Search found 1879 matches
- Wed Aug 10, 2022 10:33 am
- Forum: General discussion
- Topic: Going too far from the center of the world
- Replies: 8
- Views: 8519
Re: Going too far from the center of the world
Hi Ats, Big boy engines such as Unity and Unreal gets weird when the objects are too far from the center of the world: physics, animations, lights... So I was wondering if this could be an issue in ZGE? Same thing in ZGE ( since it also uses 32-bit floating point values for most things ). And if it ...
- Wed Jul 27, 2022 9:28 am
- Forum: Feature requests
- Topic: [FIXED] Possibility to change ZGE default font?
- Replies: 4
- Views: 8095
Re: Possibility to change ZGE default font?
Hi Ats, So where does the magic happen to set the editor's font? ZGameEditor uses the SynEdit component for code editing and doesn't set any specific font ( so the default is used ). Apparently you can set a custom font using the SetFont procedure. Should be pretty straight-forward to add a CodeEdit...
- Mon Jul 25, 2022 11:05 am
- Forum: General discussion
- Topic: Question about Rotation and RotationVelocity
- Replies: 5
- Views: 7851
- Mon Jul 25, 2022 10:10 am
- Forum: General discussion
- Topic: Question about Rotation and RotationVelocity
- Replies: 5
- Views: 7851
Re: Question about Rotation and RotationVelocity
Hi Ats, Why RotationVelocity isn't making the model rotating on its own Y axis? This is because the default rotation axis order of a model is XYZ. For what you want to do you'd either need YXZ or YZX. Unfortunately you can't select the order of euler angles in ZGE, so the easiest solution is to orie...
- Sun Jul 24, 2022 12:51 pm
- Forum: Bug reports
- Topic: Access violation error when selecting a mesh
- Replies: 2
- Views: 5769
Re: Access violation error when cselecting a mesh
Hi Ats, I have a bug in my project, and it crashes ZGE without warning if I click the Model/ModelState/Definitions/Mesh in the left column. The problem comes from the MeshExpression that has access to a variable in the definitions of the Model. This issue is a little annoying yes. It's caused by the...
- Thu Jul 21, 2022 2:21 pm
- Forum: General discussion
- Topic: [solved] Burnt colors on Android
- Replies: 4
- Views: 6339
Re: Burnt colors on Android
Hi Ats, I'm starting to get somewhere after doing this: vec3 LPosition = normalize(vec3(lightPosition[0][0], lightPosition[0][1], lightPosition[0][2])); I'd recommend normalizing your vector in a ZExpression before using it in your shader, that way you only do it once instead of for every pixel. <?x...
- Thu Jul 21, 2022 11:29 am
- Forum: General discussion
- Topic: [solved] Burnt colors on Android
- Replies: 4
- Views: 6339
Re: Burnt colors on Android
Hi Ats, It's better, but the result still isn't the same on PC and Android. It's way more contrasted on Android for the ships, and the planets keeps burning, and I really don't know why... Make sure to normalize the light vector before doing any calculations with it ( instead of clamping the result ...
- Mon Jun 20, 2022 7:34 pm
- Forum: General discussion
- Topic: Help with aiming from one vec3 to another
- Replies: 3
- Views: 6122
Re: Help with aiming from one vec3 to another
Hi Ats, I get why there is no roll, but I don't see where the negative atan2 yaw is coming from It depends on which axis of your line / model you want to point at the target. The calculations are just simple pythagorean theorem in 2D .. how to apply the results in 3D ( rotation ) is down to your set...
- Mon Jun 20, 2022 1:09 pm
- Forum: General discussion
- Topic: Help with aiming from one vec3 to another
- Replies: 3
- Views: 6122
Re: Help with aiming from one vec3 to another
Hi Ats, Where do I mess up? It depends a little on your specific situation and the type of result you're after ... but let's say you want a floor-mounted turret to track a target then you only need pitch & yaw. Here's a example: <?xml version="1.0" encoding="iso-8859-1" ?> <Z...
- Sun Jun 12, 2022 9:34 pm
- Forum: General discussion
- Topic: Velocity problem with "childrens"
- Replies: 2
- Views: 5667
Re: Velocity problem with "childrens"
Hi Ats, My problem is that with this little formula, the smoke velocity should regain the explosion velocity and continue it's way out of the screen with the little dot, but instead, it slows down to zero, and I don't understand why It's because when you spawn a clone that contains a array in its De...
- Wed Jun 08, 2022 10:31 am
- Forum: General discussion
- Topic: Cubemap?
- Replies: 2
- Views: 6284
Re: Cubemap?
Hej Ville, Someone on FL Studio forums asked how to use a cubemap in ZGE. I remember seeing this but when I search the ZGE forums I only find mentions of it but no project. Can't seem to find it either :P Maybe Kjell happen to have an example lying around? Depends a little on what this person means ...
- Mon May 23, 2022 7:37 am
- Forum: Tips'n'Tricks
- Topic: QOI
- Replies: 3
- Views: 18757
Re: QOI
Hej Ville, What kind of compression ratio do you get for the included images? It varies from situation to situation, but in this case the original PNG images were 59228 bytes total, while the QOI images are only 36970 bytes. Due to the limited color palette & large number of masked pixels most o...
- Sun May 22, 2022 9:01 pm
- Forum: Tips'n'Tricks
- Topic: QOI
- Replies: 3
- Views: 18757
QOI
8) Attached is a QOI decoder including a simple demo that loads a external QOI image containing a single frame of the selected fighter into a texture. Obviously this makes more sense when the images you're loading are a lot bigger than in this example, but the approach would remain the exact same. h...
- Tue Apr 12, 2022 4:30 pm
- Forum: General discussion
- Topic: Another simple question about basic trigonomety
- Replies: 2
- Views: 5680
Re: Another simple question about basic trigonomety
Hi jinxtengu, I wanted to create a model that has 8 directions of animation depending on it's movements, so the most obvious comparison to what I want to implement would be the ghosts from a game like the arcade version of gauntlet. I understand the reference, but do keep in mind that Gauntlet doesn...
- Wed Mar 16, 2022 6:59 pm
- Forum: General discussion
- Topic: Irregular sprite overlapping area
- Replies: 4
- Views: 7133
Re: Irregular sprite overlapping area
Hi rrTea, Is this possible to do in ZGE without using OpenGL calls? Sure. The only thing that is a little cumbersome is the fact that you can't access image data directly, so you need to copy the alpha channel of your image / spritesheet to a array ( using a BitmapExpression ) .. and if you want to ...