Search found 1883 matches
- Mon Nov 03, 2008 1:02 pm
- Forum: Feature requests
- Topic: Joystick Support
- Replies: 11
- Views: 12968
Hej Ville, Don't underestimate the importance of button layout. For example, if one would be creating a game with a jump and shoot button for the 360 pad, I can imagine going for jump under 1 and shoot under 3. This combination will be very annoying on the Playstation and Saturn controllers. Anyway,...
- Sun Nov 02, 2008 9:49 pm
- Forum: General discussion
- Topic: Order
- Replies: 1
- Views: 3925
Order
:?: Some order weirdness .. Right now when you have a App, a AppState and a Model spawned in each ( AppState launched after SpawnModel ), the OnRender order is; App.Model -> AppState.Model -> App -> AppState. The OnUpdate order however is; AppState -> App -> App.Model -> AppState.Model. I'm aware th...
- Sun Nov 02, 2008 1:46 pm
- Forum: Feature requests
- Topic: Joystick Support
- Replies: 11
- Views: 12968
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...
- Sat Nov 01, 2008 7:17 pm
- Forum: Feature requests
- Topic: Joystick Support
- Replies: 11
- Views: 12968
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
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
- Sat Nov 01, 2008 7:06 pm
- Forum: General discussion
- Topic: Beta release 1.9.4b
- Replies: 8
- Views: 8785
- Fri Oct 31, 2008 10:20 pm
- Forum: General discussion
- Topic: Beta release 1.9.4b
- Replies: 8
- Views: 8785
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...
- Sat Oct 25, 2008 2:30 pm
- Forum: General discussion
- Topic: Collision
- Replies: 12
- Views: 11198
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
- Sat Oct 25, 2008 1:54 pm
- Forum: General discussion
- Topic: Collision
- Replies: 12
- Views: 11198
- Sat Oct 25, 2008 12:54 am
- Forum: General discussion
- Topic: Collision
- Replies: 12
- Views: 11198
- Fri Oct 24, 2008 1:19 pm
- Forum: General discussion
- Topic: Collision
- Replies: 12
- Views: 11198
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...
- Fri Oct 24, 2008 12:43 pm
- Forum: Feature requests
- Topic: Short term: Store Floats Long Term: Full Text File Writing
- Replies: 4
- Views: 6821
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...
- Thu Oct 23, 2008 2:47 pm
- Forum: General discussion
- Topic: RenderVertexExpression
- Replies: 4
- Views: 5446
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...
- Thu Oct 23, 2008 1:58 pm
- Forum: General discussion
- Topic: Collision
- Replies: 12
- Views: 11198
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...
- Thu Oct 23, 2008 12:49 pm
- Forum: General discussion
- Topic: RenderVertexExpression
- Replies: 4
- Views: 5446
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...
- Wed Oct 22, 2008 7:15 pm
- Forum: General discussion
- Topic: Collision
- Replies: 12
- Views: 11198
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 ...