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	<channel>
		<title><![CDATA[Esenthel Forum - Support]]></title>
		<link>https://esenthel.com/forum/</link>
		<description><![CDATA[Esenthel Forum - https://esenthel.com/forum]]></description>
		<pubDate>Sat, 25 Jul 2026 12:22:32 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Can't run editor unless connected to internet.]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=11838</link>
			<pubDate>Fri, 17 Jul 2026 03:24:37 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=11838</guid>
			<description><![CDATA[I've only run this editor acouple of times after installing and now every time I run it I get a message saying:<br />
<br />
"Can't access Esenthel Server, check your firewall"<br />
<br />
Is it not possible to run the editor without being online, updating and allowing a server<br />
to run on pc ??]]></description>
			<content:encoded><![CDATA[I've only run this editor acouple of times after installing and now every time I run it I get a message saying:<br />
<br />
"Can't access Esenthel Server, check your firewall"<br />
<br />
Is it not possible to run the editor without being online, updating and allowing a server<br />
to run on pc ??]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Build and Publish Fail VS2017]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=11837</link>
			<pubDate>Thu, 16 Jul 2026 03:27:35 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=11837</guid>
			<description><![CDATA[Engine Build: 77<br />
Editor Build: 78<br />
I've downloaded the latest Titan installer from the website.<br />
Installation completed without errors and the Titan editor starts and runs ok.<br />
I've set the path to VS2017 in settings.<br />
Selecting Build or Publish for tutorial gives error output console:<br />
<br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>stdafx.cpp<br />
&nbsp;&nbsp;Auto.cpp<br />
&nbsp;&nbsp;Main.cpp<br />
&nbsp;&nbsp;Commands.cpp<br />
Engine64DX11.lib(Import MS3D.obj) : error LNK2019: unresolved external symbol __libm_avx_sincosf8_ referenced in function "public: void __cdecl EE::MS3D::msModel::EvaluateJoint(int,float)" (?EvaluateJoint@msModel@MS3D@EE@@QEAAXHM@Z) <br />
fatal error LNK1120: 1 unresolved externals [E:&#92;SDK&#92;Titan&#92;Projects&#92;_Build_&#92;1 - Basic App&#92;Project.vcxproj]</code></div></div>
<br />
I get the same error when loading and building the project file in VS2017 too.<br />
I think it's something to do with AVX2 floating point, not sure ??<br />
Help please, thanks.]]></description>
			<content:encoded><![CDATA[Engine Build: 77<br />
Editor Build: 78<br />
I've downloaded the latest Titan installer from the website.<br />
Installation completed without errors and the Titan editor starts and runs ok.<br />
I've set the path to VS2017 in settings.<br />
Selecting Build or Publish for tutorial gives error output console:<br />
<br />
<div class="codeblock">
<div class="title">Code:<br />
</div><div class="body" dir="ltr"><code>stdafx.cpp<br />
&nbsp;&nbsp;Auto.cpp<br />
&nbsp;&nbsp;Main.cpp<br />
&nbsp;&nbsp;Commands.cpp<br />
Engine64DX11.lib(Import MS3D.obj) : error LNK2019: unresolved external symbol __libm_avx_sincosf8_ referenced in function "public: void __cdecl EE::MS3D::msModel::EvaluateJoint(int,float)" (?EvaluateJoint@msModel@MS3D@EE@@QEAAXHM@Z) <br />
fatal error LNK1120: 1 unresolved externals [E:&#92;SDK&#92;Titan&#92;Projects&#92;_Build_&#92;1 - Basic App&#92;Project.vcxproj]</code></div></div>
<br />
I get the same error when loading and building the project file in VS2017 too.<br />
I think it's something to do with AVX2 floating point, not sure ??<br />
Help please, thanks.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Titan Editor v77.0.0.0 reports projects created with newer Titan Engine ver]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=11829</link>
			<pubDate>Sun, 28 Jun 2026 11:21:38 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=11829</guid>
			<description><![CDATA[Hello,<br />
I'm experiencing an issue where the Titan Editor (<span style="font-weight: bold;">binary version 77.0.0.0</span>) refuses to open projects I purchased from the Esenthel Store, claiming they were created with a newer version of Titan Engine.<br />
<span style="font-weight: bold;">Affected projects</span>: <span style="font-style: italic;">Esenthel MMO (Source Code)</span> and <span style="font-style: italic;">Esenthel RPG 2 (Source Code)</span>.<br />
<span style="font-weight: bold;">Error message</span>: "This project was created with a newer version of Titan Engine. Please upgrade your Titan software and try again."<br />
<span style="font-weight: bold;">Steps already taken</span>: Re-downloaded the installer from the official source, Completely reinstalled Titan Editor, and Verified that the installed version remains 77.0.0.0<br />
<br />
I do not have access to the Titan Engine source code. the binary version appears to be outdated compared to what the purchased projects require, this prevents me from using products I have legally purchased<br />
<br />
Any guidance on how to resolve this version mismatch would be greatly appreciated.<br />
<br />
Thank you in advance for your help.<br /><!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".png" />&nbsp;&nbsp;<a href="attachment.php?aid=3333" target="_blank">Captura de tela 2026-06-28 074545.png</a> (Size: 114.73 KB / Downloads: 10)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".png" />&nbsp;&nbsp;<a href="attachment.php?aid=3334" target="_blank">Captura de tela 2026-06-28 080700.png</a> (Size: 11.98 KB / Downloads: 10)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[Hello,<br />
I'm experiencing an issue where the Titan Editor (<span style="font-weight: bold;">binary version 77.0.0.0</span>) refuses to open projects I purchased from the Esenthel Store, claiming they were created with a newer version of Titan Engine.<br />
<span style="font-weight: bold;">Affected projects</span>: <span style="font-style: italic;">Esenthel MMO (Source Code)</span> and <span style="font-style: italic;">Esenthel RPG 2 (Source Code)</span>.<br />
<span style="font-weight: bold;">Error message</span>: "This project was created with a newer version of Titan Engine. Please upgrade your Titan software and try again."<br />
<span style="font-weight: bold;">Steps already taken</span>: Re-downloaded the installer from the official source, Completely reinstalled Titan Editor, and Verified that the installed version remains 77.0.0.0<br />
<br />
I do not have access to the Titan Engine source code. the binary version appears to be outdated compared to what the purchased projects require, this prevents me from using products I have legally purchased<br />
<br />
Any guidance on how to resolve this version mismatch would be greatly appreciated.<br />
<br />
Thank you in advance for your help.<br /><!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".png" />&nbsp;&nbsp;<a href="attachment.php?aid=3333" target="_blank">Captura de tela 2026-06-28 074545.png</a> (Size: 114.73 KB / Downloads: 10)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".png" />&nbsp;&nbsp;<a href="attachment.php?aid=3334" target="_blank">Captura de tela 2026-06-28 080700.png</a> (Size: 11.98 KB / Downloads: 10)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Bug] TitanEditor EditMaterial::fixOldReflect makes old materials metallic → dark]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=11825</link>
			<pubDate>Fri, 19 Jun 2026 02:33:33 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=11825</guid>
			<description><![CDATA[I noticed when I would change any parameter of the "Path" material in the Tutorials in Titan Editor the material would immediately become darker.<br />
<br />
AI solved it, I'm not sure if this is because of some other change I made in the engine or not but here was the solution..<br />
<br />
[Bug] TitanEditor EditMaterial::fixOldReflect makes old materials metallic → renders dark (esp. on terrain)<br />
<br />
Summary<br />
<br />
When an old material (one saved with a single reflect value, before the reflect_min/reflect_max model) is loaded into TitanEditor, EditMaterial::fixOldReflect() can wrongly set reflect_max = 1, turning a dielectric material into a metallic one. On terrain (multi-material rendering) this makes the material render much darker than its texture, because the high reflectivity reads the packed metal channel and metals have ~no diffuse albedo.<br />
<br />
Affected code<br />
<br />
Editor/.../Shared/Elements/Material.cpp — EditMaterial::fixOldReflect(flt reflect):<br />
<br />
void EditMaterial::fixOldReflect(flt reflect)<br />
{<br />
   if(metal_map.is())<br />
   {<br />
      reflect_min=MATERIAL_REFLECT;<br />
      reflect_max=reflect;<br />
   }else<br />
   {<br />
      reflect_min=reflect;<br />
      reflect_max=1;      // &lt;-- bug<br />
   }<br />
}<br />
<br />
Introduced in commit 60929bf7708b2ff18e92032411928947bf4b74ca (2022-02-21), when the reflect_min/reflect_max model was added — so it's long-standing, not platform-specific.<br />
<br />
Root cause<br />
<br />
An old single-reflect material had constant reflectivity (it predates per-texture metalness). The no-metal-map branch sets reflect_max = 1, and on publish Material::reflect(min, max) computes:<br />
<br />
reflect_add = min;  reflect_mul = (1 - min) * max;<br />
<br />
So reflect(0.04, 1.0) → reflect_mul ≈ 0.96. The intent appears to be "harmless when there's no metal map," but the multi-material / terrain shader samples the metal channel of the packed base_2 (Ext) texture regardless of whether a separate metal_map was assigned. With reflect_mul ≈ 0.96, reflectivity becomes 0.04 + 0.96 × base_2.metal, i.e. metallic wherever that channel is bright → the surface renders dark. The engine's own old-material Material::loadData conversion, by contrast, uses reflect_mul = 0 (pure dielectric), so the editor was inconsistent with the engine.<br />
<br />
Observed effects / how it presents (very confusing!)<br />
<br />
- A material's tile preview looks correct/light (single-material path doesn't sample that metal channel), which masks the problem.<br />
- Painted onto terrain it renders dark, and it's per-material (paint the dark material anywhere → dark; the light one → light).<br />
- A raw copy of an old material stays correct (still the old single-reflect format, dielectric). Editing it (tweaking any slider) republishes it through fixOldReflect → it becomes metallic → goes dark and stays dark, even though the color (1,1,1,1) and all visible sliders look normal. The only tell is ReflectivityMax = 1.000 in the material editor.<br />
<br />
Reproduction<br />
<br />
1. Take an old-format material that has packed base textures and no separate metal_map, with low/constant reflectivity.<br />
2. Assign it to terrain — looks fine.<br />
3. Edit any slider (forces a republish through fixOldReflect).<br />
4. It renders noticeably darker on terrain; the tile preview still looks light.<br />
<br />
Fix<br />
<br />
Make the no-metal-map branch dielectric (matching the engine and how a normal dielectric material loads, where reflectMax() == 0):<br />
<br />
   }else<br />
   {<br />
      reflect_min=reflect;<br />
      reflect_max=0;   // dielectric: old single-'reflect' materials have constant reflectivity; 0 =&gt; reflect_mul=0 (matches Material::loadData)<br />
   }]]></description>
			<content:encoded><![CDATA[I noticed when I would change any parameter of the "Path" material in the Tutorials in Titan Editor the material would immediately become darker.<br />
<br />
AI solved it, I'm not sure if this is because of some other change I made in the engine or not but here was the solution..<br />
<br />
[Bug] TitanEditor EditMaterial::fixOldReflect makes old materials metallic → renders dark (esp. on terrain)<br />
<br />
Summary<br />
<br />
When an old material (one saved with a single reflect value, before the reflect_min/reflect_max model) is loaded into TitanEditor, EditMaterial::fixOldReflect() can wrongly set reflect_max = 1, turning a dielectric material into a metallic one. On terrain (multi-material rendering) this makes the material render much darker than its texture, because the high reflectivity reads the packed metal channel and metals have ~no diffuse albedo.<br />
<br />
Affected code<br />
<br />
Editor/.../Shared/Elements/Material.cpp — EditMaterial::fixOldReflect(flt reflect):<br />
<br />
void EditMaterial::fixOldReflect(flt reflect)<br />
{<br />
   if(metal_map.is())<br />
   {<br />
      reflect_min=MATERIAL_REFLECT;<br />
      reflect_max=reflect;<br />
   }else<br />
   {<br />
      reflect_min=reflect;<br />
      reflect_max=1;      // &lt;-- bug<br />
   }<br />
}<br />
<br />
Introduced in commit 60929bf7708b2ff18e92032411928947bf4b74ca (2022-02-21), when the reflect_min/reflect_max model was added — so it's long-standing, not platform-specific.<br />
<br />
Root cause<br />
<br />
An old single-reflect material had constant reflectivity (it predates per-texture metalness). The no-metal-map branch sets reflect_max = 1, and on publish Material::reflect(min, max) computes:<br />
<br />
reflect_add = min;  reflect_mul = (1 - min) * max;<br />
<br />
So reflect(0.04, 1.0) → reflect_mul ≈ 0.96. The intent appears to be "harmless when there's no metal map," but the multi-material / terrain shader samples the metal channel of the packed base_2 (Ext) texture regardless of whether a separate metal_map was assigned. With reflect_mul ≈ 0.96, reflectivity becomes 0.04 + 0.96 × base_2.metal, i.e. metallic wherever that channel is bright → the surface renders dark. The engine's own old-material Material::loadData conversion, by contrast, uses reflect_mul = 0 (pure dielectric), so the editor was inconsistent with the engine.<br />
<br />
Observed effects / how it presents (very confusing!)<br />
<br />
- A material's tile preview looks correct/light (single-material path doesn't sample that metal channel), which masks the problem.<br />
- Painted onto terrain it renders dark, and it's per-material (paint the dark material anywhere → dark; the light one → light).<br />
- A raw copy of an old material stays correct (still the old single-reflect format, dielectric). Editing it (tweaking any slider) republishes it through fixOldReflect → it becomes metallic → goes dark and stays dark, even though the color (1,1,1,1) and all visible sliders look normal. The only tell is ReflectivityMax = 1.000 in the material editor.<br />
<br />
Reproduction<br />
<br />
1. Take an old-format material that has packed base textures and no separate metal_map, with low/constant reflectivity.<br />
2. Assign it to terrain — looks fine.<br />
3. Edit any slider (forces a republish through fixOldReflect).<br />
4. It renders noticeably darker on terrain; the tile preview still looks light.<br />
<br />
Fix<br />
<br />
Make the no-metal-map branch dielectric (matching the engine and how a normal dielectric material loads, where reflectMax() == 0):<br />
<br />
   }else<br />
   {<br />
      reflect_min=reflect;<br />
      reflect_max=0;   // dielectric: old single-'reflect' materials have constant reflectivity; 0 =&gt; reflect_mul=0 (matches Material::loadData)<br />
   }]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Wheel controller/collider]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=11808</link>
			<pubDate>Mon, 06 Apr 2026 03:16:14 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=11808</guid>
			<description><![CDATA[What kind of wheel controller/collider does Titan Engine use? Thanks.]]></description>
			<content:encoded><![CDATA[What kind of wheel controller/collider does Titan Engine use? Thanks.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Roadmap]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=11793</link>
			<pubDate>Wed, 24 Sep 2025 20:30:05 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=11793</guid>
			<description><![CDATA[Is there a roadmap of the engine's development?<br />
Or are the features added as they are needed for World of Esenthel?]]></description>
			<content:encoded><![CDATA[Is there a roadmap of the engine's development?<br />
Or are the features added as they are needed for World of Esenthel?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Strange Material Artifacts]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=11777</link>
			<pubDate>Wed, 28 May 2025 10:14:35 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=11777</guid>
			<description><![CDATA[When i create a new Material i get strange artifacts as shown in the image. This also persists when i add a color texture.<br />
It also happens when i start the game.<br />
<br />
I updated my gpu drivers to the latest one, but the issue still persists.<br />
<br />
What i found out is that as soon as i create bump/normal map by dragging the color texture onto the bump slot, the issue is gone. When i remove the bump map, then the artifact reapears.<br />
<br />
[EDIT]<br />
Ok the same happens when i import an fbx model. And again, when i set a bump map, the artifact disapears.<br />
<br />
But in all cases when i added a bump map, another artifact appears. This can be seen in the last attachement: strange white lines...<br />
<br />
My gpu is a Geforce GTX 3080 TI.<br />
<br />
Notes:<br />
- i tried many other engines and also code first frameworks, and in none of them i faced this issue. I think this probably rules out hardware issues.<br />
- the small navigation cube at the top left also has those strange artifacts as shown in attachment 4<br /><!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".png" />&nbsp;&nbsp;<a href="attachment.php?aid=3325" target="_blank">artifacts.png</a> (Size: 187.68 KB / Downloads: 27)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".png" />&nbsp;&nbsp;<a href="attachment.php?aid=3326" target="_blank">artifacts2.png</a> (Size: 640.54 KB / Downloads: 27)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".png" />&nbsp;&nbsp;<a href="attachment.php?aid=3327" target="_blank">artifacts3.png</a> (Size: 575.51 KB / Downloads: 27)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".png" />&nbsp;&nbsp;<a href="attachment.php?aid=3328" target="_blank">artifacts4.png</a> (Size: 62.28 KB / Downloads: 26)
<!-- end: postbit_attachments_attachment -->]]></description>
			<content:encoded><![CDATA[When i create a new Material i get strange artifacts as shown in the image. This also persists when i add a color texture.<br />
It also happens when i start the game.<br />
<br />
I updated my gpu drivers to the latest one, but the issue still persists.<br />
<br />
What i found out is that as soon as i create bump/normal map by dragging the color texture onto the bump slot, the issue is gone. When i remove the bump map, then the artifact reapears.<br />
<br />
[EDIT]<br />
Ok the same happens when i import an fbx model. And again, when i set a bump map, the artifact disapears.<br />
<br />
But in all cases when i added a bump map, another artifact appears. This can be seen in the last attachement: strange white lines...<br />
<br />
My gpu is a Geforce GTX 3080 TI.<br />
<br />
Notes:<br />
- i tried many other engines and also code first frameworks, and in none of them i faced this issue. I think this probably rules out hardware issues.<br />
- the small navigation cube at the top left also has those strange artifacts as shown in attachment 4<br /><!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".png" />&nbsp;&nbsp;<a href="attachment.php?aid=3325" target="_blank">artifacts.png</a> (Size: 187.68 KB / Downloads: 27)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".png" />&nbsp;&nbsp;<a href="attachment.php?aid=3326" target="_blank">artifacts2.png</a> (Size: 640.54 KB / Downloads: 27)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".png" />&nbsp;&nbsp;<a href="attachment.php?aid=3327" target="_blank">artifacts3.png</a> (Size: 575.51 KB / Downloads: 27)
<!-- end: postbit_attachments_attachment --><br /><!-- start: postbit_attachments_attachment -->
<br /><img src="images/attachtypes/image.gif" border="0" alt=".png" />&nbsp;&nbsp;<a href="attachment.php?aid=3328" target="_blank">artifacts4.png</a> (Size: 62.28 KB / Downloads: 26)
<!-- end: postbit_attachments_attachment -->]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Dynamic bones]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=11772</link>
			<pubDate>Tue, 15 Apr 2025 07:02:41 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=11772</guid>
			<description><![CDATA[How can I use dynamic bones as an alternative to cloth? I set bones to dynamic in the object editor, but it doesn't seem to have any effect.]]></description>
			<content:encoded><![CDATA[How can I use dynamic bones as an alternative to cloth? I set bones to dynamic in the object editor, but it doesn't seem to have any effect.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[LinkShaderParamChanges error in old project]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=11770</link>
			<pubDate>Sun, 13 Apr 2025 21:58:52 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=11770</guid>
			<description><![CDATA[Hello again!<br />
I was working on making a very old Esenthel project run again. I fixed all compilation errors, checked out the main world file and then ran it.<br />
<br />
I get the following error:<br />
<br />
'LinkShaderParamChanges' was called without 'UnlinkShaderParamChanges'.<br />
<br />
I do not have any custom shader code, so I'm guessing that something got messed up while converting one of my old assets to the new engine format. Any idea how I can find what is messing it up?]]></description>
			<content:encoded><![CDATA[Hello again!<br />
I was working on making a very old Esenthel project run again. I fixed all compilation errors, checked out the main world file and then ran it.<br />
<br />
I get the following error:<br />
<br />
'LinkShaderParamChanges' was called without 'UnlinkShaderParamChanges'.<br />
<br />
I do not have any custom shader code, so I'm guessing that something got messed up while converting one of my old assets to the new engine format. Any idea how I can find what is messing it up?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[The Terrain tool freezes the entire engine on Linux]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=11765</link>
			<pubDate>Wed, 19 Feb 2025 07:19:41 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=11765</guid>
			<description><![CDATA[Hi, During and/or shortly after adding terrain to a world, the engine permanently freezes and has to be forced closed, losing all progress made.<br />
<br />
I am using version 75 of Titan Engine on the KDE Neon operating system (based on Ubuntu LTS). I have tried both NVIDIA drivers 550 and 570, in X11 as well as Wayland.]]></description>
			<content:encoded><![CDATA[Hi, During and/or shortly after adding terrain to a world, the engine permanently freezes and has to be forced closed, losing all progress made.<br />
<br />
I am using version 75 of Titan Engine on the KDE Neon operating system (based on Ubuntu LTS). I have tried both NVIDIA drivers 550 and 570, in X11 as well as Wayland.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Any disadvantage of using external mesh as primary terrain?]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=11761</link>
			<pubDate>Mon, 27 Jan 2025 03:53:10 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=11761</guid>
			<description><![CDATA[So I've been working on some cave and underground mesh in Blender, imports to EE, adding physic, and connecting them with EE Terrain with holes at the entrances, it's a bit wonky trying to hide the hole edges or accidentally close the hole when I paint materials, or if the cave mesh being move or editing.<br />
<br />
So, I'm wondering if I should make terrain, decorate, and connect things on Blender instead, is there any notable disadvantage? (besides annoying texturing and sculpt tools in Blender)]]></description>
			<content:encoded><![CDATA[So I've been working on some cave and underground mesh in Blender, imports to EE, adding physic, and connecting them with EE Terrain with holes at the entrances, it's a bit wonky trying to hide the hole edges or accidentally close the hole when I paint materials, or if the cave mesh being move or editing.<br />
<br />
So, I'm wondering if I should make terrain, decorate, and connect things on Blender instead, is there any notable disadvantage? (besides annoying texturing and sculpt tools in Blender)]]></content:encoded>
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			<title><![CDATA[Building + running 2 applications]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=11753</link>
			<pubDate>Mon, 23 Dec 2024 15:52:03 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=11753</guid>
			<description><![CDATA[Hi, started using the engine recently and its pretty awesome!<br />
<br />
I have a question, is there a way to build + run 2 applications one after another instead of manually selecting each then building/running. Was looking trough editor interface and couldn't find such options. Its a small inconvenience, but was wondering if theres an option for that.]]></description>
			<content:encoded><![CDATA[Hi, started using the engine recently and its pretty awesome!<br />
<br />
I have a question, is there a way to build + run 2 applications one after another instead of manually selecting each then building/running. Was looking trough editor interface and couldn't find such options. Its a small inconvenience, but was wondering if theres an option for that.]]></content:encoded>
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			<title><![CDATA[Windows installer "Can't access Esenthel server"]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=11751</link>
			<pubDate>Thu, 19 Dec 2024 21:04:44 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=11751</guid>
			<description><![CDATA[Downloaded the latest Windows installer .exe from the "Store", running it gives "Can't access Esenthel Server". Don't think this is a firewall issue.]]></description>
			<content:encoded><![CDATA[Downloaded the latest Windows installer .exe from the "Store", running it gives "Can't access Esenthel Server". Don't think this is a firewall issue.]]></content:encoded>
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			<title><![CDATA[Question about CPU]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=11750</link>
			<pubDate>Tue, 03 Dec 2024 02:37:29 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=11750</guid>
			<description><![CDATA[My friend and I are testing our game using two different CPUs. I have an Intel Core i5-12600KF, while my friend has an Intel Core i7-6700 running at 4.00GHz. <br />
<br />
For our test, we ran the 'Basic App' in the engine tutorial to see how many FPS we would get. <br />
<br />
My i5 delivered over 6000 FPS (<a href="https://i.gyazo.com/235f69a260a6089d468fa0e436446ffc.png)," target="_blank">https://i.gyazo.com/235f69a260a6089d468f...6ffc.png),</a> <br />
<br />
whereas my friend's i7 only achieved 120 FPS and lock at this fps (<a href="https://i.gyazo.com/e72c6e1fc3211b9856ec3094a9e97dab.png" target="_blank">https://i.gyazo.com/e72c6e1fc3211b9856ec...e97dab.png</a>)<br />
<br />
We recognize the differences and advantages of each processor. Although we are not experts in CPU technology, we do not fully understand how the CPU architecture may impact the performance of the current version of the Titan engine. But 120FPS for a blank screen is a really low number. <br />
<br />
Meanwhile, my friend's computer can run games like Battlefield 5, Battlefield 1, and Call of Duty: Modern Warfare at a good FPS with maxed-out settings. However, when we run our current game project on his computer, it only achieves around 35 to 50 FPS in most cases. We initially suspected that there might be a programming issue, so we ran the 'Basic App' for a pure benchmark.<br />
<br />
Could you provide us with a better explanation or a solution to improve the FPS on my friend's computer? By the way, his graphics card is a GTX 1060 6GB.]]></description>
			<content:encoded><![CDATA[My friend and I are testing our game using two different CPUs. I have an Intel Core i5-12600KF, while my friend has an Intel Core i7-6700 running at 4.00GHz. <br />
<br />
For our test, we ran the 'Basic App' in the engine tutorial to see how many FPS we would get. <br />
<br />
My i5 delivered over 6000 FPS (<a href="https://i.gyazo.com/235f69a260a6089d468fa0e436446ffc.png)," target="_blank">https://i.gyazo.com/235f69a260a6089d468f...6ffc.png),</a> <br />
<br />
whereas my friend's i7 only achieved 120 FPS and lock at this fps (<a href="https://i.gyazo.com/e72c6e1fc3211b9856ec3094a9e97dab.png" target="_blank">https://i.gyazo.com/e72c6e1fc3211b9856ec...e97dab.png</a>)<br />
<br />
We recognize the differences and advantages of each processor. Although we are not experts in CPU technology, we do not fully understand how the CPU architecture may impact the performance of the current version of the Titan engine. But 120FPS for a blank screen is a really low number. <br />
<br />
Meanwhile, my friend's computer can run games like Battlefield 5, Battlefield 1, and Call of Duty: Modern Warfare at a good FPS with maxed-out settings. However, when we run our current game project on his computer, it only achieves around 35 to 50 FPS in most cases. We initially suspected that there might be a programming issue, so we ran the 'Basic App' for a pure benchmark.<br />
<br />
Could you provide us with a better explanation or a solution to improve the FPS on my friend's computer? By the way, his graphics card is a GTX 1060 6GB.]]></content:encoded>
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			<title><![CDATA[Can't run installer]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=11749</link>
			<pubDate>Sat, 30 Nov 2024 00:06:35 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=11749</guid>
			<description><![CDATA[Runs then inmediantly closes. Downloaded from store and tried running as admin didn't work aswell.]]></description>
			<content:encoded><![CDATA[Runs then inmediantly closes. Downloaded from store and tried running as admin didn't work aswell.]]></content:encoded>
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			<title><![CDATA[Motion blur glitch for animated mesh]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=11748</link>
			<pubDate>Mon, 25 Nov 2024 21:38:24 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=11748</guid>
			<description><![CDATA[This is latest source build version (<a href="https://esenthel.com/forum/showthread.php?tid=11743&amp;pid=60600#pid60600" target="_blank">https://esenthel.com/forum/showthread.ph...0#pid60600</a>)<br />
<br />
MOTION_CAMERA_OBJECT:<br />
<a href="https://youtu.be/N29tThgs__M" target="_blank">https://youtu.be/N29tThgs__M</a><br />
<br />
MOTION_CAMERA<br />
<a href="https://youtu.be/FQPfViGJSzY" target="_blank">https://youtu.be/FQPfViGJSzY</a>]]></description>
			<content:encoded><![CDATA[This is latest source build version (<a href="https://esenthel.com/forum/showthread.php?tid=11743&amp;pid=60600#pid60600" target="_blank">https://esenthel.com/forum/showthread.ph...0#pid60600</a>)<br />
<br />
MOTION_CAMERA_OBJECT:<br />
<a href="https://youtu.be/N29tThgs__M" target="_blank">https://youtu.be/N29tThgs__M</a><br />
<br />
MOTION_CAMERA<br />
<a href="https://youtu.be/FQPfViGJSzY" target="_blank">https://youtu.be/FQPfViGJSzY</a>]]></content:encoded>
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			<title><![CDATA[About Source Codes / Store]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=11739</link>
			<pubDate>Mon, 04 Nov 2024 15:59:44 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=11739</guid>
			<description><![CDATA[Hello,<br />
First of all, thanks for this powerful and amazing engine!<br />
I'm working on an MMO project, but I don't know much about the engine.<br />
I want to learn, and that's why I study the tutorials, but they are insufficient in some points.<br />
In this case, it is best to learn from a source code.<br />
I need the source codes for "Ineisis Online", "Esenthel MMO" and "Esenthel RPG 2" in the store,<br />
but PayPal is not available in my country (and there is a few countries has this shitty political reasons).<br />
Is it possible for us to pay in another way? (maybe we can buy from itch io or any other platform?)<br />
I really need these sources.<br />
<br />
Off-topic: Do you plan to share or sell the source code of "World of Esenthel" in the future? Because, Oh God.. this is fascinating!<br />
<br />
Thanks,<br />
Kind Regards..]]></description>
			<content:encoded><![CDATA[Hello,<br />
First of all, thanks for this powerful and amazing engine!<br />
I'm working on an MMO project, but I don't know much about the engine.<br />
I want to learn, and that's why I study the tutorials, but they are insufficient in some points.<br />
In this case, it is best to learn from a source code.<br />
I need the source codes for "Ineisis Online", "Esenthel MMO" and "Esenthel RPG 2" in the store,<br />
but PayPal is not available in my country (and there is a few countries has this shitty political reasons).<br />
Is it possible for us to pay in another way? (maybe we can buy from itch io or any other platform?)<br />
I really need these sources.<br />
<br />
Off-topic: Do you plan to share or sell the source code of "World of Esenthel" in the future? Because, Oh God.. this is fascinating!<br />
<br />
Thanks,<br />
Kind Regards..]]></content:encoded>
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			<title><![CDATA[bloomExp is not a member of EE:DisplayClass]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=11734</link>
			<pubDate>Fri, 18 Oct 2024 21:23:43 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=11734</guid>
			<description><![CDATA[I am trying latest source build of Titan and its new D.bloomExp(); function<br />
Hold Ctrl + Click on the function still lead to the API page<br />
but compiling gives me error: bloomExp is not a member of EE:DisplayClass]]></description>
			<content:encoded><![CDATA[I am trying latest source build of Titan and its new D.bloomExp(); function<br />
Hold Ctrl + Click on the function still lead to the API page<br />
but compiling gives me error: bloomExp is not a member of EE:DisplayClass]]></content:encoded>
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			<title><![CDATA[Can't use search function on forum]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=11732</link>
			<pubDate>Sat, 28 Sep 2024 05:09:14 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=11732</guid>
			<description><![CDATA[Hey, <br />
The forum is such a great resource for answers but any search throw a db error can you look into it ?<br />
Thanks<br />
Kamz]]></description>
			<content:encoded><![CDATA[Hey, <br />
The forum is such a great resource for answers but any search throw a db error can you look into it ?<br />
Thanks<br />
Kamz]]></content:encoded>
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			<title><![CDATA[Editor still not drawing shapes on AMD]]></title>
			<link>https://esenthel.com/forum/showthread.php?tid=11727</link>
			<pubDate>Tue, 17 Sep 2024 02:25:56 +0000</pubDate>
			<guid isPermaLink="false">https://esenthel.com/forum/showthread.php?tid=11727</guid>
			<description><![CDATA[Due to the way linesmooth works AMD users still can't see<br />
the editor needs a toggle for said rendering behavior or being rewritten, as I doubt AMD will bother doing anything about this at this point.<br />
<br />
Bounding boxes or angular arrows or move arrows gadgets<br />
Physics shapes<br />
Skeleton shapes/points/Ragdoll<br />
Animations window does not display, Bones/Slots or Axis<br />
Wireplane works.]]></description>
			<content:encoded><![CDATA[Due to the way linesmooth works AMD users still can't see<br />
the editor needs a toggle for said rendering behavior or being rewritten, as I doubt AMD will bother doing anything about this at this point.<br />
<br />
Bounding boxes or angular arrows or move arrows gadgets<br />
Physics shapes<br />
Skeleton shapes/points/Ragdoll<br />
Animations window does not display, Bones/Slots or Axis<br />
Wireplane works.]]></content:encoded>
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	</channel>
</rss>