Search found 1740 matches
- Thu Apr 15, 2021 11:46 pm
- Forum: General discussion
- Topic: Compiling ZGE for linux ARM
- Replies: 3
- Views: 24
Re: Compiling ZGE for linux ARM
Hi Ats, Maybe a missing lib? Or unreachable code in ZExpressions.pas due to $ifndef? You / the-compiler is trying to use a incompatible implementation of TExpExternalFuncCall.Execute. The selected implementation targets x86 CPUs running MacOS, which uses inline assembly instructions that don't exist...
- Sat Apr 10, 2021 10:17 am
- Forum: Extensions
- Topic: SunVox for ZGE
- Replies: 67
- Views: 57537
Re: SunVox for ZGE
Hi Ats, By the way, is it better to use "Stdcall" or "Cdecl"? They are just different conventions. The biggest difference is that libraries that use STDCALL clean up the memory used to call a function themselves, while CDECL expects the caller to do this instead ( in that case ZGE takes care of this...
- Fri Apr 09, 2021 11:30 am
- Forum: Feature requests
- Topic: Add LINUX as a BuiltinConstants
- Replies: 4
- Views: 732
Re: Add LINUX as a BuiltinConstants
Hi Ats, Why are you using trace to test this? Trace only works in the editor on Windows or for executables on Android. In all other circumstances it doesn't do anything. Here's the snippet from ZExpression.pas .. fcTrace : begin HasReturnValue := False; Env.StackPopToPointer(P1); {$ifndef minimal} Z...
- Thu Apr 08, 2021 4:10 pm
- Forum: Extensions
- Topic: SunVox for ZGE
- Replies: 67
- Views: 57537
Re: SunVox for ZGE
Hi Ats,
The ZExternalLibrary component loads a external library at runtime. On Linux this is done using dlopen. Have you tried prefixing your ModuleName with a "/" so it looks for the .so file in the directory of your executable?
K
The ZExternalLibrary component loads a external library at runtime. On Linux this is done using dlopen. Have you tried prefixing your ModuleName with a "/" so it looks for the .so file in the directory of your executable?
K
- Sat Apr 03, 2021 10:47 am
- Forum: General discussion
- Topic: How to use @KeyPress directly in a ZExpression?
- Replies: 2
- Views: 532
Re: How to use @KeyPress directly in a ZExpression?
Hi Ats, I'm wondering if I can use the component KeyPress directly in a ZExpression with @KeyPress. That's not possible no. However, even if it were possible i'd instead recommend handling all your inputs ( keyboard / mouse / joystick / touch ) at the start of each frame and storing the results in o...
- Tue Mar 16, 2021 2:13 pm
- Forum: Tips'n'Tricks
- Topic: Hex
- Replies: 0
- Views: 833
Hex
:idea: Couple of ( unrolled ) functions to convert integers to hex-strings. private string getHex(int n) { return n < 10 ? chr(48+n) : chr(55+n); } string hex8(int n) { int n1, n2; n1 = (n>>00)&0xF; n2 = (n>>04)&0xF; return "0x"+getHex(n2)+getHex(n1); } string hex16(int n) { int n1, n2, n3, n4; n1 =...
- Thu Dec 24, 2020 3:43 pm
- Forum: Bug reports
- Topic: KeyPress gets stuck
- Replies: 9
- Views: 3105
Re: KeyPress gets stuck
Hi guys,
A good number of the example projects also crash immediately ( including CleanseCube, Steering, TripleE, YakYakReader, ZPong ). Here's the error message for ZBlast.zgeproj

K
A good number of the example projects also crash immediately ( including CleanseCube, Steering, TripleE, YakYakReader, ZPong ). Here's the error message for ZBlast.zgeproj

K
- Wed Nov 25, 2020 11:30 am
- Forum: General discussion
- Topic: Populating an array with a random sequence
- Replies: 2
- Views: 953
Re: Populating an array with a random sequence
Hi jinxtengu, I'm interested in learning how to populate an array with a random sequence of numbers, but importantly I don't want it to repeat any of the same numbers twice. There are quite a few ways to do that, but here's one simple approach: <?xml version="1.0" encoding="iso-8859-1" ?> <ZApplicat...
- Tue Nov 03, 2020 12:13 am
- Forum: Extensions
- Topic: XInput
- Replies: 5
- Views: 3002
Re: XInput
Hi Ats, I tried making an apk out of the example, but it crashes right from the start. XInput is Windows only ( it's part of DirectX ) .. although unofficial drivers exist for Linux and Mac. I have a noob question: are the two rumbles you activate using the trigger buttons supposed to be left and ri...
- Mon Aug 03, 2020 11:50 am
- Forum: Extensions
- Topic: XInput
- Replies: 5
- Views: 3002
Re: XInput
Hi Ats, Does it detect digital pad and shoulders buttons too? I haven't tested it with every XInput compatible controller in existence .. but no problems ( for me ) so far :wink: https://i.imgur.com/DA7uOoY.gif Those were not working before. You have a controller that works with the built-in joystic...
- Sun Aug 02, 2020 5:02 pm
- Forum: Extensions
- Topic: XInput
- Replies: 5
- Views: 3002
XInput
8) For people that also want / need to support XInput* gamepads. Attached is a small wrapper & demo .. the left & right rumble motors are tied to the left & right analog triggers ( for demonstration purposes ). *XInput only supports XInput compatible devices, while the build-in joystick functions do...
- Fri Jul 31, 2020 11:12 am
- Forum: General discussion
- Topic: Filtering flickering on screen
- Replies: 2
- Views: 1882
Re: Filtering flickering on screen
Hi Ats, I just read that article and find the rendering very smooth. Is it possible to achieve something like this in ZGE using shaders? Sure, you can just ( pretty much ) copy-paste the fragment shader. Thing is though, that this is a technique useful with runtime procedural textures. So unless tha...
- Mon Jul 27, 2020 9:45 am
- Forum: General discussion
- Topic: Mapping a Cube from a texture sheet
- Replies: 4
- Views: 2356
Re: Mapping a Cube from a texture sheet
Hi Luis, There's a couple of ways to do this, but generally you want to calculate ( or look-up ) the appropriate texture coordinates for each cube "type". See attached file for a basic example. The thing is though .. since Minecraft uses so many cubes it isn't really viable ( performance-wise ) to r...
- Thu Jul 23, 2020 9:51 am
- Forum: Tips'n'Tricks
- Topic: Hot-swap Bitmap
- Replies: 5
- Views: 8673
Re: Hot-swap Bitmap
Hi Lupo,
K
The principle is easy .. but since ZGE doesn't have any image decoders built-in ( aside from a JPG subset ) it really depends on the image format(s) that you want to support whether or not it's easy.
K
- Mon Jun 08, 2020 1:25 pm
- Forum: General discussion
- Topic: Odd rendering errors on Android
- Replies: 16
- Views: 11768
Re: Odd rendering errors on Android
Hej Ville, The problem iirc is that these lines are not supported on GLES: glGetFloatv(GL_PROJECTION_MATRIX, @Matrix); glGetFloatv(GL_MODELVIEW_MATRIX, @TmpM); Those calls are supported in ES 1.1, so that shouldn't be the problem ( since i think Ats is using "Compatible" GLBase ). Regardless, you sh...