You are right, I can totally use CollisionBounds and ColissionOffest to do that. Thanks for the good suggestion
Edit:
Using CollisionBounds.X with 1 to number of different sounds I want to make is nice, simple and working like a charm. Thanks
Search found 615 matches
- Mon Jan 02, 2023 11:55 am
- Forum: General discussion
- Topic: How to retrieve what kind of model
- Replies: 7
- Views: 8793
- Mon Jan 02, 2023 11:41 am
- Forum: Extensions
- Topic: XInput
- Replies: 7
- Views: 13162
Re: XInput
Years later, some players could not launch the game on Linux and I couldn't find why. After reinstalling Linux on my laptop, I discovered that it was not crashing for me because, at some point, I installed some weird XInput libraries for Linux. But with a fresh install, the game is crashing like eve...
- Mon Jan 02, 2023 10:14 am
- Forum: General discussion
- Topic: How to retrieve what kind of model
- Replies: 7
- Views: 8793
Re: How to retrieve what kind of model
Oh all right. I understand why you are doing that, but having it working in preview and not in release is a bit confusing :? I can manage with categories, even if enemies and obstacles have the same number for rendering and for cleaning all the models. I'll change that. For example, I'll have to cyc...
- Sun Jan 01, 2023 10:56 pm
- Forum: General discussion
- Topic: How to retrieve what kind of model
- Replies: 7
- Views: 8793
Re: How to retrieve what kind of model
All right, so now I have this weird bug where everything works in the ZGE preview, but not when the game is compiled (windows and android) :| Here's a strip down code of what I'm actually doing: int isModelPassingByMakesSound(xptr pointer) { if (pointer == null) return FALSE; // In case zbtRayTest t...
- Sun Jan 01, 2023 3:03 pm
- Forum: General discussion
- Topic: How to retrieve what kind of model
- Replies: 7
- Views: 8793
Re: How to retrieve what kind of model
Hahaha. Thanks Ville, you are totally right about the zgeSetUserModel. I had it on the enemies but not on the obstacles. And a quick search in the forum with that name leads directly to my own post being very clear about that very part... :lol: http://www.emix8.org/forum/viewtopic.php?p=10329#p10329...
- Sat Dec 31, 2022 11:39 am
- Forum: General discussion
- Topic: How to retrieve what kind of model
- Replies: 7
- Views: 8793
How to retrieve what kind of model
Hello, In order to play different sounds when walls or spaceships are passing by the player, I'm trying to retrieve what kind of model is passing around. I made this function (using ZgeBullet), that fire rays to test if models are passing around the player. Here's a striped down example for detectin...
- Tue Dec 27, 2022 1:26 pm
- Forum: General discussion
- Topic: Fickering issues on some Android devices
- Replies: 16
- Views: 18130
Re: Fickering issues on some Android devices
How are you calculating the screen position of your vertices in your vertex shader? Simply "modelViewProjectionMatrix * vec4(position, 1.0)"? Or are you using multiple matrix multiplications? Here's what I'm doing: uniform mat4 modelViewMatrix; uniform mat4 modelViewProjectionMatrix; unif...
- Tue Dec 27, 2022 9:40 am
- Forum: General discussion
- Topic: Fickering issues on some Android devices
- Replies: 16
- Views: 18130
Re: Fickering issues on some Android devices
Hahaha thanks ChatKjell for the great explanations :wink: Perhaps you're using relatively big values in your game? The drawing distance is 500. And Things appears at a distance of 600 to avoid suddenly poping out of the fog. That's 5x the base drawing distance of ZGE. Maybe the problem comes from th...
- Sun Dec 25, 2022 12:06 pm
- Forum: General discussion
- Topic: Fickering issues on some Android devices
- Replies: 16
- Views: 18130
Re: Fickering issues on some Android devices
So today I tried ChatGTP , asking it questions about GLSL shaders. Turns out it was super helpful with advices like: Avoid using uniform arrays if possible. Instead of using a uniform matrix for the light position, light color ambient, and fog color, you could use individual uniform variables for ea...
- Tue Nov 22, 2022 10:01 am
- Forum: Extensions
- Topic: 3D Physics with ZgeBullet
- Replies: 104
- Views: 275167
Re: 3D Physics with ZgeBullet
With 250% help from Kjell, the problem I had was corrected. It was coming from the ITERATE_MANIFOLDS_FOR_OBJECT macro in the c++ wrapper of the Bullet3 library. And since there is still no news from Rado1, and I hope that he is fine, I forked his project on GitHub . It includes: Correction for colli...
- Wed Oct 12, 2022 5:14 pm
- Forum: Extensions
- Topic: 3D Physics with ZgeBullet
- Replies: 104
- Views: 275167
Re: 3D Physics with ZgeBullet
Since I need to advance in order to release a version of Omeganaut, I transformed the simple cylinder shape of the pillars to a compound shape, just like in the example above. Right now, they are the only models that are rotated like that. So laser with simple sphere collision shape are working nice...
- Tue Oct 11, 2022 1:52 pm
- Forum: Extensions
- Topic: 3D Physics with ZgeBullet
- Replies: 104
- Views: 275167
Re: 3D Physics with ZgeBullet
Hello everyone. I'm back to ZGE after two full month of working on something else, and I just discovered one weird thing with ZgeBullet and/or my game. I had the feeling that something was off in Omeganaut and here it is: the test zbtIsColliding is behaving strangely... When the shape of the cylinde...
- Tue Sep 13, 2022 8:34 am
- Forum: General discussion
- Topic: Fickering issues on some Android devices
- Replies: 16
- Views: 18130
Re: Fickering issues on some Android devices
The flickering problem appears on the terrain, but also on big blocks that constitute the walls, roof and ceiling of the Mothership stage. Those are the only few models that are generated with ZGE, and not imported. But they are also the biggest models in the game. I believe the flickering comes fro...
- Sun Sep 11, 2022 9:20 pm
- Forum: General discussion
- Topic: Fickering issues on some Android devices
- Replies: 16
- Views: 18130
Re: Fickering issues on some Android devices
My bad, I forgot that ClipNear and ClipFar are also present on the Camera options.
So they are working, and I reduced the gap as much as I could.
So they are working, and I reduced the gap as much as I could.
- Sun Sep 11, 2022 3:39 pm
- Forum: General discussion
- Topic: Fickering issues on some Android devices
- Replies: 16
- Views: 18130
Re: Fickering issues on some Android devices
I reduced ClipFar to 500. Then I tried 100 (base) and even 1. It doesn't change a thing, and it's not clipping anything. Increasing ClipNear isn't working either. Are those taken into account when rendering with GLBase ES2/GL3?