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System() command will now return, the result of the command when using system command it is a pain to debug the issues if you use ccbWriteFileContent() and ccbReadFileContent() command, so I updated the system command such that it will now return the cmd result as a string, that you can use directly in your code without having the need to write and read file content was updating one of my plugins and encountered this strange weird issue, where in plugins it sometimes execute the code and sometime it doesn't execute the read and write code, if you encountered the same than this implementation will fix the issue I beleive. |
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Hi just_in_case, Could you please elaborate on this latest one? Does this mean that system function now returns console output from cmd or how does it work? If so, this is kind of big, since it will allow a much easier multiplayer setup and also makes it possible to use a lot of 3rd party tools with ease - like physics calculation could be done in a separate process. Also, does executing system blocks the main coppercube execution process? It would be much cooler if it's possible to make the system command asynchronous, and be able to get it's output inside the callback, similarly how it's done with http call function. |
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@okeoke, yes the system function will now return the console output to the javascript string. So that it can be used directly in your game, for example you can use it like this. var x = system("your command here"); the above code will print the result of the system command. Not sure if it blocks the main CopperCube execution process though. |
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Thank you for the response - it still a BIG improvement, even if it's blocking the main process. I hope this feature makes it to the next release along with ccbSetSceneNodePositionWithoutCollision fix. |
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Added few more commands...
ccbSaveSoundFile("filename",index)It will allow you to save sound files to your computer in .wav format, might be good if it gets added for the editor, so that one can easily save embedded sound files to the PC, if he lost the external sounds or if people are willing to share their projects without the external sounds. ccbLoadModel("path/modelname.format")Loads an external 3D model, it can help in dynamically loading models to have better performance and less stress on System resources. So I am just upadting the page contents again so that you guys don't waste your time recreating the API's. 2D overlays Text Color now has alpha values, so you can fade the text as well. Text rendering of 2D overlays has been updated, there will be no artifacts around the text anymore for most of the regular fonts, Italic still won't work ccbSetScreenResolution(ResX, ResY) - Update the actual screen resolution in runtime. Changes only to available resolution by windows. ccbSetGameResolution(ResX,ResY) - Updates the internal resolution of the game. Note:- it is different from changing the actual resolution of the screen hopefully will add more useful API. |
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Hi there, first of all, I would like to thank you for your contributions to this engine. I want to request you a few features that I think you can bring to this community. 1- Something like automatic head rotation or movement of animated mesh towards other objects or players. This will be great for creating self-aware NPCs, who look at the player or to other NPCs or objects in the game. 2- More overlay types or drawing functions, right now we can only use rectangles as overlays. It would be really good if we could have other basic shapes for overlays, like circles, triangles, hearts, stars, hexagons, etc. It will make it easier to create GUI stuff easily without the need to use a texture for it with transparency. 3- I like that you added the controller support, but can you please also add vibration support for the controllers too, I don't know if you already have added this or not. Also, multiple controllers simultaneously are supported or not. 4- Redefineable inbuilt behaviors keys, can you please provide an extension or something that allows us to redefine the keys for inbuilt behaviors, as many people don't like the default keys set up for the inbuilt behaviors? 5- If possible a basic ragdoll or an improved physics engine, and support of physics for Android or webGL target. I hope you'll consider adding these features, I don't know why you stopped suddenly updating this thread with neHello there, first and foremost, I'd like to express my gratitude for the fantastic job you've done so far with this engine. I have a few feature requests that I believe would benefit the entire community. Thank you and have a good day! Also, I would like to wish you a happy Eid. |
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Anything new "Vazahat" ? Have you stopped adding new features or incorporating JavaScript into C++ source code? It's been a long time since I've seen any updates on this topic. |
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Unfortunately, No I am not extending the engine anymore. Maybe in the future when we have a new release.For now, I don't want to fill the new update with lots of changes. It is better to leave the new API's like this. So that if the engine breaks it is easier to fix and debug things, rather than filling it with a tonnes of new API's. I believe it will be much better to have the API's or changes get integrated as updates. I also don't like to update the core files of the engine as I know it will just ruin the game engine if in future @niko decides to update to the latest irrlicht version it will just break the whole engine, so I am not touching that part of the files that's the core of the engine. Unless the change is necessary and will fix the bugs. Hope to see a newer version soon enough, Cheers ![]() |
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Hello @just_in_case, I love the work you have done. I am having some issues lately with a few things, for most of them there is workaround but it will be good if they can be fixed by default in the engine itself. Can you please check it out and provide solution if possible? 1- Whenever I switch from a simple camera to another camera type, the connected children get messed up. I am right now using javascript to translate position, rotation and scale manually of the children of the camera, but having this fixed automatically will be great. 2- Z-order rendering issues, whenever I uses transparent textures they have this rendering issues, I don't want to use the plant and tree material as it gives me weird edges. It will be really awesome to have the ability to define a z- layer index for each node. 3- I see that there is a remove Texture command you have added, Is it somehow possible so that the game will automatically remove unused textures during runtime, I beleive it will help a lot in memory management and let the game run much smoother and optimized. 4- Shadows, I really need shadows in my game but when we talk about realtime shadows of coppercube it is so bad, I can't really use it in my game. Also it only supports directional light only. Maybe you can add a better shadow system where it works with more lights and smooth shadows. 5- Lights, there is this limit of total amount of active lights in the scene, can't we just bypass this? I mean there is a need of better light management, if there are many lights in a closed area located near to each other it cause flickering issues for some lights. If you can fix these things it will be a game changer for me. This is just a small wishlist of mine, that I think will change the overall experience of working with Coppercube. Ohhh also, I saw that you were working on a game engine of your own. Any updates on that? I can help you with testing if you like, and can give ideas on what to add and what not to? |
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Wanted to chime in about point 4 and 5 - agreed on both: For 4, it'd probably be possible to use a combination of low-poly meshes (static and animated, of course) and a shader which automatically culls any overlapping faces and makes them "soft", AKA blurs them for realism. One could probably make a whole extension for this, where it automatically sets the rotation of the shadow mesh according to the directional light's rotational values. This was a thing in the PS2 days, so definitely possible in CC with some clever work. You'd also need to make sure the shadow mesh node would always stay on the ground. 5 would be interesting to see. As it is now, if you have over 4 active point lights in a scene, dynamically lit objects begin to flicker noticeably, and it really looks bad. If that limit could be increased to something like 512 or something, then we'd never feasibly run into that awful visual artifact :) I'm surprised there's even a hard limit in general. Never have I seen another game engine which has this quirk. IMO, the real-time shadow feature should be taken out of the engine by Niko, as it's just not good. It messes with performance and is only good for projects which are using dynamic lighting for everything (which looks like crap no matter what you do, sorry!). That, or expand it a bit to allow point lights to cast shadows as well, and for it to work with lightmapped meshes. There must be a way for them to be combined officially. |
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Thanks for the suggestion @guru and @j9907, I will try to implement or fix some of these issues when I work on my custom binary for release, but I can't promise anything right now. I have some other plans so it might be possible that I will pickup the KHEL engine instead of working on custom-binary and might end up adding support of importing CopperCube projects in Khel Engine, but that is not going to happen anytime soon. |
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i'm waiting for it all |
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@writer, you may not have noticed, but he has left game development. We shouldn't keep our hopes high for him; instead, we should look at other developers who are creating similar content. |
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