Search found 616 matches

by Ats
Fri Apr 19, 2024 1:57 pm
Forum: Bug reports
Topic: Flickering issues in release mode
Replies: 2
Views: 18

Re: Flickering issues in release mode

I made a very simple example. Though I am not sure if this is the same problem, since the example is very basic, all while my game is using ES2/GL3+shaders+cameras, you can see the thing doing weird stuff in release mode, while it works fine in preview. The farther the distance from the camera, the ...
by Ats
Fri Apr 19, 2024 10:41 am
Forum: Bug reports
Topic: Flickering issues in release mode
Replies: 2
Views: 18

Flickering issues in release mode

Hello, Omeganaut is flickering like crazy when objects are at a distance of 100 to 500. And the objects are quite big and distant one from another, so it shouldn't happen like that. Here's how it looks: https://gemoo.com/tools/upload-video/share/639893625557213184?codeId=P577d495xjQly&card=63989...
by Ats
Fri Apr 19, 2024 9:49 am
Forum: General discussion
Topic: How to retrieve screen resolution inside a shader?
Replies: 4
Views: 51

Re: How to retrieve screen resolution inside a shader?

Thanks. I'll see what I can do with that :wink:
I also managed to find the topic that was already talking about dithering with your examples:
https://www.emix8.org/forum/viewtopic.p ... 330&p=8649

(The search feature of phpbb isn't great...)
by Ats
Thu Apr 18, 2024 3:48 pm
Forum: General discussion
Topic: How to retrieve screen resolution inside a shader?
Replies: 4
Views: 51

Re: How to retrieve screen resolution inside a shader?

That's the conclusion I went through while writing my question, in the end :lol: I'm writing a diffuse + dithering shader (I think I do), with a pixel density that stays the same regardless of the game resolution: #ifdef GL_ES precision mediump float; #endif varying vec3 N; varying vec3 v; varying v...
by Ats
Thu Apr 18, 2024 2:56 pm
Forum: General discussion
Topic: How to retrieve screen resolution inside a shader?
Replies: 4
Views: 51

How to retrieve screen resolution inside a shader?

Hello, I'm back at figuring out shaders... :lol: I'm trying to retrieve the screen resolution inside a shader, and right now, I found no other way but to create in a ZExpression ScreenSize : Array <mat4> Then store the information inside it: ScreenSize[0][0,0] = App.ScreenWidth; ScreenSize[0][0,1] =...
by Ats
Wed Apr 17, 2024 8:08 pm
Forum: Feature requests
Topic: Change clipfar of mesh preview
Replies: 2
Views: 49

Re: Change clipfar of mesh preview

If that doesn't break everything, in case of showing a huge mesh, that would be neat :) And if the mouse wheel zoom factor could be adjusted to the BoundSphere.Radius, so we don't need to roll it a thousand times on big objects, or lose sight of micro objects with just one touch of the mouse wheel, ...
by Ats
Wed Apr 17, 2024 8:43 am
Forum: Feature requests
Topic: Change clipfar of mesh preview
Replies: 2
Views: 49

Change clipfar of mesh preview

Hello everyone :D I've started to import big meshes in my game, and the camera's ClipFar of the mesh preview is so small that I have difficulties knowing if my mesh is correctly positioned. I made a little video to show the problem: https://gemoo.com/tools/upload-video/share/639139776236027904?codeI...
by Ats
Wed Feb 21, 2024 5:08 pm
Forum: Your projects
Topic: New game: The Eternal Return
Replies: 3
Views: 183

Re: New game: The Eternal Return

Image

This is a very weird but enjoyable game :)
by Ats
Mon Nov 20, 2023 5:42 pm
Forum: General discussion
Topic: How to use the program including DLL on Android?
Replies: 2
Views: 27917

Re: How to use the program including DLL on Android?

You will need to edit the ZExternalLibrary BeforeInitExp in your project to handle your libraries without the need to have one project per machine. For example: if(ANDROID) { this.ModuleName = "./libZgeBullet.so"; } else if(LINUX) { this.ModuleName = "./ZgeBullet.so"; } else { th...
by Ats
Mon Nov 13, 2023 11:20 am
Forum: General discussion
Topic: unsigned apk
Replies: 4
Views: 23002

Re: unsigned apk

Generate the android apk. This will generate the folder (example: com.txori.omeganaut ) Inside that folder, edit ant.properties (example: com.txori.omeganaut/ant.properties ) Never delete that folder. Then generate android apk again. ant.properties shouldn't be deleted. I have verified again, it wor...
by Ats
Fri Nov 10, 2023 3:51 pm
Forum: General discussion
Topic: unsigned apk
Replies: 4
Views: 23002

Re: unsigned apk

Hi farhad, You need to generate the android.keystore file: https://stackoverflow.com/questions/3997748/how-can-i-create-a-keystore And put it somewhere (ex: C:/keystore/android.keystore) Now, in your ZGE project android folder that was generated when you export to Android, you need to create, (or ed...
by Ats
Fri Oct 06, 2023 7:33 am
Forum: General discussion
Topic: ZGEBullet Collision Shape Viewer / Editor
Replies: 14
Views: 93509

Re: ZGEBullet Collision Shape Viewer / Editor

Maybe zbtCreateTriangleMeshShape is overkill for a floating rock. As the most common shape is a deformed (or not) pyramid, that the basic ConeShape can't cover: Screenshot 2023-10-06 092154.png Here's zbtCreateConvexHullShape sourcecode: /* @fn xptr zbtCreateConvexHullShape( xptr points, int numPoin...
by Ats
Thu Oct 05, 2023 8:53 am
Forum: General discussion
Topic: ZGEBullet Collision Shape Viewer / Editor
Replies: 14
Views: 93509

Re: ZGEBullet Collision Shape Viewer / Editor

No support for zbtCreateConvexHullShape and zbtCreateTriangleMeshShape ( yet ) though? All right, I think that I'm going to try doing those, because I can't easily use basic collision shapes for models like that: Screenshot 2023-10-05 104615.png Here's ZGEBullet source for triangleMeshShape: EXPORT...
by Ats
Mon Sep 11, 2023 8:23 pm
Forum: General discussion
Topic: CollisionBounds fourth value?
Replies: 3
Views: 21866

Re: CollisionBounds fourth value?

Hahaha, nice little hack Kjell :D
by Ats
Mon Sep 11, 2023 7:53 pm
Forum: General discussion
Topic: CollisionBounds fourth value?
Replies: 3
Views: 21866

Re: CollisionBounds fourth value?

Never mind, I got it like a color: Model.CollisionBounds.A

But now I'm wondering what it has to do with bounds :lol:

Edit:
and Model.CollisionBounds.W

Maybe it should be mentioned in the Help :wink: