Search found 1882 matches
- Tue Oct 07, 2008 10:01 am
- Forum: Feature requests
- Topic: Clones
- Replies: 10
- Views: 9880
Hey jph, Again, personally I wouldn't track clones by type. So for example when you first Spawn five doors ( indices from 0 to 4 ) and then a window, the window would get id 5. The counter is only necessary internally. For functions like nearest / furthest it's probably best to create a component in...
- Mon Oct 06, 2008 11:39 pm
- Forum: Feature requests
- Topic: Clones
- Replies: 10
- Views: 9880
- Mon Oct 06, 2008 5:35 pm
- Forum: Feature requests
- Topic: Clones
- Replies: 10
- Views: 9880
:? Hmm, personally I'd prefer the Identity of Clones to be static ( indexing pointers to the objects in a single array ) instead of automatically changing when older Clones are destroyed. Also I'd rather not have clones categorized by Model type, since this makes it all the more difficult to set up ...
- Mon Oct 06, 2008 12:37 pm
- Forum: Feature requests
- Topic: Clones
- Replies: 10
- Views: 9880
Clones
:idea: As Ville is addressing the Scripting language, wouldn't it be useful to assign a Identifier ( int ) to each spawned Clone, and being able to access that Clone through a ZExpression using for example 21.Position.X ( 21 being the Identifier )? And while you're at it, don't forget the CollidedCl...
- Fri Oct 03, 2008 8:27 pm
- Forum: General discussion
- Topic: Shaders,. . passing a bitmap?
- Replies: 2
- Views: 4973
Hi guys, Extra texture slots would be desirable for normal maps and such indeed. Chrome is all about high reflection, low diffuse / specularity. Unfortunately, to pull this off best ( especially with objects that self-reflect ), you need to render a reflection map ( dynamically or pre-rendered ). He...
- Thu Oct 02, 2008 4:56 pm
- Forum: Tips'n'Tricks
- Topic: Geometry
- Replies: 14
- Views: 34530
By request, a torus with calculated normals ( unusual subdivisions to illustrate normals ).
Code: Select all
this.V.X = cos(U)*cos(V)*Size+cos(U)*Radius;
this.V.Y = sin(U)*cos(V)*Size+sin(U)*Radius;
this.V.Z = sin(V)*Size;
this.N.X = cos(U)*cos(V)*Size;
this.N.Y = sin(U)*cos(V)*Size;
this.N.Z = this.V.Z;
- Wed Oct 01, 2008 2:39 pm
- Forum: Tips'n'Tricks
- Topic: hi
- Replies: 5
- Views: 7329
- Tue Sep 30, 2008 2:57 pm
- Forum: Tips'n'Tricks
- Topic: Geometry
- Replies: 14
- Views: 34530
Let's try a spring.
Code: Select all
this.V.X = (Pi+Radius*cos(V))*cos(U*Length);
this.V.Y = (Pi+Radius*cos(V))*sin(U*Length);
this.V.Z = Radius*(sin(V)+Period*U*Length/Pi);
- Tue Sep 30, 2008 2:56 pm
- Forum: Tips'n'Tricks
- Topic: Geometry
- Replies: 14
- Views: 34530
Followed by, a pillow.
Code: Select all
this.V.X = cos(U);
this.V.Y = cos(V);
this.V.Z = (sin(U)*sin(V))/Pi*2;
- Tue Sep 30, 2008 2:56 pm
- Forum: Tips'n'Tricks
- Topic: Geometry
- Replies: 14
- Views: 34530
Next, a teardrop.
Code: Select all
this.V.X = 0.5*(1-cos(U))*sin(U)*cos(V);
this.V.Y = 0.5*(1-cos(U))*sin(U)*sin(V);
this.V.Z = cos(U);
- Tue Sep 30, 2008 2:47 pm
- Forum: Tips'n'Tricks
- Topic: Geometry
- Replies: 14
- Views: 34530
Geometry
8) A collection of useful ( and not so useful ) procedurally generated meshes. All generated with a Grid2DOnly MeshBox using U and V coordinates ranging from -Pi to Pi ( unless notified ). First up, a diamond cluster. this.V.X = (2+sin(U)*sin(V*4))*sin(V)*-1; this.V.Y = (2+sin(U)*sin(V*4))*cos(V); t...
- Tue Sep 30, 2008 1:17 pm
- Forum: Feature requests
- Topic: Sound
- Replies: 2
- Views: 4781
- Mon Sep 29, 2008 3:16 pm
- Forum: Feature requests
- Topic: bitmap manipulation - add stretch and translate to zoom_rot
- Replies: 14
- Views: 13586
- Mon Sep 29, 2008 11:29 am
- Forum: Feature requests
- Topic: Sound
- Replies: 2
- Views: 4781
Sound
Since there currently doesn't seem to be a way to play back samples unfiltered / unprocessed ( when approaching the native playback speed of a sample, it starts sounding rather metallic / hollow ), a Sample and PlaySample component would be welcomed.
K
- Mon Sep 29, 2008 11:24 am
- Forum: Releases
- Topic: ZGameEditor 1.9.2
- Replies: 4
- Views: 20212