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License: MIT License
Drag[en]gine Game Engine
License: MIT License
Describe the bug
Installing 1.6 over an old version 1.4 should automatically select the newer modules instead of the old ones if available. It seems as if this is not the case and old modules are selected as shown in the log files.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
Newest module should be selected by default.
Log Files
IGDE logs
You find the log files in these locations (all log files have the extension ".log"):
Desktop (please complete the following information):
Hardware Information
Workaround
Uninstall previous Drag[en]gine version then reinstall the 1.6 version.
Found the editor to be quite odd, coming from Godot, Unity. how about a redesign?
Having more support for FBX in the forms of the navigation and the occlusion mesh system that is already supported by dragengine for blender addons/script.
Change function fetch to be optional not mandatory.
Hi,
I am requesting a built in IDE for the the dragengine, believe this would help keeping all the workflow in one software. I know visual studio or other IDES exist but its nice to have a established IDE for the main scripting language for the game which is dragonscript(but you can use any language if you use a IDE). Curious on what you guys think on this?
Thanks
Would be possible to add a script to launch it from the current folder on linux?
Opening the issue for a fully blown GUI Editor for dragon engine. This would require alot of work but it would help without newer developers and people that don't do much coding to implement GUI into their game.
By adding new file format modules it might be desirable for users to work in versatile but less optimal formats (like FBX, complex loading, large files) converting to higher performance formats (like demodel, fast loading, small files).
All file loading modules are required to also support writing (although not all can yet). Doing file conversation is thus simply a matter of writing files to a different filename in C++.
To help with this process adding a file converter would be useful. This avoids the need to compile against libdragengine.so to do file conversation. The editor should support two modes in the first version:
Convert a single file to a different file name which can be anywhere (precise conversion)
Convert all files matching file extension in a directory to a specified format. The target filename is the source filename with the extension switched to the desired format. (bulk conversion)
I was stupid enough to install dragonengine with sudo, this was really bad idea... How do I uninstall everything? Didn't found how to do it with scons.
When building on Haiku x86 w/ GCC 11.2.0:
URL: https://github.com/LordOfDragons/dragengine/blob/master/src/launcher/console/src/consolelauncher.cpp
Compiling src/launcher/console/src/consolelauncher.cpp
src/launcher/console/src/consolelauncher.cpp:54:10 fatal error: engine/declEngine.h: No such file or directory
#54 | #include "engine/declEngine.h"
From a quick look the file format is undocumented but there seems to be information about Blender having reverse engineered important parts of the file format (for their import/export plugin). So I think it would be possible to add an FBX module to the game engine.
Calling Server.ListenOn() fails on Windows with error WSAStartup not called before using getaddrinfo.
To Reproduce
Expected behavior
Server starts listening
Log Files
https://aiwaapp.net/site/9904
Desktop:
Oculus VR runtime provides this list of supported swapchain texture formats:
II [OpenXR] [2023-03-13 14:23:45] Enumerate Swapchain Formats:
II [OpenXR] [2023-03-13 14:23:45] - 32856 (0x8058)
II [OpenXR] [2023-03-13 14:23:45] - 33189 (0x81a5)
II [OpenXR] [2023-03-13 14:23:45] - 34843 (0x881b)
II [OpenXR] [2023-03-13 14:23:45] - 35056 (0x88f0)
II [OpenXR] [2023-03-13 14:23:45] - 35898 (0x8c3a)
II [OpenXR] [2023-03-13 14:23:45] - 35907 (0x8c43)
II [OpenXR] [2023-03-13 14:23:45] - 36012 (0x8cac)
II [OpenXR] [2023-03-13 14:23:45] - 36013 (0x8cad)
EE [OpenXR] [2023-03-13 14:23:45] Exception: InvalidAction
EE [OpenXR] [2023-03-13 14:23:45] Description: XR_ERROR_SWAPCHAIN_FORMAT_UNSUPPORTED
EE [OpenXR] [2023-03-13 14:23:45] Source File: src/modules/vr/openxr/src/deoxrSwapchain.cpp
EE [OpenXR] [2023-03-13 14:23:45] Source Line: 71
Drag[en]gine supports right now only "34842 (0x881a) => GL_RGBA16F", which is the most common format. Supporting other formats improves compatibility with VR runtimes not able to accept this format.
The closest from the list above would be "34843 (0x881b" which is "GL_RGB16F". Pretty much not using the alpha component. Should require moderate code changes to support.
Observed on this configuration:
OS: Windows 10
GPU: AMD RX 580
OpenGL Support: Core 4.6
GPU Driver: Radeon Pro Software for Enterprise 20.Q3.1
Logs: testRun.log
SSBO support is correctly detected. The GPU driver though fails to link a simple vertex/geometry/fragment shader combination using an error message making no sense:
EE [OpenGL-RT] Shader linking failed ():
EE [OpenGL-RT] geometry unit source code file = v130/geometry/defren/skin/depth.glsl
EE [OpenGL-RT] vertex unit source code file = v130/vertex/defren/skin/depth.glsl
EE [OpenGL-RT] fragment unit source code file = v130/fragment/defren/skin/depth.glsl
EE [OpenGL-RT] error log: Fragment shader(s) failed to link.
Fragment link error: HW_UNSUPPORTED.
ERROR: Internal compile error, error code: E_SC_NOTSUPPORTED
Shader not supported by HWWARNING: warning(#276) Symbol "vGSPosition" usage doesn't match between two stages
Searching the Internet yields results all linked to SSBO causing troubles.
The problem vanishes if SSBO is forcefully disabled by creating a text file at "C:\Program Files\Dragengine\Config\modules\graphic\opengl\opengl.xml" (create directories starting with "Config") with this content:
<?xml version='1.0' encoding='ISO-8859-1'?>
<config>
<disableExtension>GL_ARB_shader_storage_buffer_object</disableExtension>
</config>
This issue does not seem to be a game engine bug but it warrants adding a GPU Driver Bug Test to the OpenGL module to disable SSBO if linking fails albeit it should be working.
The Haiku package of the engine and the dev-engine cannot installed on my Haiku R1 beta 2 64bit version.
Not tried on 32bit yet, will report back soon...
Maybe you compiled for 32bit only?
Please ask the Haiku developer and Porter in #haiku IRC chat for quick response... it seems like a minor problem.
I am not a dev / porter so I might not very helpful here.
But I will test the program as soon as available as Hpkg again.
Nice work, seems to be a great project and very creative for game-devs.
Bruno
With Godot as mit, will be hard to give this engine the focus it deserve.
also is there a way to protect our game scripts/data?
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