Search found 1699 matches

by Kjell
Thu Apr 25, 2019 11:32 am
Forum: General discussion
Topic: Cardboard VR
Replies: 6
Views: 82

Re: Cardboard VR

Hi Ats, Now I have a little problem: when I divide the screen into two parts, it shrinks the width of the screen per two. So the image looks slim on the X axis. How can I manage that? Does that have to do with the App.CustomViewportRatio? Correct, you need to use a custom viewport ratio set to the r...
by Kjell
Sun Apr 14, 2019 12:46 pm
Forum: General discussion
Topic: Cardboard VR
Replies: 6
Views: 82

Re: Cardboard VR

Hi Ats, Keep in mind that you ( generally ) want to correct for lens distortion when targeting VR. Without lens distortion correction, you'll end up with a so-called "pincushion" effect. https://smus.com/vr-lens-distortion/pincushion-distortion.png You can find a article discussing the most common t...
by Kjell
Mon Apr 08, 2019 4:41 pm
Forum: General discussion
Topic: How to have a flat 3d cube always face the camera.
Replies: 4
Views: 142

Re: How to have a flat 3d cube always face the camera.

Ehm,
VilleK wrote:
Mon Apr 08, 2019 7:26 am
Poor example Kjell, where are the nazi soldiers :D
Fine .. added a dead soldier to the example :roll:

K
by Kjell
Sat Apr 06, 2019 3:39 pm
Forum: General discussion
Topic: How to have a flat 3d cube always face the camera.
Replies: 4
Views: 142

Re: How to have a flat 3d cube always face the camera.

Hi jinxtengu, I'd like to make a game in the style of wolvenstein (just for a bit of fun) where the players weapon is visible in front of the camera, but I've been kinda struggling to get this to work. You don't need any "fancy" calculations for that .. simply switch the camera from your 3D perspect...
by Kjell
Fri Mar 22, 2019 12:46 pm
Forum: General discussion
Topic: Playing with threejs.org examples
Replies: 5
Views: 206

Re: Playing with threejs.org examples

Hi Ats, I tried to switch computer, reinstall ZGE from scracth, and tried several zgeprojects that were working perfectly before, such as FBO.zgproj or Convolution.zgeproj ... As i mentioned in my recent post in the Blur thread, those examples are outdated. Back in 2009 only GLSL version 110 and 120...
by Kjell
Thu Mar 21, 2019 8:04 pm
Forum: Your projects
Topic: OMEGANAUT
Replies: 75
Views: 18190

Re: OMEGANAUT

Hi Ats,

Just tried a official wired Xbox 360 controller on a laptop running Windows 10 ( 64-bit ) version 17763.379 that only has USB 3.0 ports and it works just fine in ZGameEditor.

K
by Kjell
Thu Mar 21, 2019 12:21 pm
Forum: General discussion
Topic: Playing with threejs.org examples
Replies: 5
Views: 206

Re: Playing with threejs.org examples

Hi Ats, Can you give me a hint about what's going on? Your vertex shader is incorrect. When you use Compatible as GLBase you should use the built-in "gl_Vertex" and "gl_MultiTexCoord0" attributes instead of the "position" and "uv" attributes used in the Three.js example* However, since you don't hav...
by Kjell
Wed Mar 13, 2019 2:45 pm
Forum: General discussion
Topic: Timer component strange reset behaviour
Replies: 2
Views: 182

Re: Timer component strange reset behaviour

Hi Ats, The trace shows that the TimerCube and TimerBlue stays the same, but they are only working once. Aren't they supposed to reset between states so they can continue to work as expected? No, AppState is basically a ModelState for the App component. Nothing gets reset automatically when switchin...
by Kjell
Fri Mar 08, 2019 11:55 am
Forum: ZGE Source Code
Topic: Blur component "refresh"
Replies: 38
Views: 20566

Re: Blur

Hi rrTea, I'm trying to use the Blur on a material with a material texture that has TextureScale.Y set to 5. But as soon as I activate the Blur shader, it renders the bitmap as if it used TextureScale.Y of 1. How can I fix it? Change the "gl_TexCoord[0] = gl_MultiTexCoord0;" line in the vertex shade...
by Kjell
Thu Mar 07, 2019 6:47 pm
Forum: Your projects
Topic: OMEGANAUT
Replies: 75
Views: 18190

Re: OMEGANAUT

Hi Ats, Now I have this weird bug on Android Nvidia Shield TV: the gamepad is acting like a mouse. Nothing have changed in my game regarding gamepad input. Do you mean the right analog stick of the Shield controller? Apparently when using the Shield controller with a application that doesn't target ...
by Kjell
Fri Mar 01, 2019 1:03 pm
Forum: Your projects
Topic: OMEGANAUT
Replies: 75
Views: 18190

Re: OMEGANAUT

Hi Ats, I didn't use Sunvox for the SFX because I didn't find a clever way to make it work for that task. Ehm .. it's super easy, you can simply trigger notes using the sv_send_event function. Attached is a example ( use left-mouse-button to trigger sound ). Do keep in mind that SunVox is ( generall...
by Kjell
Sat Feb 16, 2019 1:19 am
Forum: Extensions
Topic: SunVox for ZGE
Replies: 50
Views: 24124

Re: SunVox for ZGE

Hi Ats, Where did you find that 0x0100 is the for the volume? In SunVox source code? From the original header ( sunvox.h ) included with the SunVox library. /* sv_send_event() - send some event (note ON, note OFF, controller change, etc.) Parameters: slot; track_num - track number within the pattern...
by Kjell
Fri Feb 15, 2019 9:54 pm
Forum: Extensions
Topic: SunVox for ZGE
Replies: 50
Views: 24124

Re: SunVox for ZGE

Hi Ats,
Ats wrote:
Fri Feb 15, 2019 7:40 pm
I just made a test in order to only play the bass line at some point. But I'm not sure what would be the best method to do that.
You can use the sv_send_event function. Attached is a simple example ( use the left-mouse-button to toggle the "melody" on and off ).

K
by Kjell
Mon Feb 11, 2019 7:46 pm
Forum: Extensions
Topic: 3D Physics with ZgeBullet
Replies: 70
Views: 32922

Re: 3D Physics with ZgeBullet

Hi Ats, Probably a honest mistake .. but if you're going to define bit-mask constants for your collision groups, make sure you only use values that set a single bit ( unless you want to have constants that contain multiple groups ). So you probably want CO_VISOR to be 0x10 instead of 0x16. HEX DEC B...
by Kjell
Sat Feb 09, 2019 11:53 am
Forum: General discussion
Topic: Depth Map
Replies: 6
Views: 683

Re: Depth Map

Ah,

In that case i'd simply use gDEBugger to grab the depth and back / front buffer :wink:

Image

Depthy did a pretty shoddy job with the Pac-Man example though ..

Image

K