(vec3(scale, scale, scale)); } (Earth.cpp) - indeed sets Node's scale only ... void NodeSetScale(Node node, float scale) { return node.setScale(vec3(scale, scale, scale)); } -
[SOLVED] Unigine Script Callbacks from external C++ script
mandee.cabato.ph posted a topic in C++ Programming
Hi, I've managed to make a plugin that is loaded successfully by the game. Right now, I'm trying to call a function in the world script via the plugin. I can't figure out how to make the sample in the documentation work. I tried inserting the provided code into my plugin script, but it does not seem to load correctly. I suppose it's because main(int argc,char **argv) is not called. I would have attempted to call aforementioned function in the definition of my plugin init but I do not know what parameters to provide. Any help on the matter would be appreciated. -
I'd like to create new sets of widget(i.e. WidgetInventory) via a plugin. Is it possible? If yes, how exactly can it be done? To make things clear, an Inventory Widget consists of let's say, 3 buttons, 1 listbox and a sprite. WidgetButton WidgetListBox WidgetSprite There, I need those Widgets to use inside the DLL Project using C++ via the C++ API and produce a plugin. In other words, I want to make a new WidgetInventory by using the default Widgets like WidgetButton in the form of a plugin.
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Digital Arrow - Looking for Programmers (Gameplay/Systems & Networking)
norbert.varga posted a topic in Collaboration
Hi all! We here at Digital Arrow are working on the Fantasy RPG project, Dilogus - The Winds of War. More info in the official Unigine Press release available here. Currently, we are expanding on the programming front, and are interested in adding up to two members to our team. Either individuals or an outsourcing company. The tasks involved would be gameplay and nettworking related. Requirements: Knowledge of C++ a must Ability to adopt specific scripting methods relevant to engine technology (Unigine Engine) Ability to work independently and as part of a team Must be able to take instruction well and work to mutually agreed deadlines Creativity and problem solving skills required Patience, tenacity and a positive attitude a must Must speak English fluently Pluses: Understanding of Multiplayer Replication is a big plus Strong understanding of Modular Programming is a big plus Familiarity with the Linux platform Strong 3D math knowledge (vectors, matrices, quaternions) is a big plus GMT +1, GMT or GMT-1 Timezone for enhanced communication Good understanding of the RPG genre including game systems, object ID based equipment and procedural algorithms Strong Unigine Engine experience/familiarity (UnigineScript) is a big plus Knowledge of Redmine task tracking As before mentioned, we are both interested in working with individual freelancers and companies that offer programming services. If you are interested, please contact us: E-mail: jobs@digital-arrow.com Skype: the.tripx Thank you for your time.-
- programming
- indie
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