Search found 1881 matches

by Kjell
Sun Nov 02, 2008 1:46 pm
Forum: Feature requests
Topic: Joystick Support
Replies: 11
Views: 12958

Hej Ville, Well, you're right. If you're just using one analog stick ( 2 axes ) and some of the first buttons you're pretty safe across the board. However, the second analog stick as well as shoulder triggers are different joystick to joystick, not to mention d-pads .. which can be POV, a set of but...
by Kjell
Sat Nov 01, 2008 7:17 pm
Forum: Feature requests
Topic: Joystick Support
Replies: 11
Views: 12958

Hi diki,

I actually had a go at Joystick support some time ago and managed to get it to work. Though as there was no way to save ( configuration ) files back then, it would have been a crutch to use. But as file saving got implemented last week, I'll have another look at it.

K
by Kjell
Sat Nov 01, 2008 7:06 pm
Forum: General discussion
Topic: Beta release 1.9.4b
Replies: 8
Views: 8779

Hey jph, It's quite easy actually, use either MeshExpression ( in combination with RefreshContent ) or RenderNet and generate a useful iteration index per pass. For example, when you have a Array with 32 rows, you could use a RenderNet with a XCount of 31, and a calculation like "Index = round(...
by Kjell
Fri Oct 31, 2008 10:20 pm
Forum: General discussion
Topic: Beta release 1.9.4b
Replies: 8
Views: 8779

Hi jph, If you just want a simple trail, store the position of your model in the appending row of a Array, when you've reached the last slot, start at 0 again. Just use the index to determine the right key to use for your RenderNet ( for example ). When you're aiming for something like a cape, ribbo...
by Kjell
Sat Oct 25, 2008 2:30 pm
Forum: General discussion
Topic: Collision
Replies: 12
Views: 11197

:oops:

Guess it's time to take a weekend off :) The worst part is that I even listed the correct order a long time ago myself.

K
by Kjell
Sat Oct 25, 2008 1:54 pm
Forum: General discussion
Topic: Collision
Replies: 12
Views: 11197

Hej guys, Rebuilding from scratch will take a lot of time .. Anyway, the only reason I can think that OnCollision might be executed before OnUpdate is for the Collision Action "Stop" behavior. However, even if that's the case, it should be able to work the other way around as well. Here's ...
by Kjell
Sat Oct 25, 2008 12:54 am
Forum: General discussion
Topic: Collision
Replies: 12
Views: 11197

Hej Ville,

By the way, not sure if I did ask you this before or not .. but why is OnCollision executed before OnUpdate in the first place?

*Incorrect statement

K
by Kjell
Fri Oct 24, 2008 1:19 pm
Forum: General discussion
Topic: Collision
Replies: 12
Views: 11197

Hej Ville, Well, basically a component that triggers the OnCollision check to occur again by request. It's probably most convenient if the Component itself has a OnCollision Event then just like Model / AppState and such have. Going off-topic now 8) However, this is more or less just a work-around o...
by Kjell
Fri Oct 24, 2008 12:43 pm
Forum: Feature requests
Topic: Short term: Store Floats Long Term: Full Text File Writing
Replies: 4
Views: 6816

Hi Slobu, As Francesco mentioned, File reading is already available .. one of the major problems however is that the only variable format ZGE can currently handle is of the type Float. You cannot use Strings or Integers dynamically .. yet. Even if String were supported, you still need a substring fu...
by Kjell
Thu Oct 23, 2008 2:47 pm
Forum: General discussion
Topic: RenderVertexExpression
Replies: 4
Views: 5443

Hej Ville, MeshExpression could also be used for real-time use when using RefreshContent on the Mesh obviously. Anyway, I was just surprised that code wise they don't tap into the same method / function. By the way, the other way around MeshExpression is missing TexCoords. And perhaps somewhat unrel...
by Kjell
Thu Oct 23, 2008 1:58 pm
Forum: General discussion
Topic: Collision
Replies: 12
Views: 11197

Hej Ville, In short, a Parameters, Result and Index Array. Since Collisions are handled in the order that Clones are Spawned, you can just write off any Parameters you want to use in the OnCollision Event, increase the Index specific to that Collision Category combination and fetch the Parameters on...
by Kjell
Thu Oct 23, 2008 12:49 pm
Forum: General discussion
Topic: RenderVertexExpression
Replies: 4
Views: 5443

RenderVertexExpression

:?: How come the RenderVertexExpression is a separate entity ( or is it .. ) from the MeshExpression functionality? Don't they do practically the same thing ( minus the new Vertex Color feature )? With the exception of MeshExpression being applied to it's Owner Mesh and RenderNet always using the ge...
by Kjell
Wed Oct 22, 2008 7:15 pm
Forum: General discussion
Topic: Collision
Replies: 12
Views: 11197

Collision

Hi guys, So close .. but not quite yet :evil: In another attempt to create a collision system that communicates directly with Clones and their properties I managed to set up a pretty solid solution .. as long as you don't use the build in Position, Rotation and other property's you want to consider ...
by Kjell
Tue Oct 21, 2008 3:33 pm
Forum: General discussion
Topic: Timer reset ?
Replies: 11
Views: 15300

Hi jph,

Pause should not be a AppState but a Global variable. Having a pause button can get quite a bit more complicated then you would expect. This is why most games usually only let you pause during game-play and not for example while a cut-scene is being played.

K
by Kjell
Sun Oct 19, 2008 6:23 pm
Forum: General discussion
Topic: Timer reset ?
Replies: 11
Views: 15300

Hi Francesco,

App.Time isn't being reset before starting a preview in the Editor causing the first value to be the duration of your last session ( this bug doesn't occur in executables though ).

K