Search found 1881 matches

by Kjell
Tue Jul 08, 2008 2:40 pm
Forum: General discussion
Topic: Procedural script drawing system!
Replies: 4
Views: 5267

Hej jph, Ah alright :) I don't have any experience coding for consoles in Delphi, but I can imagine it's not all that different from C++. And I'd personally rather see a PS3 or Wii port / build of ZGE, because of their online distribution platforms. Both are based on OpenGL|ES too actually .. but a ...
by Kjell
Tue Jul 08, 2008 2:22 pm
Forum: General discussion
Topic: Procedural script drawing system!
Replies: 4
Views: 5267

Hey jph,

Keep in mind that the DS makes use of OpenGL|ES + instructions need to be send to either the ARM9 or ARM7 processor, so you'll need to alter the ZGE source quite a bit before you'll be able to build DS executables.

K
by Kjell
Sat Jul 05, 2008 3:10 pm
Forum: Feature requests
Topic: Sound
Replies: 24
Views: 28326

Hi guys, Getting back on topic. I've recently been messing around with SunVox on my Palm during commutes ( also available for PC / Linux / PPC ), would be great if we could implement some of those features in the ZGE sound system ( Flanger, Reverb, Filters etc. ). It's Open Source too, so maybe we c...
by Kjell
Sat Jul 05, 2008 3:03 pm
Forum: Feature requests
Topic: Pixel Perfect Wireframe -setting?
Replies: 5
Views: 6578

Hej jph,

I actually changed this in my personal ZGE build already :) But it should be a piece of cake to add a WireframeWidth property to the Material component. The default wireframe width is set to 4 right now ( if I recall correctly ). Why? Ask Ville :P

K
by Kjell
Tue Jul 01, 2008 1:12 pm
Forum: ZGE Source Code
Topic: Font
Replies: 12
Views: 27348

Hej Ville, Don't worry, I'll ask for help when I get stuck .. and I will :P The -1 to 1 range was actually something I had to get used to in the beginning, I'm used to Homogeneous Coordinates being in the 0 to 1 range, and being optional as well ( pixel based being the default ). By the way, is a se...
by Kjell
Mon Jun 30, 2008 12:50 pm
Forum: ZGE Source Code
Topic: Font
Replies: 12
Views: 27348

Hej Ville,

What about adding a variable for the Y parameter of glScalef() and calculating the value depending on "if not Self.UseModelSpace then"?

K
by Kjell
Mon Jun 30, 2008 11:36 am
Forum: ZGE Source Code
Topic: Font
Replies: 12
Views: 27348

Hej Ville, In previous releases I had already noticed that my fonts always where 25% less tall as they should ( when using a 4:3 Resolution ). Now my workaround was to use a single row of symbols, use 75% as CharPixelHeight in the Font component of the desired height, and to offset the Bitmap 25% ( ...
by Kjell
Sun Jun 29, 2008 1:39 pm
Forum: Feature requests
Topic: RenderTransformGoup - MIRROR X,Y,Z ?
Replies: 19
Views: 20839

Hej, Francesco's suggestion is a good one, although you do end up moving the points around 2 extra times upon creation ( which doesn't really matter ). You'd want to use this approach if your MeshExpression is long and complicated. Probably doesn't get any easier ( right now ) then just having to ad...
by Kjell
Sun Jun 29, 2008 1:21 pm
Forum: General discussion
Topic: Favorite scripting language?
Replies: 8
Views: 9833

Hi guys, To be honest, I don't know much / anything about the knows and hows of compilers either. But in case there would be a obvious preference towards a certain scripting language, perhaps it would influence any decision in that direction? jph: The MiniD syntaxs looks nice & clean, unfortunat...
by Kjell
Sun Jun 29, 2008 10:48 am
Forum: ZGE Source Code
Topic: Font
Replies: 12
Views: 27348

:)

Ah of course, the CharScale in RenderCharExpression. At least I got it in the right place then, unless somebody wants to be able to stretch each individual character that is ..

K
by Kjell
Sat Jun 28, 2008 3:51 pm
Forum: ZGE Source Code
Topic: Ratio
Replies: 16
Views: 39789

Hej Ville,

Ah, I actually liked the fact that you could use ClearColor to define the color of the "empty" space around your Viewport ..

K
by Kjell
Sat Jun 28, 2008 3:47 pm
Forum: ZGE Source Code
Topic: Font
Replies: 12
Views: 27348

Hej Ville, I guess the whole Viewport deal in Renderer.pas pushed some things around :) I used the second glScalef you refer to ( first in source ). Hadn't noticed that Push / Pop Matrix snippet even .. why do you use 2 separate glScalef's? And I used the Stretch variable on the Y axis, so you won't...
by Kjell
Sat Jun 28, 2008 11:13 am
Forum: General discussion
Topic: Favorite scripting language?
Replies: 8
Views: 9833

Favorite scripting language?

:?:

In case we do get a robust existing scripting language added to ZGE, which one would have your preference?

K
by Kjell
Fri Jun 27, 2008 6:10 pm
Forum: Feature requests
Topic: More informations about collided object
Replies: 9
Views: 10656

Hey Francesco, That's the way I use it yes. It doesn't work automatically obviously, you'll have to store which rows / RenderTransformGroups are occupied by which Clones ( each get their own ID OnSpawn ) yourself. But I find it much more convenient then having to define a Float for each variable tha...
by Kjell
Fri Jun 27, 2008 5:50 pm
Forum: Feature requests
Topic: More informations about collided object
Replies: 9
Views: 10656

Hi Francesco, Ah like that :) Ok, I guess you can just cache all of the Collision values ( + count the amount of Collisions occured ) and calculate the appropriate behavior from all those together afterwards in OnUpdate then. You probably still want to use a component like RenderTranform to easily s...