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C++ open source 3D game engine

License: BSD 3-Clause "New" or "Revised" License

C++ 95.01% GLSL 3.83% C 0.22% CMake 0.94%
3d-graphics cpp game-development game-engine gamedev mxengine open-source opengl

mxengine's People

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mxengine's Issues

btAxisSweep3.h: No such file or directory 19 | #include "btAxisSweep3.h"

I have used cmake from MSYS2 command prompt to build the project by this way:

cmake -G "MinGW Makefiles" -S ./ -B build_folder

However aparentelly it runs without errors:

-- The C compiler identification is GNU 11.3.0
-- The CXX compiler identification is GNU 11.3.0
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - failed
-- Check for working C compiler: C:/msys64/usr/bin/cc.exe
-- Check for working C compiler: C:/msys64/usr/bin/cc.exe - works
-- Detecting C compile features
-- Detecting C compile features - done
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - failed
-- Check for working CXX compiler: C:/msys64/usr/bin/c++.exe
-- Check for working CXX compiler: C:/msys64/usr/bin/c++.exe - works
-- Detecting CXX compile features
-- Detecting CXX compile features - done
CMake Warning at CMakeLists.txt:20 (message):
  Build type is not set, using Debug by default


-- Version: 6.2.1
-- Build type: Debug
-- CXX_STANDARD: 17
-- Performing Test has_std_17_flag
-- Performing Test has_std_17_flag - Success
-- Performing Test has_std_1z_flag
-- Performing Test has_std_1z_flag - Success
-- Performing Test SUPPORTS_USER_DEFINED_LITERALS
-- Performing Test SUPPORTS_USER_DEFINED_LITERALS - Success
-- Performing Test FMT_HAS_VARIANT
-- Performing Test FMT_HAS_VARIANT - Success
-- Required features: cxx_variadic_templates
-- Looking for _strtod_l
-- Looking for _strtod_l - not found
CMake Deprecation Warning at submodules/bullet3/CMakeLists.txt:1 (cmake_minimum_required):
  Compatibility with CMake < 2.8.12 will be removed from a future version of
  CMake.

  Update the VERSION argument <min> value or use a ...<max> suffix to tell
  CMake that the project does not need compatibility with older versions.


-- Found OpenGL: opengl32
OPENGL FOUND
opengl32glu32
-- Shared libraries disabled
-- compiling zlib from sources
-- Looking for sys/types.h
-- Looking for sys/types.h - found
-- Looking for stdint.h
-- Looking for stdint.h - found
-- Looking for stddef.h
-- Looking for stddef.h - found
-- Check size of off64_t
-- Check size of off64_t - failed
-- Looking for fseeko
-- Looking for fseeko - found
-- Looking for unistd.h
-- Looking for unistd.h - found
-- Applying MinGW StepFileGen1.cpp Debug Workaround
-- Enabled importer formats: AMF 3DS AC ASE ASSBIN B3D BVH COLLADA DXF CSM HMP IRRMESH IQM IRR LWO L
WS M3D MD2 MD3 MD5 MDC MDL NFF NDO OFF OBJ OGRE OPENGEX PLY MS3D COB BLEND IFC XGL FBX Q3D Q3BSP RAW
 SIB SMD STL TERRAGEN 3D X X3D GLTF 3MF MMD
-- Disabled importer formats:
-- Enabled exporter formats: OBJ OPENGEX PLY 3DS ASSBIN ASSXML M3D COLLADA FBX STL X X3D GLTF 3MF PB
RT ASSJSON STEP
-- Disabled exporter formats:
-- Treating all warnings as errors (for assimp library only)
CMake Deprecation Warning at submodules/glew/CMakeLists.txt:1 (cmake_minimum_required):
  Compatibility with CMake < 2.8.12 will be removed from a future version of
  CMake.

  Update the VERSION argument <min> value or use a ...<max> suffix to tell
  CMake that the project does not need compatibility with older versions.


-- Performing Test EASTL_HAS_FCHAR8T_FLAG
-- Performing Test EASTL_HAS_FCHAR8T_FLAG - Success
-- Performing Test EASTL_HAS_ZCCHAR8T_FLAG
-- Performing Test EASTL_HAS_ZCCHAR8T_FLAG - Failed
CMake Warning (dev) at C:/msys64/mingw64/share/cmake/Modules/GNUInstallDirs.cmake:243 (message):
  Unable to determine default CMAKE_INSTALL_LIBDIR directory because no
-- Performing Test HAVE_MFPU_NEON_SWITCH - Failed
-- Looking for xmmintrin.h
-- Looking for xmmintrin.h - found
-- Looking for emmintrin.h
-- Looking for emmintrin.h - found
-- Looking for pmmintrin.h
-- Looking for pmmintrin.h - found
-- Looking for smmintrin.h
-- Looking for smmintrin.h - found
-- Looking for arm_neon.h
-- Looking for arm_neon.h - not found
-- Performing Test HAVE_SSE_INTRINSICS
-- Performing Test HAVE_SSE_INTRINSICS - Success
-- Looking for malloc.h
-- Looking for malloc.h - found
-- Looking for cpuid.h
-- Looking for cpuid.h - found
-- Looking for intrin.h
-- Looking for intrin.h - found
-- Looking for guiddef.h
-- Looking for guiddef.h - found
-- Looking for pow in m
-- Looking for pow in m - found
-- Looking for clock_gettime in rt
-- Looking for clock_gettime in rt - found
-- Looking for dlfcn.h
-- Looking for dlfcn.h - found
-- Looking for dlopen in dl
-- Looking for dlopen in dl - found
-- Performing Test HAVE_GCC_GET_CPUID
-- Performing Test HAVE_GCC_GET_CPUID - Success
-- Performing Test HAVE_CPUID_INTRINSIC
-- Performing Test HAVE_CPUID_INTRINSIC - Success
-- Performing Test HAVE_STD_ALIGNED_ALLOC
-- Performing Test HAVE_STD_ALIGNED_ALLOC - Failed
-- Looking for posix_memalign
-- Looking for posix_memalign - found
-- Looking for _aligned_malloc
-- Looking for _aligned_malloc - not found
-- Looking for proc_pidpath
-- Looking for proc_pidpath - not found
-- Looking for getopt
-- Looking for getopt - found
-- Could NOT find ALSA (missing: ALSA_LIBRARY ALSA_INCLUDE_DIR)
-- Found OSS: C:/msys64/usr/include
-- Could NOT find AudioIO (missing: AUDIOIO_INCLUDE_DIR)
-- Could NOT find SoundIO (missing: SOUNDIO_LIBRARY SOUNDIO_INCLUDE_DIR)
-- No compatible version of the Windows SDK or Platform SDK found. (missing: WINDOWSSDK_DIRS)
-- Looking for include files windows.h, mmsystem.h
-- Looking for include files windows.h, mmsystem.h - found
-- No compatible version of the Windows SDK or Platform SDK found. (missing: WINDOWSSDK_DIRS)
-- Could NOT find DSound (missing: DSOUND_LIBRARY DSOUND_INCLUDE_DIR)
-- Looking for mmdeviceapi.h
-- Looking for mmdeviceapi.h - found
-- Could NOT find PortAudio (missing: PORTAUDIO_LIBRARY PORTAUDIO_INCLUDE_DIR)
-- Could NOT find PulseAudio (missing: PULSEAUDIO_LIBRARY PULSEAUDIO_INCLUDE_DIR)
-- Could NOT find JACK (missing: JACK_LIBRARY JACK_INCLUDE_DIR)
-- Could NOT find OpenSL (missing: OPENSL_LIBRARY OPENSL_INCLUDE_DIR OPENSL_ANDROID_INCLUDE_DIR)
-- Performing Test CMAKE_HAVE_LIBC_PTHREAD
-- Performing Test CMAKE_HAVE_LIBC_PTHREAD - Success
-- Found Threads: TRUE
-- Could NOT find SDL2 (missing: SDL2_LIBRARY SDL2_INCLUDE_DIR)
-- Found Git: C:/Program Files/Git/cmd/git.exe (found version "2.38.0.windows.1")
CMake Warning at submodules/openal-soft/CMakeLists.txt:1112 (find_package):
  By not providing "FindQt5Widgets.cmake" in CMAKE_MODULE_PATH this project
  has asked CMake to find a package configuration file provided by
  "Qt5Widgets", but CMake did not find one.

  Could not find a package configuration file provided by "Qt5Widgets" with
  any of the following names:

    Qt5WidgetsConfig.cmake
    qt5widgets-config.cmake

  Add the installation prefix of "Qt5Widgets" to CMAKE_PREFIX_PATH or set
  "Qt5Widgets_DIR" to a directory containing one of the above files.  If
  "Qt5Widgets" provides a separate development package or SDK, be sure it has
  been installed.


-- Could NOT find SndFile (missing: SNDFILE_LIBRARY SNDFILE_INCLUDE_DIR)
-- Could NOT find SDL2 (missing: SDL2_LIBRARY SDL2_INCLUDE_DIR)
--
Building OpenAL with support for the following backends:
     OSS, WASAPI, WaveFile, Null

Building with support for CPU extensions:
    Default, SSE, SSE2, SSE3, SSE4.1

-- Embedding HRTF datasets

-- Installing library and headers
-- Installing sample configuration
-- Installing HRTF definitions
-- Installing AmbDec presets
--
-- Found ZLIB: C:/msys64/mingw64/lib/libz.dll.a (found version "1.2.13")
-- Could NOT find MySOFA (missing: MYSOFA_LIBRARY MYSOFA_INCLUDE_DIR)
-- Building utility programs
--
-- Building example programs
--
CMake Deprecation Warning at submodules/RuntimeCompiledCPlusPlus/Aurora/CMakeLists.txt:1 (cmake_minimum_required):
  Compatibility with CMake < 2.8.12 will be removed from a future version of
  CMake.

  Update the VERSION argument <min> value or use a ...<max> suffix to tell
  CMake that the project does not need compatibility with older versions.


Project version: 0.9.7
-- Architecture: x86
-- Enabled: use of RTTI
-- Performing Test HAS_NO_EXCEPT_TYPE_SIGNATURE_SUPPORT
-- Performing Test HAS_NO_EXCEPT_TYPE_SIGNATURE_SUPPORT - Success
-- Performing Test HAS_STL_NO_EXCEPT_TYPE_SIGNATURE_SUPPORT
-- Performing Test HAS_STL_NO_EXCEPT_TYPE_SIGNATURE_SUPPORT - Success
-- Performing Test HAS_CXX_CONSTEXPR
-- Performing Test HAS_CXX_CONSTEXPR - Success
-- Performing Test HAS_PARTIAL_SPECIALIZATION_FOR_ARRAYS
-- Performing Test HAS_PARTIAL_SPECIALIZATION_FOR_ARRAYS - Success
-- using C++: 17
--
-- Finding 3rd party libs...
-- ===========================
-- Finished finding 3rd party libs!
-- Scanning rttr module.
-- ===========================
-- rttr directory included
-- Scanning rttr module finished!
--
CMake Warning (dev) at C:/msys64/mingw64/share/cmake/Modules/GNUInstallDirs.cmake:243 (message):
  Unable to determine default CMAKE_INSTALL_LIBDIR directory because no
  target architecture is known.  Please enable at least one language before
  including GNUInstallDirs.
Call Stack (most recent call first):
  submodules/glfw/CMakeLists.txt:28 (include)
This warning is for project developers.  Use -Wno-dev to suppress it.

-- Could NOT find Doxygen (missing: DOXYGEN_EXECUTABLE)
-- Looking for dinput.h
-- Looking for dinput.h - not found
-- Looking for xinput.h
-- Looking for xinput.h - found
-- Performing Test _GLFW_HAS_DEP
-- Performing Test _GLFW_HAS_DEP - Success
-- Performing Test _GLFW_HAS_ASLR
-- Performing Test _GLFW_HAS_ASLR - Success
-- Performing Test _GLFW_HAS_64ASLR
-- Performing Test _GLFW_HAS_64ASLR - Success
-- Using Win32 for window creation
-- Could NOT find Boost (missing: Boost_INCLUDE_DIR)
CMake Warning at src/CMakeLists.txt:326 (message):
  Boost library is not used in build, some engine utilities are disabled


-- copying shaders into 'SandboxApplication' project directory
-- copying textures into 'SandboxApplication' project directory
-- copying shaders into 'OfflineRendererSample' project directory
-- copying textures into 'OfflineRendererSample' project directory
-- copying shaders into 'PhysicsSample' project directory
-- copying textures into 'PhysicsSample' project directory
-- copying shaders into 'ProjectTemplate' project directory
-- copying textures into 'ProjectTemplate' project directory
-- copying shaders into 'SoundSample' project directory
-- copying textures into 'SoundSample' project directory
-- copying shaders into 'VRCameraSample' project directory
-- copying textures into 'VRCameraSample' project directory
-- copying shaders into 'GrassSample' project directory
-- copying textures into 'GrassSample' project directory
-- copying shaders into 'Sponza' project directory
-- copying textures into 'Sponza' project directory
-- copying shaders into 'PBR' project directory
-- copying textures into 'PBR' project directory
-- copying shaders into 'PathTracing' project directory
-- copying textures into 'PathTracing' project directory
-- copying shaders into 'Particles' project directory
-- copying textures into 'Particles' project directory
-- copying shaders into 'Doom' project directory
-- copying textures into 'Doom' project directory
-- Configuring done (220.4s)
-- Generating done (5.3s)
-- Build files have been written to: C:/msys64/home/user/MxEngine/build_folder

after that i go to the src folder and execute cmake --build ./ and return this:

C:\msys64\home\userx\MxEngine\build_folder>cmake --build .
mingw32-make[2]: Entering directory 'C:/msys64/home/userx/MxEngine/build_folder'
[  0%] Building CXX object src/fmt/CMakeFiles/fmt.dir/src/format.cc.obj
[  0%] Building CXX object src/fmt/CMakeFiles/fmt.dir/src/os.cc.obj
[  0%] Linking CXX static library libfmtd.a
[  0%] Built target fmt
[  0%] Building CXX object src/bullet3/src/BulletCollision/CMakeFiles/BulletCollision.dir/BroadphaseCollision/btAxisSweep3.obj
C:\msys64\home\userx\MxEngine\submodules\bullet3\src\BulletCollision\BroadphaseCollision\btAxisSweep3.cpp:19:10: fatal error: btAxisSweep3.h: No such file or directory
   19 | #include "btAxisSweep3.h"
      |          ^~~~~~~~~~~~~~~~
compilation terminated.
mingw32-make[4]: *** [src\bullet3\src\BulletCollision\CMakeFiles\BulletCollision.dir\build.make:76: src/bullet3/src/BulletCollision/CMakeFiles/BulletCollision.dir/BroadphaseCollision/btAxisSwe
ep3.obj] Error 1
mingw32-make[3]: *** [CMakeFiles\Makefile2:1092: src/bullet3/src/BulletCollision/CMakeFiles/BulletCollision.dir/all] Error 2
mingw32-make[2]: *** [Makefile:135: all] Error 2
mingw32-make[2]: Leaving directory 'C:/msys64/home/userx/MxEngine/build_folder'

after using cmake -G "MinGW" ... what is the next step i need to achieve?

Mechanical Engineering is the ONLY engineering. Period.

This post is in response to the disrespectful lie where you misused the respected word "Engineering" in your description section of Mx.
Hey @MomoDeve Please stop making lies about real Engineering.
Engineering has nothing to do with sitting behind keyboard and writing code. There is no such thing as "software" "engineering". That is the stupidest, most pathetic & disrespectful lie ever. Stop being disrespectful to real engineering (mechanical engineering is the ONLY engineering). Engineering is a real subject. Engineering means designing and building
real mechanical systems, like vehicular engines and turbojets.
Software dev is easy and has absolutely nothing to do with engineering, they are just being stupid liars. They will never be engineers, not even close. They are just stupid kiddos.

Mechanical Engineering is the ONLY engineering. Period.

Stop being disrespectful to real engineering (mechanical engineering is the ONLY engineering)

This post is in response to the disrespectful lie where you misused the respected word "Engineering" in your description section of Mx.

Hey @MomoDeve
Please stop making lies about real Engineering.
Engineering has nothing to do with sitting behind keyboard and writing code. There is no such thing as "software" "engineering". That is the stupidest, most pathetic & disrespectful lie ever. Stop being disrespectful to real engineering (mechanical engineering is the ONLY engineering). Engineering is a real subject.

Engineering means designing and building real mechanical systems, like vehicular engines and turbojets.

Software dev is easy and has absolutely nothing to do with engineering, they are just being stupid liars. They will never be engineers, not even close. They are just stupid kiddos.
Mechanical Engineering is the ONLY engineering. Period.

bug submission guideline

If you found any bug, and its not already mentioned in the issues or on trello board, create a new issue and describe the problem in depth. Here is what you probably need to consider including, when creating a new one

  • code sample which leads to crash, misbehaviour or other types of errors which definitely not intended to be in the project
  • how to reproduce same behaviour (maybe you have specific system, or created some state in engine which caused the issue)
  • if problem is too hard to reproduce, or you do not know where exactly error occurred, create separate repository, include all you source and resource files in it, and leave a link in the issue. If I have enough time - I will inspect it and say where is the problem, and will it be fixed

example:

creating texture from empty file crashes the engine instead of displaying the error. Here is the code which leads to crash:

auto texture = AssetManager::LoadTexture("");

No specific environment is needed to reproduce the error. If you need a full program, you can get it using this link

Crashes with invalid pointer when viewport removed

Error reproduction:

  1. Run the template project
  2. Switch to the Editor mode
  3. Go to Render Editor > Camera controller
  4. Delete the only viewport
  5. Switch back to the Scene mode
  6. Wait until some binded events are called

Random::Range() goes out of specified range

@momo
Hi. The particle system call this function at GetRandomVector3(ParticleSystem::Shape shape).
I replace
int rng = Random::Range(0, 4);
with
std::random_device rd;
std::mt19937 gen(rd());
std::uniform_int_distribution<> distr(0, 4);
int rng = distr(gen);
then works fine.
So maybe the function range() should be fixed.

Recursive Git Clone

Hi!

I was looking through the readme, and on the download section I noticed this line:
"initialize submodules with cd MxEngine && git submodule update --init".

Will this have the same effect as a simple recursive git clone, such as:
git clone https://github.com/asc-community/MxEngine/ --recursive?

Recursive just fetches the submodules, and I am assuming that the submodule call does the same aswell, but I want to be certain. Thanks!

feature request guideline

If you are really interested in this project and want to use it (or at least do some things with it), you can request new features by creating an issue. Here is small guide how to do this to make developers life easier and get positive feedback:

  • Check if this feature already in list on project's trello board. If it is, this means that I will implement it in the future
  • Describe feature in depth: what should it do, should it be a component, provide editor-API, be cross-platform?
  • Leave a link to already existing solutions (if any) or reference to other applications which done it and have good interface
  • Put some code snippets of usage, for example, if you request saving texture to a file, you can write it as below:
// feature: save texture to a file
auto texture = camera->GetTexture();
FileManager::SaveImage("path/to.texture", texture); // writing data to a file

I promise that I will consider every suggestion and try my best to implement it as soon as possible. If you really want to see it in the engine, create a pull request and I will definitely review it.

why are we still using an ancient version of imgui

The current version of ImGui (WIP 1.79) is quite outdated. I attempted to upgrade to the latest version, but encountered problems due to significant changes in the docking API. Initially, I tried upgrading to version 1.83, but even that proved unsuccessful in my attempt to reach the latest version.

Raytracing

Render rays of light to render reflections correctly (as a submodule)

pull request guideline

If you really want to help me with development, you can either work yourself in a forked repo to create a pull request later on, or contact me via Discord, email, or any other social media to discuss changes and review the code. I will be really glad to see people interested in the project and try my best explaining it or getting into its codebase.

Cannot clone repository on windows - Filename too long

Hi, I tried to clone the repo but there was some big paths...

fatal: cannot write keep file 'C:/Sam/Projects/MxEngine/.git/modules/submodules/EABase/modules/test/packages/EAAssert/modules/test/packages/EAStdC/modules/test/packages/EABase/modules/test/packages/EAAssert/modules/test/packages/EATest/objects/pack/pack-6d073bdd62588b34da942b063a49764ff4bc6076.keep': Filename too long

fatal: cannot write keep file 'C:/Sam/Projects/MxEngine/.git/modules/submodules/EABase/modules/test/packages/EAAssert/modules/test/packages/EAStdC/modules/test/packages/EABase/modules/test/packages/EAAssert/modules/test/packages/EAStdC/objects/pack/pack-c2abf1a9729d214faabf774f6f416ea879c9e798.keep': Filename too long

SSR Task List

  • HiZ Tracing #77
  • Edge Fading
  • Sharp and Blurry Reflections
  • Ray Reuse
  • Prefiltered Samples

Проблемы сборки в Visual Studio

После сборки по нажатию "Собрать" по CMakeLists.txt появляется папка out, там можно найти либы в папке lib, но экзешников в принципе нигде не появляется.
В окне вывода последние строчки:
Примечание: включение файла: D:\Projects\MxEngine\samples\SandboxApplication\Gameplay\CubeObject.h Примечание: включение файла: D:\Projects\MxEngine\samples\SandboxApplication\Gameplay\Arc170Object.h Примечание: включение файла: D:\Projects\MxEngine\samples\SandboxApplication\Gameplay\DestroyerObject.h Примечание: включение файла: D:\Projects\MxEngine\samples\SandboxApplication\Gameplay\DeathStarObject.h Примечание: включение файла: D:\Projects\MxEngine\samples\SandboxApplication\Gameplay\SphereObject.h Примечание: включение файла: D:\Projects\MxEngine\samples\SandboxApplication\Gameplay\GridObject.h Примечание: включение файла: D:\Projects\MxEngine\samples\SandboxApplication\Gameplay\SurfaceObject.h Примечание: включение файла: D:\Projects\MxEngine\samples\SandboxApplication\Gameplay\CameraObject.h Примечание: включение файла: D:\Projects\MxEngine\samples\SandboxApplication\Gameplay\Lights.h Примечание: включение файла: D:\Projects\MxEngine\samples\SandboxApplication\Gameplay\SoundObject.h Примечание: включение файла: D:\Projects\MxEngine\samples\SandboxApplication\Gameplay\PBRObject.h ninja: build stopped: subcommand failed. Сбой Сборка.
Visual Studio Community 2019

feedback thread

Here you can post your opinion about the engine or general feedback. Feel free to ask any questions, request new api features or post your problems. Also here you can show your projects based on MxEngine

Fix a badge (anti-shackaling)

Instead of the travis one you have on readme, I suggest

Travis Build Status -> Travis Build Status

Code for it:

[![Travis Build Status](https://img.shields.io/travis/asc-community/MxEngine?logo=travis)](https://travis-ci.org/asc-community/MxEngine)

(I can't open a PR at the moment)

is there a operation guide?

I have cloned this engine, and built it. It runned as i thought. But I didn't see any imgui components that let me to edit the scene.

I tried the projectTemplated and Sandbox as readme file say. But nothing i can do.

thanks for answer.

Networking

Add convenient interface for multiplayer/web games

Please stop making lies about real Engineering (Mechanical Engineering).

This post is in response to the disrespectful lie where you misused the respected word "Engineering" in your description section of Mx.
Hey @MomoDeve
Please stop making lies about real Engineering.
Engineering has nothing to do with sitting behind keyboard and writing code. There is no such thing as "software" "engineering". That is the stupidest, most pathetic & disrespectful lie ever. Stop being disrespectful to real engineering (mechanical engineering is the ONLY engineering). Engineering is a real subject. Engineering means designing and building
real mechanical systems, like vehicular engines and turbojets.

Software dev is easy and has absolutely nothing to do with engineering, they are just being stupid liars. They will never be engineers, not even close. They are just stupid kiddos.

Mechanical Engineering is the ONLY engineering. Period.

Call to 'Edit' is ambiguous in ComponentEditor.cpp

When compiling the engine for the first time using Cmake on MacOS it cannot resolve the proper templated version of Edit.

/Users/phanisrikar/Desktop/MxEngine/src/Utilities/ImGui/Editors/ComponentEditor.cpp:320:16: error: call to 'Edit' is ambiguous
        return Edit(name, v.template get_value<T>(), meta);
               ^~~~
/Users/phanisrikar/Desktop/MxEngine/src/Utilities/ImGui/Editors/ComponentEditor.cpp:333:13: note: in instantiation of function template specialization 'MxEngine::GUI::EditGeneric<unsigned long>' requested here
            VISITOR_EDIT_ENTRY(size_t),
            ^
/Users/phanisrikar/Desktop/MxEngine/src/Utilities/ImGui/Editors/ComponentEditor.cpp:325:69: note: expanded from macro 'VISITOR_EDIT_ENTRY'
        #define VISITOR_EDIT_ENTRY(TYPE) { rttr::type::get<TYPE>(), EditGeneric<TYPE> }
                                                                    ^
/Users/phanisrikar/Desktop/MxEngine/src/Utilities/ImGui/Editors/ComponentEditor.cpp:127:19: note: candidate function
    rttr::variant Edit(const char* name, bool val, const ReflectionMeta& meta)
                  ^
/Users/phanisrikar/Desktop/MxEngine/src/Utilities/ImGui/Editors/ComponentEditor.cpp:140:19: note: candidate function
    rttr::variant Edit(const char* name, float val, const ReflectionMeta& meta)
                  ^
/Users/phanisrikar/Desktop/MxEngine/src/Utilities/ImGui/Editors/ComponentEditor.cpp:146:19: note: candidate function
    rttr::variant Edit(const char* name, int val, const ReflectionMeta& meta)
                  ^
/Users/phanisrikar/Desktop/MxEngine/src/Utilities/ImGui/Editors/ComponentEditor.cpp:152:19: note: candidate function
    rttr::variant Edit(const char* name, uint64_t val, const ReflectionMeta& meta)
                  ^
/Users/phanisrikar/Desktop/MxEngine/src/Utilities/ImGui/Editors/ComponentEditor.cpp:159:19: note: candidate function
    rttr::variant Edit(const char* name, uint32_t val, const ReflectionMeta& meta)

Still need to test on Windows, but with this error it is not possible to build the engine for MacOS

Add audiocomponent

Like in Unity. Consider 3D-sound so if a component is located, say, on the right from us, the sound is also originating from the right

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