Search found 2277 matches
- Mon Jan 12, 2009 2:58 pm
- Forum: Tips'n'Tricks
- Topic: Trails
- Replies: 4
- Views: 6422
Very nice effect Kjell! I also noticed it looked strange sometimes. After lots of debugging I found the problem. There is a problem in 1.9.5b where comparing integer values do not behave correctly. In your render-expression: if(TrailIndex < 0) TrailIndex += Mouse.SizeDim1-1; TrailIndex and 0 are int...
- Sat Jan 10, 2009 9:54 am
- Forum: General discussion
- Topic: FreePascal for iPhone development
- Replies: 6
- Views: 7245
FreePascal for iPhone development
There is a first version of FreePascal available for iPhone development. Info here: http://www.pascalgamedevelopment.com/viewtopic.php?t=5590 So, in theory at least, this means that a port of the ZGE-runtime would be possible too! There are some hurdles of course: - this is the first release of fpc/...
- Sat Jan 10, 2009 9:21 am
- Forum: Feature requests
- Topic: Scene Graph
- Replies: 13
- Views: 13108
Good morning Kjell! I've never heard of glProject before. It's not a standard GL-call is it? Do you mean this: glProject ? And I think it is pretty cool that you do your own culling with scripting. So I guess you use a Condition-component in your OnRender? Have you measured that you really win perfo...
- Sat Jan 10, 2009 9:15 am
- Forum: Your projects
- Topic: lockOn 2 - a Solstice present for y'all!
- Replies: 25
- Views: 23678
- Sat Jan 10, 2009 9:04 am
- Forum: Your projects
- Topic: lockOn 2 - a Solstice present for y'all!
- Replies: 25
- Views: 23678
On both OS X and Linux I play audio using SDL. And since it works on Linux it should work on OS X too. However in my OS X test environment I hear no sound from ZGE games, but that can be a problem with my configuration. I'm no OS X expert so if anyone who has access to a Mac can help give some test-...
- Fri Jan 09, 2009 8:16 pm
- Forum: Your projects
- Topic: lockOn 2 - a Solstice present for y'all!
- Replies: 25
- Views: 23678
- Fri Jan 09, 2009 8:08 pm
- Forum: Feature requests
- Topic: Scene Graph
- Replies: 13
- Views: 13108
It is the same problem as with culling: it's hard to get the positions of all the vertices a OnRender-list generates since it can contain loops, particle systems etc. So the distance from the camera to the Model origin could be a first attempt, and maybe we can improve it later. I always strive to f...
- Fri Jan 09, 2009 7:49 pm
- Forum: Your projects
- Topic: lockOn 2 - a Solstice present for y'all!
- Replies: 25
- Views: 23678
I think Kjells advice are all sensible, and they are a good indication on what is still missing from ZGE for making commercial products. I do think and hope people are willing to forgive certain things considering the game is sold for a very cheap price though. Some quick comments: Installers: Some ...
- Fri Jan 09, 2009 6:25 pm
- Forum: Feature requests
- Topic: Scene Graph
- Replies: 13
- Views: 13108
- Fri Jan 09, 2009 5:36 pm
- Forum: General discussion
- Topic: Beta release 1.9.5b
- Replies: 30
- Views: 26920
Jph, it turns out that this is a general problem with stop-collisions, not just for the new Circle-style. You need to define collisions in the order moving-objects vs stationary-objects for it to work, such as Player vs Walls. Since this is not a new bug I'll go ahead and release the beta then come ...
- Thu Jan 08, 2009 4:59 pm
- Forum: General discussion
- Topic: Beta release 1.9.5b
- Replies: 30
- Views: 26920
- Thu Jan 08, 2009 3:18 pm
- Forum: General discussion
- Topic: Beta release 1.9.5b
- Replies: 30
- Views: 26920
- Thu Jan 08, 2009 2:20 pm
- Forum: Feature requests
- Topic: Scene Graph
- Replies: 13
- Views: 13108
Just some thoughts: For mesh-culling there is the problem of actually knowing the models dimensions. Maybe we could add two properties to a model: UseCulling, and CullingRadius. The radius would need to be set by the developer so that it always is enough to embed the model in a sphere for a quick an...
- Thu Jan 08, 2009 2:09 pm
- Forum: General discussion
- Topic: Beta release 1.9.5b
- Replies: 30
- Views: 26920
- Tue Jan 06, 2009 7:14 pm
- Forum: General discussion
- Topic: compression question,. and a env. shader demo.
- Replies: 5
- Views: 7410
Yes, I just came back here because I realized I forgot to answer that part of your question. The pause is the decompressor. To prove it try running a uncompressed exe, there should be no pause. The documentation for kkrunchy does not mention a feature for displaying a progress bar so let's hope that...