Search found 1734 matches

by Kjell
Fri Mar 01, 2019 1:03 pm
Forum: Your projects
Topic: OMEGANAUT
Replies: 77
Views: 57565

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: 52802

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: 52802

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: 67141

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: 6455

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
by Kjell
Sat Feb 09, 2019 12:28 am
Forum: General discussion
Topic: Depth Map
Replies: 6
Views: 6455

Re: Depth Map

Hi Ats, Maybe a simple GLFog can do the trick? It's possible using GL_FOG, but that fog is calculated per-vertex instead of per-fragment. So if you'd have a large floor ( like in your screenshot ) that consists of only 4 vertices, it won't work properly .. you'd need to tessellate the floor to get a...
by Kjell
Sun Jan 27, 2019 9:38 pm
Forum: General discussion
Topic: Doom style 3d reduced to 2 directions
Replies: 12
Views: 9932

Re: Doom style 3d reduced to 2 directions

Hi jinxtengu, Thanks for the clear explanation & Decap Attack reference, makes it much easier to give you useful suggestions :wink: In fact, you probably don't need any of the ( slightly ) complicated math used in the Pac-Man example. Setting the bone rotation direction once on spawn is probably eno...
by Kjell
Sat Jan 26, 2019 5:01 pm
Forum: General discussion
Topic: Doom style 3d reduced to 2 directions
Replies: 12
Views: 9932

Re: Doom style 3d reduced to 2 directions

Hi jinxtengu, Do you know a code that could be used to set a value to 1, if an object is moving to the left (as seen in the players field of vision) and sets the same value to a 2 if the object is moving to the right (again in the players field of vision)? This seems like a rather strange thing to d...
by Kjell
Fri Jan 25, 2019 12:46 pm
Forum: General discussion
Topic: byte VS int in ZGE
Replies: 3
Views: 5070

Re: byte VS int in ZGE

Hi Ats, I'm using a lot of const/var byte and I just read somewhere that int performs slightly better because it is already aligned for native CPU instructions. Completely depends on the circumstances & instructions involved, but in general you shouldn't be able to notice any difference. And byte sh...
by Kjell
Fri Jan 18, 2019 10:48 am
Forum: Bug reports
Topic: OMEGANAUT on Android ZGE bug hunt (split from main topic)
Replies: 24
Views: 15655

Re: OMEGANAUT

Hej Ville, Ok then maybe it is TZApplication.Init method that is called too early on the problematic phone so that the initial value (via TGLDriverBase.InitGL) of GL_DEPTH_TEST is not properly set? Hmm .. hadn't thought of that. Seems kind of weird that only "TEST 1" and "TEST 2" as reported by Ats ...
by Kjell
Fri Jan 18, 2019 9:55 am
Forum: Bug reports
Topic: OMEGANAUT on Android ZGE bug hunt (split from main topic)
Replies: 24
Views: 15655

Re: OMEGANAUT

Hej Ville,

But that's exactly what the test-project is doing .. reading out GL_CULL_FACE and GL_DEPTH_TEST using glGetIntegerv and toggling between TRUE and FALSE using glDisable and glEnable ( after the "PLEASE WAIT" period ), and all those things work just fine.

K
by Kjell
Thu Jan 17, 2019 6:32 pm
Forum: Bug reports
Topic: OMEGANAUT on Android ZGE bug hunt (split from main topic)
Replies: 24
Views: 15655

Re: OMEGANAUT

Hi Ats, So I had to double check because the result is weird: On the Xperia X (and on the Nexus 5 I'm testing right now) the donut is inside out with both parameters being FALSE during please wait, even though I removed the BitmapCombine component in DonutBitmap. Aha, so it's not caused by BitmapCom...
by Kjell
Wed Jan 16, 2019 12:37 pm
Forum: Bug reports
Topic: OMEGANAUT on Android ZGE bug hunt (split from main topic)
Replies: 24
Views: 15655

Re: OMEGANAUT

Hi Ats, Can that come from the compilation parameters of the libzgeandroid.so? Or is it a bug in the source code? Since it appears it's being caused by the BitmapCombine component that would mean it's probably a bug in the ZGameEditor source code. You could double-check this by deleting the BitmapCo...
by Kjell
Tue Jan 15, 2019 4:26 pm
Forum: Bug reports
Topic: OMEGANAUT on Android ZGE bug hunt (split from main topic)
Replies: 24
Views: 15655

Re: OMEGANAUT

Hi Ats, I had to add Pixel.A=1 to your BitmapExpression otherwise it appears white on API28 Ah sorry, forgot about that :oops: I noticed a interesting difference .. seems like on Nexus 5 both CULL and DEPTH start as false ( which is incorrect ) while on Galaxy S6 they start as true. On both phones t...
by Kjell
Tue Jan 15, 2019 2:31 pm
Forum: Bug reports
Topic: OMEGANAUT on Android ZGE bug hunt (split from main topic)
Replies: 24
Views: 15655

Re: OMEGANAUT

Hi Ats, I've updated the project code snippet ( see my previous post ) with a spinning donut in the background that uses a texture generated using BitmapCombine. Also, for the first 3 seconds the OpenGL cull_face and depth_test states aren't written, so it should use whatever state they are in after...