Search found 1883 matches

by Kjell
Wed Jul 09, 2008 4:25 pm
Forum: General discussion
Topic: Questions for Ville
Replies: 8
Views: 8314

Hi guys, I'm a big fan of schematic interfaces as well, but I have to agree with Ville that the current component tree is just as elegant, if not more. A downside would for example be that you'd have to store the data concerning the layout of schematic, obscuring the human readability of the XML pro...
by Kjell
Tue Jul 08, 2008 2:51 pm
Forum: Feature requests
Topic: Sound
Replies: 24
Views: 28473

Hi guys,

Also try SFXR, a great tool for creating sound effects in the spirit of ZGE.

K
by Kjell
Tue Jul 08, 2008 2:40 pm
Forum: General discussion
Topic: Procedural script drawing system!
Replies: 4
Views: 5268

Hej jph, Ah alright :) I don't have any experience coding for consoles in Delphi, but I can imagine it's not all that different from C++. And I'd personally rather see a PS3 or Wii port / build of ZGE, because of their online distribution platforms. Both are based on OpenGL|ES too actually .. but a ...
by Kjell
Tue Jul 08, 2008 2:22 pm
Forum: General discussion
Topic: Procedural script drawing system!
Replies: 4
Views: 5268

Hey jph,

Keep in mind that the DS makes use of OpenGL|ES + instructions need to be send to either the ARM9 or ARM7 processor, so you'll need to alter the ZGE source quite a bit before you'll be able to build DS executables.

K
by Kjell
Sat Jul 05, 2008 3:10 pm
Forum: Feature requests
Topic: Sound
Replies: 24
Views: 28473

Hi guys, Getting back on topic. I've recently been messing around with SunVox on my Palm during commutes ( also available for PC / Linux / PPC ), would be great if we could implement some of those features in the ZGE sound system ( Flanger, Reverb, Filters etc. ). It's Open Source too, so maybe we c...
by Kjell
Sat Jul 05, 2008 3:03 pm
Forum: Feature requests
Topic: Pixel Perfect Wireframe -setting?
Replies: 5
Views: 6584

Hej jph,

I actually changed this in my personal ZGE build already :) But it should be a piece of cake to add a WireframeWidth property to the Material component. The default wireframe width is set to 4 right now ( if I recall correctly ). Why? Ask Ville :P

K
by Kjell
Tue Jul 01, 2008 1:12 pm
Forum: ZGE Source Code
Topic: Font
Replies: 12
Views: 27482

Hej Ville, Don't worry, I'll ask for help when I get stuck .. and I will :P The -1 to 1 range was actually something I had to get used to in the beginning, I'm used to Homogeneous Coordinates being in the 0 to 1 range, and being optional as well ( pixel based being the default ). By the way, is a se...
by Kjell
Mon Jun 30, 2008 12:50 pm
Forum: ZGE Source Code
Topic: Font
Replies: 12
Views: 27482

Hej Ville,

What about adding a variable for the Y parameter of glScalef() and calculating the value depending on "if not Self.UseModelSpace then"?

K
by Kjell
Mon Jun 30, 2008 11:36 am
Forum: ZGE Source Code
Topic: Font
Replies: 12
Views: 27482

Hej Ville, In previous releases I had already noticed that my fonts always where 25% less tall as they should ( when using a 4:3 Resolution ). Now my workaround was to use a single row of symbols, use 75% as CharPixelHeight in the Font component of the desired height, and to offset the Bitmap 25% ( ...
by Kjell
Sun Jun 29, 2008 1:39 pm
Forum: Feature requests
Topic: RenderTransformGoup - MIRROR X,Y,Z ?
Replies: 19
Views: 20858

Hej, Francesco's suggestion is a good one, although you do end up moving the points around 2 extra times upon creation ( which doesn't really matter ). You'd want to use this approach if your MeshExpression is long and complicated. Probably doesn't get any easier ( right now ) then just having to ad...
by Kjell
Sun Jun 29, 2008 1:21 pm
Forum: General discussion
Topic: Favorite scripting language?
Replies: 8
Views: 9836

Hi guys, To be honest, I don't know much / anything about the knows and hows of compilers either. But in case there would be a obvious preference towards a certain scripting language, perhaps it would influence any decision in that direction? jph: The MiniD syntaxs looks nice & clean, unfortunat...
by Kjell
Sun Jun 29, 2008 10:48 am
Forum: ZGE Source Code
Topic: Font
Replies: 12
Views: 27482

:)

Ah of course, the CharScale in RenderCharExpression. At least I got it in the right place then, unless somebody wants to be able to stretch each individual character that is ..

K
by Kjell
Sat Jun 28, 2008 3:51 pm
Forum: ZGE Source Code
Topic: Ratio
Replies: 16
Views: 39941

Hej Ville,

Ah, I actually liked the fact that you could use ClearColor to define the color of the "empty" space around your Viewport ..

K
by Kjell
Sat Jun 28, 2008 3:47 pm
Forum: ZGE Source Code
Topic: Font
Replies: 12
Views: 27482

Hej Ville, I guess the whole Viewport deal in Renderer.pas pushed some things around :) I used the second glScalef you refer to ( first in source ). Hadn't noticed that Push / Pop Matrix snippet even .. why do you use 2 separate glScalef's? And I used the Stretch variable on the Y axis, so you won't...
by Kjell
Sat Jun 28, 2008 11:13 am
Forum: General discussion
Topic: Favorite scripting language?
Replies: 8
Views: 9836

Favorite scripting language?

:?:

In case we do get a robust existing scripting language added to ZGE, which one would have your preference?

K