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Helium -- open source game engine:
http://heliumproject.org
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Mike Gao
,
Geoff Evans
2
2/22/17
Active Development?
Yeah, it's on the back burner. FragmentShader is ancient. @leiradel on twitter is probably the
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Active Development?
Yeah, it's on the back burner. FragmentShader is ancient. @leiradel on twitter is probably the
2/22/17
Alex
,
Geoff Evans
3
7/7/16
Issue loading assets
Hey Geoff! Thanks for the tip you were right! When I first tried I was getting a bunch of asserts
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Issue loading assets
Hey Geoff! Thanks for the tip you were right! When I first tried I was getting a bunch of asserts
7/7/16
Bryce Fite
,
Geoff Evans
3
5/1/16
I'm confused about Mongo
Ok, so the implementation depends depends on another external library. Eh, I guess I could
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I'm confused about Mongo
Ok, so the implementation depends depends on another external library. Eh, I guess I could
5/1/16
Christopher Sosa
4/27/16
A proper way to serialize assets into disk (For Reflect'd objects and Resource Assets)
So, i was able to build definitions for many types (Entity, World and Scene Definitions) successfuly
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A proper way to serialize assets into disk (For Reflect'd objects and Resource Assets)
So, i was able to build definitions for many types (Entity, World and Scene Definitions) successfuly
4/27/16
Christopher Sosa
,
Geoff Evans
3
4/25/16
Reference Counting Proxy invalid 0xFFFFFFFFF pointers.
I'm sorry but already solved it, somehow my class where i was creating the EntityPtr was using
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Reference Counting Proxy invalid 0xFFFFFFFFF pointers.
I'm sorry but already solved it, somehow my class where i was creating the EntityPtr was using
4/25/16
Christopher Sosa
,
Geoff Evans
2
3/30/16
Get registered types and create an object based in the registered typename (Like object factories)in Reflect?
The master dictionary of types is here, keyed by crc: https://github.com/HeliumProject/Reflect/blob/
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Get registered types and create an object based in the registered typename (Like object factories)in Reflect?
The master dictionary of types is here, keyed by crc: https://github.com/HeliumProject/Reflect/blob/
3/30/16
Christopher Sosa
3
2/2/16
Registering ResourceHandlers
Really this project is really dying so slowly, well was an worthy code project after all. Just i
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Registering ResourceHandlers
Really this project is really dying so slowly, well was an worthy code project after all. Just i
2/2/16
Christopher Sosa
1/7/16
Editor SceneManager & Co. and Asset Data Serialization to Disk
I want to ask about the SceneManager & Co. from the EditorScene folder from the Helium engine
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Editor SceneManager & Co. and Asset Data Serialization to Disk
I want to ask about the SceneManager & Co. from the EditorScene folder from the Helium engine
1/7/16
Christopher Sosa
10/20/15
Getting rid of dlmalloc/nedmalloc custom allocator, causes build errors (probably Linker ones too?)
i want to get rid of the needing of the custom allocators such as dlmalloc and nedmalloc since my
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Getting rid of dlmalloc/nedmalloc custom allocator, causes build errors (probably Linker ones too?)
i want to get rid of the needing of the custom allocators such as dlmalloc and nedmalloc since my
10/20/15
Christopher Sosa
,
Philip Degarmo
3
10/13/15
Managing/Creating World/Entity/Components for Editor
Thanks you for those details about your component system is really useful and will save it for the
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Managing/Creating World/Entity/Components for Editor
Thanks you for those details about your component system is really useful and will save it for the
10/13/15
Christopher Sosa
, …
Geoff Evans
9
10/2/15
How to make Assets (Serialized Components with Persist)?
I think i can cherry-pick and apply the changes directly! El jueves, 1 de octubre de 2015, 21:25:15 (
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How to make Assets (Serialized Components with Persist)?
I think i can cherry-pick and apply the changes directly! El jueves, 1 de octubre de 2015, 21:25:15 (
10/2/15
Christopher Sosa
,
Philip Degarmo
4
9/22/15
Integrating/Initializing custom middleware, dealing with scripting interfaces, VFS integration advice?
Hey Christopher, It is totally ok to completely skip the component system. If you prefer or feel more
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Integrating/Initializing custom middleware, dealing with scripting interfaces, VFS integration advice?
Hey Christopher, It is totally ok to completely skip the component system. If you prefer or feel more
9/22/15
mr.j...@gmail.com
, …
Geoff Evans
6
3/27/15
Fast acces to ScalarTypes (leaf ) ?
It looks like you are talking about how the templating works for harvesting the reflection data in
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Fast acces to ScalarTypes (leaf ) ?
It looks like you are talking about how the templating works for harvesting the reflection data in
3/27/15
John Hahn
,
Geoff Evans
7
3/27/15
VS 2013 and/or Windows 8 support?
master now fully supports vs2013. Only a single CRT is loaded into the address space, and all the
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VS 2013 and/or Windows 8 support?
master now fully supports vs2013. Only a single CRT is loaded into the address space, and all the
3/27/15
Geoff Evans
,
Andy Burke
3
3/23/15
biicode
I don't think so, I think its more like premake/cmake. Its scans headers and compiles/links libs
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biicode
I don't think so, I think its more like premake/cmake. Its scans headers and compiles/links libs
3/23/15
cristopher Ismael Sosa Abarca
,
Geoff Evans
7
9/9/14
Reflection issues (Script variables and Derivated Classes)
Oh i see thanks you!, i'm now understand El martes, 9 de septiembre de 2014 09:36:15 UTC-6, Geoff
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Reflection issues (Script variables and Derivated Classes)
Oh i see thanks you!, i'm now understand El martes, 9 de septiembre de 2014 09:36:15 UTC-6, Geoff
9/9/14
cristopher Ismael Sosa Abarca
, …
Philip Degarmo
4
9/8/14
Some C++ Helium Framework questions.
Thanks you for your replies. but the only disadvantage about your libraries is the lack of
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Some C++ Helium Framework questions.
Thanks you for your replies. but the only disadvantage about your libraries is the lack of
9/8/14
Geoff Evans
,
Philip Degarmo
4
8/16/14
ImGui
This sounds awesome. I could also see it enabling multi-user scenarios which would be really sexy.
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ImGui
This sounds awesome. I could also see it enabling multi-user scenarios which would be really sexy.
8/16/14
Geoff Evans
7/2/14
August Hackathon
Weekend of the 16th?
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August Hackathon
Weekend of the 16th?
7/2/14
gor...@gmail.com
,
Philip Degarmo
4
4/15/14
May Helium Hackathon
I think if we do San Diego again we should try to do it up north like you suggested for the
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May Helium Hackathon
I think if we do San Diego again we should try to do it up north like you suggested for the
4/15/14
Daniel Selnick
,
gor...@gmail.com
4
4/15/14
Assistance with Serializing Objects
Changing Foo* to StrongPtr< Foo > fixed the problem. After I wrote this, and before your reply,
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Assistance with Serializing Objects
Changing Foo* to StrongPtr< Foo > fixed the problem. After I wrote this, and before your reply,
4/15/14
Ash
, …
Ivan Goremykin
10
2/21/14
Unable to run any examples
Hello. Having same problems :-( пятница, 21 февраля 2014 г., 0:35:25 UTC+4 пользователь Philip
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Unable to run any examples
Hello. Having same problems :-( пятница, 21 февраля 2014 г., 0:35:25 UTC+4 пользователь Philip
2/21/14
Geoff Evans
,
Ash W Matheson
6
2/20/14
Change to /Dependencies
Yep! That was it (Dependencies currently running a premake build now). Thanks! On Wed, Feb 19, 2014
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Change to /Dependencies
Yep! That was it (Dependencies currently running a premake build now). Thanks! On Wed, Feb 19, 2014
2/20/14
Geoff Evans
2/10/14
Godot
http://www.godotengine.org
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Godot
http://www.godotengine.org
2/10/14
Geoff Evans
,
Philip Degarmo
3
1/28/14
February Hackaton (this time in San Diego!)
Matt and I do, but I don't think Marla does. On Jan 28, 2014, at 10:54 AM, Philip Degarmo <
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February Hackaton (this time in San Diego!)
Matt and I do, but I don't think Marla does. On Jan 28, 2014, at 10:54 AM, Philip Degarmo <
1/28/14
Geoff Evans
,
Philip Degarmo
3
1/28/14
Code Tree Reorg
Caches and Packages exist to serve Assets, so Asset for the core asset engine library seems very
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Code Tree Reorg
Caches and Packages exist to serve Assets, so Asset for the core asset engine library seems very
1/28/14
gor...@gmail.com
, …
Andy Burke
6
1/2/14
Editor on OSX
Updated again, and dusted off some more technical docs that aclysma wrote for the old wiki: https://
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Editor on OSX
Updated again, and dusted off some more technical docs that aclysma wrote for the old wiki: https://
1/2/14
Geoff Evans
12/29/13
Bin folder reorganized
To try and keep our premake as simple as possible, I have removed side-by-side architectues. This
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Bin folder reorganized
To try and keep our premake as simple as possible, I have removed side-by-side architectues. This
12/29/13
Geoff Evans
, …
Nicholas "Indy" Ray
9
12/4/13
web tech
I haven't had the chance to mess with it much, but the guys at turbulenz (https://turbulenz.com/)
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web tech
I haven't had the chance to mess with it much, but the guys at turbulenz (https://turbulenz.com/)
12/4/13
John Hahn
,
Geoff Evans
2
12/3/13
Scene View flickering
This is not surprising, the entire Editor is under heavy construction. Most of the code in Editor and
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Scene View flickering
This is not surprising, the entire Editor is under heavy construction. Most of the code in Editor and
12/3/13