Search found 2277 matches

by VilleK
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...
by VilleK
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/...
by VilleK
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...
by VilleK
Sat Jan 10, 2009 9:15 am
Forum: Your projects
Topic: lockOn 2 - a Solstice present for y'all!
Replies: 25
Views: 23678

And one more thing: In a previous version of LockOn (lockOn2_064.exe) I have no problem getting 60fps in fullscreen 1280x1024, but in this latest version I only get 20fps. I guess this is because of the fullscreen effect you are using? In lower resolutions I still get 60fps so it's no real problem.
by VilleK
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-...
by VilleK
Fri Jan 09, 2009 8:16 pm
Forum: Your projects
Topic: lockOn 2 - a Solstice present for y'all!
Replies: 25
Views: 23678

I suggest you play the game in the preview-mode a couple of times and study the log-window for warnings or errors that may cause crash when running as a exe-file.

And if you want to, you can also PM me your zgeproj-file so I can try to recreate the crash in the Delphi-debugger.
by VilleK
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...
by VilleK
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 ...
by VilleK
Fri Jan 09, 2009 6:25 pm
Forum: Feature requests
Topic: Scene Graph
Replies: 13
Views: 13108

Yes that is another approach... so perhaps like this: Model.RenderOrder (Normal, Z-Sorted) So on each frame: First render all models with "normal" like today. Insert the "Z-Sorted" models in a list that is ordered on z-position. Then render that list. That would work, wouldn't it...
by VilleK
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 ...
by VilleK
Thu Jan 08, 2009 4:59 pm
Forum: General discussion
Topic: Beta release 1.9.5b
Replies: 30
Views: 26920

Jph, it works for me now when I try. Both Circle2D vs Circle2D, and Circle2D vs Rect2d_OBB with stop setting. That is it "works" exactly like before, objects stop but they sometimes get stuck. Can you please post more details? Kjell, with your example on my computer ints are about 5 times ...
by VilleK
Thu Jan 08, 2009 3:18 pm
Forum: General discussion
Topic: Beta release 1.9.5b
Replies: 30
Views: 26920

Kjell, can you post an example? If you turn on "View compiler details" in the zge-menu you will see where the compiler inserts int/float conversions. For instance looping a int-array using local int loop variables and int assignments should be faster than floats.
by VilleK
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...
by VilleK
Thu Jan 08, 2009 2:09 pm
Forum: General discussion
Topic: Beta release 1.9.5b
Replies: 30
Views: 26920

When a mesh producer is added, it does not overwrite the array of triangles, but instead it adds triangles to the array, so in the end we can get a single complex mesh instead of using several meshes in the "OnRender" component I guess the way to do this is to create a MeshCombine-compone...
by VilleK
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...