Search found 12 matches
- Sat Sep 06, 2014 12:40 pm
- Forum: Releases
- Topic: Beta release 3.1b
- Replies: 295
- Views: 440995
- Sat Sep 06, 2014 7:27 am
- Forum: Releases
- Topic: Beta release 3.1b
- Replies: 295
- Views: 440995
Kjell, that is a good suggestion. Only I'm not sure that ZGE scripting is fast enough to generate samples in the speed that the audio thread requires. So SampleExpressions might not be possible that way, at least not on mobile. Meanwhile, I made some small changes in ZGE to make sample loading fast...
- Thu Sep 04, 2014 8:19 pm
- Forum: Releases
- Topic: Beta release 3.1b
- Replies: 295
- Views: 440995
Ville: Can you implement on-the-fly-decoding-while-playing for bigger .OGG's also? You can find example source for it in my mail from the last month. Because bigger .OGG's (for background music and so on) are no longer a load-time-performance issue then. And for mobile devices with slower CPUs, you ...
- Wed Nov 19, 2008 7:39 am
- Forum: ZGE Source Code
- Topic: Physics engine PAPPE integration in ZGE
- Replies: 34
- Views: 89067
Code to convert a 4x4 transform matrix to position+euler rotation in PAPPE: Position:=Vector3TermMatrixMul(Vector3Origin,PhysicsObject.Transform); // or simply: Position:=PhysicsObject.Position; EulerRotation:=Matrix4x4Euler(PhysicsObject.Transform); Code to convert position+euler rotation to a 4x4 ...
- Tue Nov 18, 2008 4:30 pm
- Forum: ZGE Source Code
- Topic: Physics engine PAPPE integration in ZGE
- Replies: 34
- Views: 89067
One of my questions concerning physicalized models would be what PAPPE does when you overwrite the transformation matrix. Does it use separate values for velocity, or is it position / cache based? Which would probably mean that as soon as you input a new position, the collision check would use a tr...
- Tue Nov 18, 2008 4:21 pm
- Forum: ZGE Source Code
- Topic: Physics engine PAPPE integration in ZGE
- Replies: 34
- Views: 89067
humm,. not sure about the Transformation-Matrix vs separate vectors stuff,. is a transformation-matrix more efficient,. perhaps ZGE should adopt this? major rewrite issues aside,. just an intelectual question on speed and engine architecture out of curiosity. Also I'm thinking this. But only the pr...
- Sat Nov 15, 2008 6:17 pm
- Forum: ZGE Source Code
- Topic: Physics engine PAPPE integration in ZGE
- Replies: 34
- Views: 89067
I'll write new physics demos (for to demonstrate joints, constraints etc.) on this weekend probably.
Edit: http://bero.freqvibez.net/PhysicsDemo4.exe A small parameterunfinetuned rigid body constraint demo (is also on the SVN with source code). I'll write a rigid body joint demo later.
Edit: http://bero.freqvibez.net/PhysicsDemo4.exe A small parameterunfinetuned rigid body constraint demo (is also on the SVN with source code). I'll write a rigid body joint demo later.
- Fri Nov 14, 2008 10:56 pm
- Forum: ZGE Source Code
- Topic: Physics engine PAPPE integration in ZGE
- Replies: 34
- Views: 89067
Luckily Mesh VS Mesh collisions are only needed under very few circumstances. Ray VS Mesh or Bounding Volume VS Mesh are more then sufficient in most situations, and a much smaller performance hit. Yes, right. By the way, ZGE features a Collision Group system enabling developers to limit the object...
- Fri Nov 14, 2008 6:01 pm
- Forum: ZGE Source Code
- Topic: Physics engine PAPPE integration in ZGE
- Replies: 34
- Views: 89067
My physics engine is called PAPPE and not POPPE :) The collision detection is advanced, therefore it has also trimesh vs. trimesh coillision routines, but which should be as possible avoided (if big meshes or very many meshes), and use as possible only Bounding Sphere / Bounding Box collisions. And ...
- Tue Nov 11, 2008 7:02 pm
- Forum: General discussion
- Topic: Contact this guy!!!
- Replies: 12
- Views: 15303
Hi BeRo! your physics is quite advanced and would make a great addition to ZGE, I can see some great physics based gameplay coming out of that! Yes, the base functions of the physics engine works already pretty very well, only the ragdoll object joint routines are a bit buggy yet, but this should b...
- Tue Nov 11, 2008 10:37 am
- Forum: General discussion
- Topic: Contact this guy!!!
- Replies: 12
- Views: 15303
- Tue Nov 11, 2008 4:10 am
- Forum: General discussion
- Topic: Contact this guy!!!
- Replies: 12
- Views: 15303
So, here I am
So, here I am :D I've updated https://sourceforge.net/projects/pappe/ with my current local PAPPE sources and examples. I would spend my exe packer, but my exe packer has a problem: It is detected by the most antivirus software as false-positive. I'm working currerntly on a MIDI-driven 64kb softsynt...