Search found 230 matches

by Ats
Thu Apr 25, 2019 11:50 am
Forum: Your projects
Topic: OMEGANAUT
Replies: 75
Views: 18187

Re: OMEGANAUT

http://i64.tinypic.com/20pcvfk.png New release for Omeganaut today with Virtual Reality!!! Put on your favorite VR device and blasts off your enemies in glorious 3D! Also, the gamepad is back on Android. It was a problem coming from Zge.java that was replaced by a crappy one back in February. There...
by Ats
Wed Apr 24, 2019 7:25 pm
Forum: General discussion
Topic: Cardboard VR
Replies: 6
Views: 81

Re: Cardboard VR

I managed to make it work in Omeganaut :P On Android, I'm displaying a first AppState without touching a thing, in my case, the disclaimer. This initiates the Android viewport. Then I can simply call: screenW = App.screenWidth; screenH = App.screenHeight; instead of glGetIntegerv(0x0BA2, Viewport); ...
by Ats
Wed Apr 24, 2019 9:28 am
Forum: General discussion
Topic: Cardboard VR
Replies: 6
Views: 81

Re: Cardboard VR

Hi Ville :) Kjell managed to help me by calling that on onUpdate: glGetIntegerv(0x0BA2, Viewport); screenW = Viewport[2]; screenH = Viewport[3]; Here's my current Cardboard VR test: <?xml version="1.0" encoding="iso-8859-1" ?> <ZApplication Name="App" Caption="Cardboard VR" ClearScreenMode="1" Rende...
by Ats
Mon Apr 15, 2019 12:44 pm
Forum: Bug reports
Topic: Should compile?
Replies: 2
Views: 43

Re: Should compile?

That's interesting. I would expect only X and Y in your example since it's a vec2... But almost all the letters are working, the commented ones are not: //trace ("A " + intToStr(Variable1.A) ); //trace ("B " + intToStr(Variable1.B) ); trace ("C " + intToStr(Variable1.C) ); trace ("D " + intToStr(Var...
by Ats
Mon Apr 15, 2019 10:16 am
Forum: General discussion
Topic: Cardboard VR
Replies: 6
Views: 81

Re: Cardboard VR

I read the article and I think I'll try to go with the second method (mesh based solution), since I'm doing that for Omeganaut, which has low poly. Direct vertex displacement seems to need a lot of vertex, and since I'm doing that for the low poly Omeganaut... But before starting with that, I'd like...
by Ats
Sun Apr 14, 2019 10:37 am
Forum: General discussion
Topic: Cardboard VR
Replies: 6
Views: 81

Cardboard VR

Hi, I'm back to ZGE and this time I'm trying to make something out of the Google cardboard VR that takes dust on my shelter... So I made a quick example, using an old example to set viewport, and the red globule from about.zge <?xml version="1.0" encoding="iso-8859-1" ?> <ZApplication Name="App" Cap...
by Ats
Fri Mar 22, 2019 10:15 am
Forum: General discussion
Topic: Playing with threejs.org examples
Replies: 5
Views: 206

Re: Playing with threejs.org examples

So now I'm porting more complicated stuff. And in three.js they use #include <common> in the fragment shader. I managed to make that work by copy/pasting all the "common" into ZGE fragment shader: https://github.com/mrdoob/three.js/blob/dev/src/renderers/shaders/ShaderChunk/common.glsl.js But that's...
by Ats
Fri Mar 22, 2019 9:21 am
Forum: General discussion
Topic: Playing with threejs.org examples
Replies: 5
Views: 206

Re: Playing with threejs.org examples

So I was porting shaders from threejs.org one after another and everything was fine when I switched computer (linux+Wine) and started getting weird error messages regarding glsl. So I thought that was coming from Wine... And now everything is broken. I tried to switch computer, reinstall ZGE from sc...
by Ats
Thu Mar 21, 2019 8:38 pm
Forum: Your projects
Topic: OMEGANAUT
Replies: 75
Views: 18187

Re: OMEGANAUT

YES. Thanks for testing :)
Good to know. I feared that it wasn't working everywhere. Then I'm just going to format my PC at some point :lol:
by Ats
Thu Mar 21, 2019 7:28 pm
Forum: Your projects
Topic: OMEGANAUT
Replies: 75
Views: 18187

Re: OMEGANAUT

I'm still trying to make the gamepad to work under Android. So I tried pluggin my xbox360 controller on Windows and it's not working either. I'm pretty sure I could play Omeganaut with my xbox360 controller before. So I searched for a project that claimed to work with that one. And Vector Locust say...
by Ats
Thu Mar 21, 2019 1:13 pm
Forum: General discussion
Topic: Playing with threejs.org examples
Replies: 5
Views: 206

Re: Playing with threejs.org examples

And it's working ! Thanks Kjell, that opens a whole new world of perspectives for me :)
by Ats
Thu Mar 21, 2019 10:26 am
Forum: General discussion
Topic: Playing with threejs.org examples
Replies: 5
Views: 206

Playing with threejs.org examples

Hi, Today I'm diving into shaders. So I was browsing the web to search for "simple" shader to port to ZGE so I can learn how it is working. I started with Monjori by Mic: https://threejs.org/examples/#webgl_shader I read about the differences between GLSL #version 100 and greater versions that works...
by Ats
Fri Mar 15, 2019 5:54 pm
Forum: Your projects
Topic: OMEGANAUT
Replies: 75
Views: 18187

Re: OMEGANAUT

New version with a lot of debug and a brand-new bonus stage filled with a bunch of old foes: https://media.giphy.com/media/3FbFT78JlyL5TRUjXi/giphy.gif I'm still trying to find the bug where a ZGEBullet rigid body is not destroyed when his parent model is removed, leaving an invisible obstacle in th...
by Ats
Fri Mar 15, 2019 7:28 am
Forum: General discussion
Topic: Timer component strange reset behaviour
Replies: 2
Views: 182

Re: Timer component strange reset behaviour

All right, thanks for the explanations :wink:
Maybe this should be explained in the ComponentRef page to avoid new users searching why it's not working as expected:
http://www.zgameeditor.org/index.php/ComponentRef/Timer
by Ats
Tue Mar 12, 2019 12:45 pm
Forum: Your projects
Topic: OMEGANAUT
Replies: 75
Views: 18187

Re: OMEGANAUT

New version today with the very first boss: LOTUS. I'm quite happy with this one :D

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