Search found 1638 matches

by Kjell
Thu Jul 19, 2018 10:20 am
Forum: Your projects
Topic: OMEGANAUT
Replies: 46
Views: 11402

Re: OMEGANAUT

Hi Ats, So in order to fit the background to the viewport and cover some camera movements, I only have to make a bigger CorneriaMesh? Depends on what you want. Normally making it bigger or moving it closer to the camera ( same result ) will suffice .. but if you want to do a 2D background in the sty...
by Kjell
Thu Jul 19, 2018 9:32 am
Forum: Your projects
Topic: OMEGANAUT
Replies: 46
Views: 11402

Re: OMEGANAUT

Hi Ats, Also I was wondering how should I do a background image... Maybe by drawing a 2D box? But since the clipping view is at 500 pixels, that would be a huge square. The easiest solution is to simply draw your background using a Material with Z-Buffer disabled before anything else, then it will a...
by Kjell
Sun Jul 15, 2018 11:58 pm
Forum: General discussion
Topic: ZGameEditor & Android Setting
Replies: 30
Views: 6383

Re: ZGameEditor & Android Setting

Hi Ats,

Ats wrote:Isn't line 142 missing a ; ??

Nope .. in Pascal / Delphi any statement preceding the end keyword isn't required to be closed with a semicolon.

K
by Kjell
Sun Jul 15, 2018 10:42 am
Forum: General discussion
Topic: ZGameEditor & Android Setting
Replies: 30
Views: 6383

Re: ZGameEditor & Android Setting

Hi guys, Apparently you're not allowed to load a shared library with text relocations anymore since SDK 23 .. here's a snippet from the "Android 6.0 Changes" document. On previous versions of Android, if your app requested the system to load a shared library with text relocations, the syst...
by Kjell
Thu Jul 12, 2018 10:59 am
Forum: General discussion
Topic: Question about CurrentModel, variables and functions
Replies: 3
Views: 71

Re: Question about CurrentModel, variables and functions

Hi Ats, If you want to modify a variable or property from a function you have to make sure it's passed as a reference. For some types this happens automatically, but for basic types ( byte, int, float, string ) you need to add "ref" to the argument otherwise the variable gets copied and is...
by Kjell
Mon Jul 09, 2018 5:11 pm
Forum: Your projects
Topic: Butterfly
Replies: 98
Views: 16481

Re: Butterfly

Hi rrTea, I never understood why is such data even included in the listing but maybe it can be useful for something? Well .. for one, you can easily paste a project or snippet that uses embedded data on a forum :wink: But i agree, would be nice if you could choose between embedding the data in the ....
by Kjell
Fri Jul 06, 2018 1:20 pm
Forum: General discussion
Topic: Exporting images from ZGE
Replies: 8
Views: 2757

Re: Exporting images from ZGE

Hi Ats, How do we know that the exported image is a tga, other than by setting that in the file name? Each file format stores data in a specific way .. just changing the file extension from TGA into BMP or PNG doesn't magically transform the data inside the file. Could that be a friendlier format, l...
by Kjell
Wed Jul 04, 2018 5:18 pm
Forum: Your projects
Topic: OMEGANAUT
Replies: 46
Views: 11402

Re: OMEGANAUT

Hi Ats, What OpenGL debugger program do you use? gDEBugger So using a 16x16 for a 1 or 2 pixel star is a waste. Not necessarily .. it's about how you use that texture. For example, take the following texture ( 32x32 pixels of which only the middle 16x16 region is used ). https://i.imgur.com/hPT3OI0....
by Kjell
Wed Jul 04, 2018 11:37 am
Forum: Your projects
Topic: OMEGANAUT
Replies: 46
Views: 11402

Re: OMEGANAUT

Hi Ats, I had a quick look at your game using a OpenGL debugger .. seems like there are quite a lot of texture swaps, you might want to look into that. In fact, you're using so few & little amount of texture data, i'd recommend bundling everything in a single texture. Aside from that, one of the...
by Kjell
Sun Jul 01, 2018 10:30 pm
Forum: General discussion
Topic: Particles with Gravity.Z
Replies: 5
Views: 109

Re: Particles with Gravity.Z

Hi Ats, Anyway, here's my new missile that creates smoke as models. Is that ok? Or would it be too heavy? That's certainly not the most lightweight approach to particles ( using a model per particle ). But as long as your game runs at the desired frame-rate on the weakest hardware that you want to s...
by Kjell
Sun Jul 01, 2018 11:09 am
Forum: General discussion
Topic: Particles with Gravity.Z
Replies: 5
Views: 109

Re: Particles with Gravity.Z

Hi Ats,

Agreed .. as long as the Z component isn't used, there shouldn't be a field for it in the editor either. It is mentioned on the help page though :wink:

K
by Kjell
Sun Jul 01, 2018 9:26 am
Forum: General discussion
Topic: Particles with Gravity.Z
Replies: 5
Views: 109

Re: Particles with Gravity.Z

Hi Ats, RenderParticles is a 2D-only component .. which means that the Z component* of the Gravity property is ignored. And even when you disable the FollowModel property particles still follow the model from which they are spawned on the Z-axis ( see demonstration example below ). <?xml version=&qu...
by Kjell
Sat Jun 30, 2018 11:42 am
Forum: General discussion
Topic: Global to local rotation
Replies: 3
Views: 83

Re: Global to local rotation

Hi Ats, By the way, using Axis instead of ButtonLeft/Right is clever to avoid pressing both opposite direction at the same time, among other things. I'll change my game to use it like that. (Edit: maybe not finaly, I also have to test press/release to avoid key repeat ) Check the example in this pos...
by Kjell
Sat Jun 30, 2018 12:31 am
Forum: General discussion
Topic: Global to local rotation
Replies: 3
Views: 83

Re: Global to local rotation

Hi Ats, I've been trying to rotate a model from the world viewpoint for hours instead of rotating from his local axes. The easiest way to do that is as follows ( use the arrow keys to rotate ) .. no quaternions needed :wink: <?xml version="1.0" encoding="iso-8859-1" ?> <ZApplicat...
by Kjell
Fri Jun 29, 2018 9:42 am
Forum: Tips'n'Tricks
Topic: Simple GLSL fog,. also good for simple darkness lighting,.
Replies: 11
Views: 2450

Re: Simple GLSL fog,. also good for simple darkness lighting,.

Hi Ats, Not exactly sure what's wrong .. i suspect you're not loading the OpenGL ES library correctly, but who knows. Anyway, can you try the following example? I tested it on a Android device and it works properly. <?xml version="1.0" encoding="iso-8859-1" ?> <ZApplication Name=...

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