Search found 1876 matches

by Kjell
Sat Sep 20, 2008 2:54 pm
Forum: Your projects
Topic: anothe useless bit of nothing,.
Replies: 4
Views: 6719

Hi jph,

Love the sound effect when continuously pressing K or I ( plus some J & L on top ), very space-y :) How's that Rising Star Program working out for you?

Hope all is well,
K
by Kjell
Sat Sep 20, 2008 2:12 pm
Forum: Feature requests
Topic: Inheritance
Replies: 21
Views: 20931

Inheritance

Hi,

A inheritance / extends property for Models combined with a Class Component would come in handy when constructing various models that share a number of Variables and Behaviors.

K
by Kjell
Sat Sep 20, 2008 1:36 pm
Forum: General discussion
Topic: Clarification needed! urgent! ;)
Replies: 4
Views: 6205

Hi Francesco, I've mentioned this before, and I'll mention it again :) Step based collision isn't a good method for physics type solutions. It's only good for gathering information. Depending on how far the ball has traveled into the block, it will give a different result when using the Stop Action....
by Kjell
Sat Sep 20, 2008 11:24 am
Forum: General discussion
Topic: Clarification needed! urgent! ;)
Replies: 4
Views: 6205

Hi Francesco, What exactly is the problem here? The fact that the documentation does not clearly state that OnStop still triggers OnCollision Events in Models as well? I guess it could be clarified in the Wiki that all Collision Actions will always trigger OnCollision at the least. By the way, the b...
by Kjell
Tue Sep 16, 2008 3:43 pm
Forum: General discussion
Topic: How to limit the framerate?
Replies: 7
Views: 9025

Hej jph, Well, no .. there is no easy way at the moment. Apart from when you're using Rect2D_OBB, then you can just use the scale properties and CollisionOffset to extend the collision box while countering the rendered scale using a RenderTransform. Problem is that with these kind of collision check...
by Kjell
Tue Sep 16, 2008 3:16 pm
Forum: Tips'n'Tricks
Topic: hi
Replies: 5
Views: 7302

Hej jph,

You can use Alt+Enter to Start / Stop :)

K
by Kjell
Tue Sep 16, 2008 1:53 pm
Forum: General discussion
Topic: How to limit the framerate?
Replies: 7
Views: 9025

Hi diki, Even though you're only mentioning the collision situation merely as example, step based physics and collision checking is outdated and concidered bad practice in most cases. Developers these days extrude the bounding mesh of a object over the velocity direction vector with a extend of the ...
by Kjell
Sun Sep 14, 2008 11:05 am
Forum: Tips'n'Tricks
Topic: hi
Replies: 5
Views: 7302

Hi zakkwylde,

Use centerMouse() in a ZExpression to center the mouse, "}" as Key of a KeyPress Component for the Right Mouse Button, and lower the App.FOV property dynamically using a ZExpression to perform a zoom effect.

Good luck ~
K
by Kjell
Fri Sep 12, 2008 10:15 pm
Forum: General discussion
Topic: Variable Scope / Publicity and Privacy
Replies: 2
Views: 4742

Hi diki, The easiest solution for your problem would be to change the SpawnStyle of the two SpawnModel components from Clone into Reference. However, when you'd insist on using Clones, there are a couple of things that need to be changed. Variables that belong to individual models need to be defined...
by Kjell
Fri Sep 12, 2008 9:04 am
Forum: General discussion
Topic: Collision Bounds for Rect2D_OBB
Replies: 2
Views: 4761

Hi diki,

No you are correct. Only the OBB Collision types take a Model's scale and rotation in consideration. The non-OBB types only use the Position, CollisionBounds and CollisionOffset properties.

+ Welcome :)

K
by Kjell
Sun Aug 31, 2008 11:11 pm
Forum: General discussion
Topic: BitmapFromFile Bug
Replies: 1
Views: 3618

BitmapFromFile Bug

:? Although this issue has already been addressed before several months ago ( then using .bmp ), it seems that the BitmapFromFile Component still suffers from the swapped X & Y pixel count syndrome with other file types such as .gif and .jpg. And as I couldn't track down the responsible code in ...
by Kjell
Thu Aug 21, 2008 9:59 am
Forum: ZGE Source Code
Topic: Filter
Replies: 3
Views: 15305

Hej jph,

Same 16x16 Bitmap, different Filter.

Code: Select all

this.Pixel.R = X;
this.Pixel.G = Y;
this.Pixel.B = 1-Y;

if(X == 0 || X == 1-1/16){
  this.Pixel = 1;
}

if(Y == 0 || Y == 1-1/16){
  this.Pixel = 1;
}
Joystick isn't done yet, I'll have to find some time to finish it up.

K
by Kjell
Mon Aug 18, 2008 11:57 am
Forum: General discussion
Topic: Mad Idea
Replies: 8
Views: 8873

Hi guys, My primary reason for working with & on ZGE is the real-time preview. This saves heaps of time compared to libraries that need to be compiled every time you want view any changes. As Ville mentioned, the only sane way of pulling this off is through interpretation. + Slightly off-topic, ...
by Kjell
Sat Aug 16, 2008 1:53 pm
Forum: General discussion
Topic: PM?
Replies: 4
Views: 6190

Hej Ville, This is not meant for the public build ( hence a PM ). It could have, if the mesh renderer would have been a little less hard coded to work solely with GL_TRIANGLES. So for my needs ( one specific project ) it was most convenient to just convert the whole renderer / mesh generation proced...
by Kjell
Sat Aug 16, 2008 1:04 pm
Forum: General discussion
Topic: PM?
Replies: 4
Views: 6190

Hej Ville,

Yea that was me, I was having some memory related issues with my Quad-based conversion of ZGE ( opposed to Triangle-based ), but actually managed to solve it myself already 8)

Good to know that there's space in your mailbox again though :wink:

Regards,
Kjell