Search found 1881 matches

by Kjell
Mon Oct 06, 2008 11:39 pm
Forum: Feature requests
Topic: Clones
Replies: 10
Views: 9876

Hey jph, You'd need a counter ( int ) to keep track of the index / marker used by the Spawned Clones per Scene. And the Array holding the data of the Clones shouldn't be accessible directly, I was just thinking in terms of Pascal. Concerning GM and the "with" statement, I'm aware that you ...
by Kjell
Mon Oct 06, 2008 5:35 pm
Forum: Feature requests
Topic: Clones
Replies: 10
Views: 9876

:? Hmm, personally I'd prefer the Identity of Clones to be static ( indexing pointers to the objects in a single array ) instead of automatically changing when older Clones are destroyed. Also I'd rather not have clones categorized by Model type, since this makes it all the more difficult to set up ...
by Kjell
Mon Oct 06, 2008 12:37 pm
Forum: Feature requests
Topic: Clones
Replies: 10
Views: 9876

Clones

:idea: As Ville is addressing the Scripting language, wouldn't it be useful to assign a Identifier ( int ) to each spawned Clone, and being able to access that Clone through a ZExpression using for example 21.Position.X ( 21 being the Identifier )? And while you're at it, don't forget the CollidedCl...
by Kjell
Fri Oct 03, 2008 8:27 pm
Forum: General discussion
Topic: Shaders,. . passing a bitmap?
Replies: 2
Views: 4971

Hi guys, Extra texture slots would be desirable for normal maps and such indeed. Chrome is all about high reflection, low diffuse / specularity. Unfortunately, to pull this off best ( especially with objects that self-reflect ), you need to render a reflection map ( dynamically or pre-rendered ). He...
by Kjell
Thu Oct 02, 2008 4:56 pm
Forum: Tips'n'Tricks
Topic: Geometry
Replies: 14
Views: 34471

By request, a torus with calculated normals ( unusual subdivisions to illustrate normals ).

Code: Select all

this.V.X = cos(U)*cos(V)*Size+cos(U)*Radius;
this.V.Y = sin(U)*cos(V)*Size+sin(U)*Radius;
this.V.Z = sin(V)*Size;

this.N.X = cos(U)*cos(V)*Size;
this.N.Y = sin(U)*cos(V)*Size;
this.N.Z = this.V.Z;
by Kjell
Wed Oct 01, 2008 2:39 pm
Forum: Tips'n'Tricks
Topic: hi
Replies: 5
Views: 7326

By the way,

Here's a useful debug setup while working with centerMouse. It uses the Escape key to toggle Debug state as it's the only hard-coded key in executables & unused in the Editor.

K
by Kjell
Tue Sep 30, 2008 2:57 pm
Forum: Tips'n'Tricks
Topic: Geometry
Replies: 14
Views: 34471

Let's try a spring.

Code: Select all

this.V.X = (Pi+Radius*cos(V))*cos(U*Length);
this.V.Y = (Pi+Radius*cos(V))*sin(U*Length);
this.V.Z = Radius*(sin(V)+Period*U*Length/Pi);
by Kjell
Tue Sep 30, 2008 2:56 pm
Forum: Tips'n'Tricks
Topic: Geometry
Replies: 14
Views: 34471

Followed by, a pillow.

Code: Select all

this.V.X = cos(U);
this.V.Y = cos(V);
this.V.Z = (sin(U)*sin(V))/Pi*2;
by Kjell
Tue Sep 30, 2008 2:56 pm
Forum: Tips'n'Tricks
Topic: Geometry
Replies: 14
Views: 34471

Next, a teardrop.

Code: Select all

this.V.X = 0.5*(1-cos(U))*sin(U)*cos(V);
this.V.Y = 0.5*(1-cos(U))*sin(U)*sin(V);
this.V.Z = cos(U);
by Kjell
Tue Sep 30, 2008 2:47 pm
Forum: Tips'n'Tricks
Topic: Geometry
Replies: 14
Views: 34471

Geometry

8) A collection of useful ( and not so useful ) procedurally generated meshes. All generated with a Grid2DOnly MeshBox using U and V coordinates ranging from -Pi to Pi ( unless notified ). First up, a diamond cluster. this.V.X = (2+sin(U)*sin(V*4))*sin(V)*-1; this.V.Y = (2+sin(U)*sin(V*4))*cos(V); t...
by Kjell
Tue Sep 30, 2008 1:17 pm
Forum: Feature requests
Topic: Sound
Replies: 2
Views: 4778

*

Solved for now by splitting the Stereo ( currently unsupported ) sample into two separate Mono samples.

K
by Kjell
Mon Sep 29, 2008 3:16 pm
Forum: Feature requests
Topic: bitmap manipulation - add stretch and translate to zoom_rot
Replies: 14
Views: 13584

Come-on guys,

These kind of things aren't that difficult ( middle-school level math ). I've attached a basic implementation of that Torus ( excluding offsetting the X / Y coords depending on the Radius angle ) to get you under way.

No idea why you'd ever want to use such a thing though ..

K
by Kjell
Mon Sep 29, 2008 11:29 am
Forum: Feature requests
Topic: Sound
Replies: 2
Views: 4778

Sound

:?:

Since there currently doesn't seem to be a way to play back samples unfiltered / unprocessed ( when approaching the native playback speed of a sample, it starts sounding rather metallic / hollow ), a Sample and PlaySample component would be welcomed.

K
by Kjell
Mon Sep 29, 2008 11:24 am
Forum: Releases
Topic: ZGameEditor 1.9.2
Replies: 4
Views: 20165

Hmm,

Minor issue, when accessing Arrays from ZExpressions, it is not possible to use any assignments other then "=". So for example "Array[0] += 1" doesn't work.

K
by Kjell
Mon Sep 29, 2008 11:19 am
Forum: ZGE Source Code
Topic: Adding a UndefineCollision
Replies: 3
Views: 15115

Hey guys,

The most important thing I can think of is performance. When you for example have a large level that you can split up in arena's, you only want to check collision with objects that are in the area you're currently in.

K