Search found 2280 matches
- 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 ...
- Mon Nov 03, 2008 7:17 am
- Forum: Your projects
- Topic: matrix royalty - a light painting,. .
- Replies: 6
- Views: 8354
- Sun Nov 02, 2008 1:36 pm
- Forum: Feature requests
- Topic: Joystick Support
- Replies: 11
- Views: 13003
- Sun Nov 02, 2008 12:53 pm
- Forum: Your projects
- Topic: The Machine Elves - Under the Chrysanthemum Dome
- Replies: 20
- Views: 24800
- Sat Nov 01, 2008 1:17 pm
- Forum: General discussion
- Topic: Beta release 1.9.4b
- Replies: 8
- Views: 8796
- Sat Nov 01, 2008 9:57 am
- Forum: Your projects
- Topic: The Machine Elves - Under the Chrysanthemum Dome
- Replies: 20
- Views: 24800
- 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...
- 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...
- Sat Oct 25, 2008 8:46 am
- Forum: General discussion
- Topic: Collision
- Replies: 12
- Views: 11214
- 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 ...
- 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...
- Fri Oct 24, 2008 6:13 am
- Forum: General discussion
- Topic: Collision
- Replies: 12
- Views: 11214
- 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
http://www.opengl.org/sdk/docs/man/xhtml/glTexGen.xml
The one used in ZGE now is: GL_OBJECT_LINEAR
- Thu Oct 23, 2008 1:47 pm
- Forum: General discussion
- Topic: Bitmap stacking GUI
- Replies: 11
- Views: 13726
- 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...