Search found 2274 matches
- Fri Jul 11, 2008 12:24 pm
- Forum: ZGE Source Code
- Topic: ChangeResolution
- Replies: 8
- Views: 21927
Wow, another cool new feature by Kjell! Only worry now is that our source code may become too far out of sync. I must put up a public Subversion soon, this will make syncing much easier. Another concern is if changeresolution really is necessary now when we have the startup dialog? I imagine you had...
- Fri Jul 11, 2008 11:49 am
- Forum: Tips'n'Tricks
- Topic: Meta-balls from Implicit Sphears,. sorta' cool.
- Replies: 21
- Views: 48549
- Fri Jul 11, 2008 6:16 am
- Forum: Tips'n'Tricks
- Topic: Meta-balls from Implicit Sphears,. sorta' cool.
- Replies: 21
- Views: 48549
I read about that game in EDGE-magazine. The article said it was still little more than a tech-demo, and that the actual gameplay was yet to be decided. Seeing the video I've got to say I think it looks very cool in motion and could be real fun to play if they get it right. Please post a picture or ...
- Thu Jul 10, 2008 6:45 am
- Forum: General discussion
- Topic: Questions for Ville
- Replies: 8
- Views: 8273
- Wed Jul 09, 2008 2:03 pm
- Forum: General discussion
- Topic: wierd ...
- Replies: 5
- Views: 6523
- Tue Jul 08, 2008 4:04 pm
- Forum: General discussion
- Topic: Procedural script drawing system!
- Replies: 4
- Views: 5254
An NDS-port of ZGE could certainly be investigated as Freepascal, SDL and OpenGL are available for NDS although in down-stripped form. A interactive editor for bitmaps in ZGE-designer would be nice. The editor could generate lists of BitmapRects and code for BitmapExpressions. I once had an idea tha...
- Tue Jul 08, 2008 1:54 pm
- Forum: General discussion
- Topic: Questions for Ville
- Replies: 8
- Views: 8273
When I first started working on ZGE I did consider using a Buzz-style interface like you describe. Several shader-editors use this interface as well. But in the end I went for the explorer-tree view that the ZGE-designer use today because I think it's easier to use and more logical for the kind of c...
- Sat Jul 05, 2008 5:02 pm
- Forum: Feature requests
- Topic: global volume,. and therefor muting.
- Replies: 6
- Views: 7858
- Sat Jul 05, 2008 4:59 pm
- Forum: Feature requests
- Topic: Pixel Perfect Wireframe -setting?
- Replies: 5
- Views: 6555
- Sat Jul 05, 2008 4:56 pm
- Forum: Feature requests
- Topic: global volume,. and therefor muting.
- Replies: 6
- Views: 7858
- Sat Jul 05, 2008 4:17 pm
- Forum: Feature requests
- Topic: global volume,. and therefor muting.
- Replies: 6
- Views: 7858
- Sat Jul 05, 2008 4:14 pm
- Forum: Feature requests
- Topic: Pixel Perfect Wireframe -setting?
- Replies: 5
- Views: 6555
I don't remember why I set it to 4 :) . But sure a WireframeWidth property is easy to add so I will make it for next release. The trouble with wireframe in general is that (at least earlier) some graphics drivers do not accelerate wireframe at all (because it is so rarely used in games, the mainstre...
- Sat Jul 05, 2008 9:12 am
- Forum: ZGE Source Code
- Topic: Ratio
- Replies: 16
- Views: 39350
- Thu Jul 03, 2008 1:05 pm
- Forum: General discussion
- Topic: Bug in RefreshComponent
- Replies: 4
- Views: 5219
- Wed Jul 02, 2008 6:58 am
- Forum: Tips'n'Tricks
- Topic: Meta-balls from Implicit Sphears,. sorta' cool.
- Replies: 21
- Views: 48549
Haha, I didn't think that the implicit was fast enough for real time but this actually looks pretty good! I'm no expert on shaders but from what I understand is that when people use shaders for numerical calculations (sounds etc) they write fragment-shader and render to a texture. This texture is th...