Search found 613 matches

by Ats
Thu Apr 18, 2024 3:48 pm
Forum: General discussion
Topic: How to retrieve screen resolution inside a shader?
Replies: 3
Views: 36

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: 3
Views: 36

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: 47

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: 47

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: 27916

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: 93508

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: 93508

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:
by Ats
Mon Sep 11, 2023 7:47 pm
Forum: General discussion
Topic: CollisionBounds fourth value?
Replies: 3
Views: 21866

CollisionBounds fourth value?

Hello. There is a fourth value that can be set for CollisionBounds, besides X,Y and Z. collisionbounds.png There is no word about it in the Help: The size of this model when it is tested for collision. This value is interpreted differently depending on the value of the CollisionStyle property: • Col...
by Ats
Sat Sep 09, 2023 11:06 am
Forum: General discussion
Topic: Tracing Floats
Replies: 2
Views: 19063

Re: Tracing Floats

Oh, all right. Thanks for the explanations, Kjell :wink:
by Ats
Sat Sep 09, 2023 6:06 am
Forum: General discussion
Topic: Tracing Floats
Replies: 2
Views: 19063

Tracing Floats

Hello. I made a little function a while ago to simply trace floats. But I just discovered it crashes if the number I want to display is lower than 1. void traceFloat(float n, byte d) { string integer = intToStr(n); string dust = subStr(intToStr(n * pow(10, d)), length(integer), d); trace(integer + &...