Search found 1709 matches

by Kjell
Wed Jun 26, 2019 2:00 pm
Forum: Off-topic
Topic: Testing forum notification emails
Replies: 10
Views: 267

Re: Testing forum notification emails

Just found this in my email inbox :wink: Hello Kjell, You are receiving this notification because a topic you bookmarked, "Testing forum notification emails" at "ZGameEditor forum", has received a reply since your last visit. You can use the following link to view the replies made, no more notificat...
by Kjell
Wed Jun 26, 2019 1:55 pm
Forum: Off-topic
Topic: Testing forum notification emails
Replies: 10
Views: 267

Re: Testing forum notification emails

Hej Ville,
VilleK wrote:
Wed Jun 26, 2019 1:47 pm
Can you also try if you receive email notification?
Just bookmarked & subscribed to this thread and ( temporarily ) enabled all email notifications* I'll let you know after your next reply :-)

*Or are you using some kind of phpBB extension?

K
by Kjell
Wed Jun 26, 2019 1:40 pm
Forum: Off-topic
Topic: Testing forum notification emails
Replies: 10
Views: 267

Re: Testing forum notification emails

Beep Boop 8)
by Kjell
Mon Jun 10, 2019 1:24 pm
Forum: General discussion
Topic: app.DeltaTime sync with frame rate
Replies: 2
Views: 128

Re: app.DeltaTime sync with frame rate

Hi jinxtengu, Obviously I'd like to have a standard height reached regardless of the speed the game is currently running on. Getting the exact same jumping height using a varying time-step is actually a little more tricky than you might think ... that being said you probably want to use "CurrentMode...
by Kjell
Mon Jun 10, 2019 1:20 pm
Forum: General discussion
Topic: Doom style 3d reduced to 2 directions
Replies: 12
Views: 1363

Re: Doom style 3d reduced to 2 directions

Hi jinxtengu, Any chance this could be simplified for use under version 1.9.9 of z game editor? Not sure if "simplified" is the correct word as 1.9.9 lacks a couple of features that actually make things easier, but sure .. here's a version for 1.9.9. <?xml version="1.0" encoding="iso-8859-1" ?> <ZAp...
by Kjell
Fri May 17, 2019 7:46 am
Forum: General discussion
Topic: Cardboard VR
Replies: 17
Views: 1072

Re: Cardboard VR

Hej Ville, It should work to update those properties in OnBeginRenderPass though. But I haven't followed the details of this thread so I guess there is a reason you are not doing that. He's using 2 render passes ( one for each eye ) but wants the mouse coordinates for the entire screen ... and since...
by Kjell
Wed May 15, 2019 6:02 pm
Forum: General discussion
Topic: Cardboard VR
Replies: 17
Views: 1072

Re: Cardboard VR

Hi Ats, Ville informed me that the AspectRatio properties aren't meant to be updated in real-time / mid-frame, so it's better to not touch any of those values and to just modify the projection matrix instead ( might sound intimidating .. but it's super easy ). Here's a quick & dirty example. <?xml v...
by Kjell
Mon May 13, 2019 9:55 am
Forum: Bug reports
Topic: Function keys F10 & F12
Replies: 2
Views: 238

Re: Function keys F10 & F12

Hi Ats, F10 key (code 121) seems to do nothing F10 is a bit of a special case in Windows. It's possible to get it to work, but you need a bit of a workaround .. here's a snippet from MSDN ( for Ville ). If the F10 key is pressed, the DefWindowProc function sets an internal flag. When DefWindowProc r...
by Kjell
Wed May 08, 2019 10:28 am
Forum: General discussion
Topic: Cardboard VR
Replies: 17
Views: 1072

Re: Cardboard VR

Hi guys, Quite unfortunate, this is a parser bug, ZGE should handle it better. I wouldn't call this a bug at all, it behaves the same as-in C & is by design, no? Indeed, but if you put it in a global "{" block it will work since addition of "Library initialization" feature Personally i wouldn't put ...
by Kjell
Tue May 07, 2019 7:04 pm
Forum: General discussion
Topic: Cardboard VR
Replies: 17
Views: 1072

Re: Cardboard VR

Hi Ats, Seems like there's a bug when switching between certain ViewportRatio modes in standalone executables. The easiest way to go around this is to simply use a CustomViewportRatio for both VR and non-VR. Here's your example with a couple of small modifications .. <?xml version="1.0" encoding="is...
by Kjell
Thu Apr 25, 2019 11:32 am
Forum: General discussion
Topic: Cardboard VR
Replies: 17
Views: 1072

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: 17
Views: 1072

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: 496

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: 496

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: 550

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...