Search found 1876 matches
- Sat Oct 25, 2008 1:54 pm
- Forum: General discussion
- Topic: Collision
- Replies: 12
- Views: 11156
- Sat Oct 25, 2008 12:54 am
- Forum: General discussion
- Topic: Collision
- Replies: 12
- Views: 11156
- Fri Oct 24, 2008 1:19 pm
- Forum: General discussion
- Topic: Collision
- Replies: 12
- Views: 11156
Hej Ville, Well, basically a component that triggers the OnCollision check to occur again by request. It's probably most convenient if the Component itself has a OnCollision Event then just like Model / AppState and such have. Going off-topic now 8) However, this is more or less just a work-around o...
- Fri Oct 24, 2008 12:43 pm
- Forum: Feature requests
- Topic: Short term: Store Floats Long Term: Full Text File Writing
- Replies: 4
- Views: 6782
Hi Slobu, As Francesco mentioned, File reading is already available .. one of the major problems however is that the only variable format ZGE can currently handle is of the type Float. You cannot use Strings or Integers dynamically .. yet. Even if String were supported, you still need a substring fu...
- Thu Oct 23, 2008 2:47 pm
- Forum: General discussion
- Topic: RenderVertexExpression
- Replies: 4
- Views: 5421
Hej Ville, MeshExpression could also be used for real-time use when using RefreshContent on the Mesh obviously. Anyway, I was just surprised that code wise they don't tap into the same method / function. By the way, the other way around MeshExpression is missing TexCoords. And perhaps somewhat unrel...
- Thu Oct 23, 2008 1:58 pm
- Forum: General discussion
- Topic: Collision
- Replies: 12
- Views: 11156
Hej Ville, In short, a Parameters, Result and Index Array. Since Collisions are handled in the order that Clones are Spawned, you can just write off any Parameters you want to use in the OnCollision Event, increase the Index specific to that Collision Category combination and fetch the Parameters on...
- Thu Oct 23, 2008 12:49 pm
- Forum: General discussion
- Topic: RenderVertexExpression
- Replies: 4
- Views: 5421
RenderVertexExpression
:?: How come the RenderVertexExpression is a separate entity ( or is it .. ) from the MeshExpression functionality? Don't they do practically the same thing ( minus the new Vertex Color feature )? With the exception of MeshExpression being applied to it's Owner Mesh and RenderNet always using the ge...
- Wed Oct 22, 2008 7:15 pm
- Forum: General discussion
- Topic: Collision
- Replies: 12
- Views: 11156
Collision
Hi guys, So close .. but not quite yet :evil: In another attempt to create a collision system that communicates directly with Clones and their properties I managed to set up a pretty solid solution .. as long as you don't use the build in Position, Rotation and other property's you want to consider ...
- Tue Oct 21, 2008 3:33 pm
- Forum: General discussion
- Topic: Timer reset ?
- Replies: 11
- Views: 15233
- Sun Oct 19, 2008 6:23 pm
- Forum: General discussion
- Topic: Timer reset ?
- Replies: 11
- Views: 15233
- Sat Oct 18, 2008 3:29 pm
- Forum: General discussion
- Topic: Timer reset ?
- Replies: 11
- Views: 15233
Hey jph, Depending on what you want to do, your solution of having the Timer in a Spawned Model might be the best way to go. A alternative route would be a do-it-yourself Timer. I've attached a example that renders a sprite at 2 seconds and restarts the AppState at 4 seconds. The benefit of this app...
- Wed Oct 15, 2008 3:06 pm
- Forum: General discussion
- Topic: Beta release 1.9.3b
- Replies: 21
- Views: 22117
- Wed Oct 15, 2008 1:31 pm
- Forum: General discussion
- Topic: Beta release 1.9.3b
- Replies: 21
- Views: 22117
Hej Ville, Something appears to have broken the Expression property of the Repeat Component. It seems to always loop forever, no matter what expression you use. A bug-fix would be nice 8) Also, the Array-out-of-bounds checking seems to use the incorrect Dimensions. When for example using 3 dimension...
- Mon Oct 13, 2008 4:29 pm
- Forum: General discussion
- Topic: Beta release 1.9.3b
- Replies: 21
- Views: 22117
:shock: Mipmaps already? That was fast! What exactly happens now when a Bitmap uses Mipmap? It seems to be using Linear filtering when scaling up and Nearest when scaling down / using down-sampled textures? That might explain the difference with the checkered mipmap example on Flipcode. Perhaps it w...
- Mon Oct 13, 2008 1:32 pm
- Forum: General discussion
- Topic: 3D Software
- Replies: 4
- Views: 6633
3D Software
Hi everybody,
Just curious. Please comment when choosing "Other" ( Hexagon / Milkshape 3D / Modo / Rhino / Silo / Wings3d / ??? ).
K
Just curious. Please comment when choosing "Other" ( Hexagon / Milkshape 3D / Modo / Rhino / Silo / Wings3d / ??? ).
K