Search found 2280 matches

by VilleK
Mon Nov 03, 2008 7:22 am
Forum: Feature requests
Topic: Joystick Support
Replies: 11
Views: 13003

I see the complexities here... You've done good research Kjell :) . That Sega-controller brings back memories. If you're just using one analog stick ( 2 axes ) and some of the first buttons you're pretty safe across the board I think this would cover the needs for many games and would be sufficient ...
by VilleK
Mon Nov 03, 2008 7:17 am
Forum: Your projects
Topic: matrix royalty - a light painting,. .
Replies: 6
Views: 8354

I'm guessing the slowdown you get is because of an extra Windows "sleep" call I have in the screensaver-engine to avoid using 100% cpu in screensaver, but that is probably unnecessary now when we have the new fps-controlling properties. Nice "painting" jph!
by VilleK
Sun Nov 02, 2008 1:36 pm
Forum: Feature requests
Topic: Joystick Support
Replies: 11
Views: 13003

Kjell, I wonder if you perhaps set you ambitions too high :)

Does every game with gamepad support really need a calibrate/configuration feature with save-support? Can't we have some sort of "simpler" gamepad support first?
by VilleK
Sun Nov 02, 2008 12:53 pm
Forum: Your projects
Topic: The Machine Elves - Under the Chrysanthemum Dome
Replies: 20
Views: 24800

Thanks for the screensaver, it is now installed on my computer and looks great!

Yes, when shaders aren't available the fallback is the material without the shader. So you can test this by temporarily clearing the Shader-property of the material you use and run the program.
by VilleK
Sat Nov 01, 2008 1:17 pm
Forum: General discussion
Topic: Beta release 1.9.4b
Replies: 8
Views: 8796

Fixed problem with changing XCount and YCount on RenderNet, zip-file is updated with new version.

Another good use of arrays, Kjell! I really wasn't sure if the arrays would be useful but you've shown several cool ideas already.
by VilleK
Sat Nov 01, 2008 9:57 am
Forum: Your projects
Topic: The Machine Elves - Under the Chrysanthemum Dome
Replies: 20
Views: 24800

I love the style and and animation of "Filaments". Do you use a shader to get that grainy look?
by VilleK
Fri Oct 31, 2008 9:55 am
Forum: General discussion
Topic: Beta release 1.9.4b
Replies: 8
Views: 8796

Beta release 1.9.4b

This version is released as 1.9.4 --------------- Hi, Here is beta version 1.9.4b ( updated Nov 7 ) http://www.zgameeditor.org/files/ZGameEditor_beta.zip NOTE : Linux and Mac runtime builds not included. You cannot use the binaries from the previous version, it won't work. NOTE : If you use this ver...
by VilleK
Sat Oct 25, 2008 2:09 pm
Forum: General discussion
Topic: Collision
Replies: 12
Views: 11214

I just checked the code. Here is the current order, from ZApplication.pas (stripped away irrelevant lines): Models.Update; Collisions.Update; UpdateScreen; Models.Update both call OnUpdate on each model and updates properties based on velocities. UpdateScreen calls OnRender for every model. Collisio...
by VilleK
Sat Oct 25, 2008 8:46 am
Forum: General discussion
Topic: Collision
Replies: 12
Views: 11214

As far as I can remember there is no real reason for this and it's just a coincidence it was implemented in that order. But I could be wrong.
by VilleK
Fri Oct 24, 2008 2:19 pm
Forum: Feature requests
Topic: Short term: Store Floats Long Term: Full Text File Writing
Replies: 4
Views: 6852

The problem with the current File-solution is that it is Component-based which is not very intuitive to use if you are used to writing code for accessing files. However if I add support for writing it is good enough for saving small stuff like highest score, optionsettings, and even whole arrays of ...
by VilleK
Fri Oct 24, 2008 2:12 pm
Forum: General discussion
Topic: Collision
Replies: 12
Views: 11214

Hey Kjell, I've said it before: you really push zge to it's limits all the time :) I just wonder what kind of advanced stuff you are working on. The reason it works the way it does right now is of course because it was the easiest way to implement. And as it only requires a single loop through the m...
by VilleK
Fri Oct 24, 2008 6:13 am
Forum: General discussion
Topic: Collision
Replies: 12
Views: 11214

That's a clever technique of using arrays Kjell. What about the CheckCollision-component you mentioned, can you tell me more on how you would like it to work?
by VilleK
Thu Oct 23, 2008 7:48 pm
Forum: General discussion
Topic: RenderVertexExpression
Replies: 4
Views: 5456

Here is the OpenGL documentation for texgen:

http://www.opengl.org/sdk/docs/man/xhtml/glTexGen.xml

The one used in ZGE now is: GL_OBJECT_LINEAR
by VilleK
Thu Oct 23, 2008 1:47 pm
Forum: General discussion
Topic: Bitmap stacking GUI
Replies: 11
Views: 13726

Here are some comments I have on Kattle's suggestion: The NewBitmapProducer-component is probably unnecessary. Instead we could introduce a "IgnorePrevious" property on producers that optionally works on the bitmap on the stack if it's present. Such as BitmapExpression and BitmapRect. If I...
by VilleK
Thu Oct 23, 2008 1:27 pm
Forum: General discussion
Topic: Bitmap stacking GUI
Replies: 11
Views: 13726

Bitmap stacking GUI

Kattle PM'd me an idea of how to build a "stacking" gui (used in tools such as werkkzeug and tg) for building bitmaps. I post it here so that we can all discuss it. Kattle wrote: Ok: this is the pseudocode for the operator stacking. I have no idea of how one should create the GUI with a gr...