Search found 1876 matches

by Kjell
Sat Oct 25, 2008 1:54 pm
Forum: General discussion
Topic: Collision
Replies: 12
Views: 11156

Hej guys, Rebuilding from scratch will take a lot of time .. Anyway, the only reason I can think that OnCollision might be executed before OnUpdate is for the Collision Action "Stop" behavior. However, even if that's the case, it should be able to work the other way around as well. Here's ...
by Kjell
Sat Oct 25, 2008 12:54 am
Forum: General discussion
Topic: Collision
Replies: 12
Views: 11156

Hej Ville,

By the way, not sure if I did ask you this before or not .. but why is OnCollision executed before OnUpdate in the first place?

*Incorrect statement

K
by Kjell
Fri Oct 24, 2008 1:19 pm
Forum: General discussion
Topic: Collision
Replies: 12
Views: 11156

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...
by Kjell
Fri Oct 24, 2008 12:43 pm
Forum: Feature requests
Topic: Short term: Store Floats Long Term: Full Text File Writing
Replies: 4
Views: 6779

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...
by Kjell
Thu Oct 23, 2008 2:47 pm
Forum: General discussion
Topic: RenderVertexExpression
Replies: 4
Views: 5421

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...
by Kjell
Thu Oct 23, 2008 1:58 pm
Forum: General discussion
Topic: Collision
Replies: 12
Views: 11156

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...
by Kjell
Thu Oct 23, 2008 12:49 pm
Forum: General discussion
Topic: RenderVertexExpression
Replies: 4
Views: 5421

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...
by Kjell
Wed Oct 22, 2008 7:15 pm
Forum: General discussion
Topic: Collision
Replies: 12
Views: 11156

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 ...
by Kjell
Tue Oct 21, 2008 3:33 pm
Forum: General discussion
Topic: Timer reset ?
Replies: 11
Views: 15224

Hi jph,

Pause should not be a AppState but a Global variable. Having a pause button can get quite a bit more complicated then you would expect. This is why most games usually only let you pause during game-play and not for example while a cut-scene is being played.

K
by Kjell
Sun Oct 19, 2008 6:23 pm
Forum: General discussion
Topic: Timer reset ?
Replies: 11
Views: 15224

Hi Francesco,

App.Time isn't being reset before starting a preview in the Editor causing the first value to be the duration of your last session ( this bug doesn't occur in executables though ).

K
by Kjell
Sat Oct 18, 2008 3:29 pm
Forum: General discussion
Topic: Timer reset ?
Replies: 11
Views: 15224

Hey jph, Depending on what you want to do, your solution of having the Timer in a Spawned Model might be the best way to go. A alternative route would be a do-it-yourself Timer. I've attached a example that renders a sprite at 2 seconds and restarts the AppState at 4 seconds. The benefit of this app...
by Kjell
Wed Oct 15, 2008 3:06 pm
Forum: General discussion
Topic: Beta release 1.9.3b
Replies: 21
Views: 22115

Hej Ville, You're right .. after restarting ZGE it worked again. I managed to reproduce the bug though. First enter a expression that makes use of a Array, for example "return Array[0,0,this.Iteration] != 0;" .. which doesn't work correctly when you haven't filled the Array properly, then ...
by Kjell
Wed Oct 15, 2008 1:31 pm
Forum: General discussion
Topic: Beta release 1.9.3b
Replies: 21
Views: 22115

Hej Ville, Something appears to have broken the Expression property of the Repeat Component. It seems to always loop forever, no matter what expression you use. A bug-fix would be nice 8) Also, the Array-out-of-bounds checking seems to use the incorrect Dimensions. When for example using 3 dimension...
by Kjell
Mon Oct 13, 2008 4:29 pm
Forum: General discussion
Topic: Beta release 1.9.3b
Replies: 21
Views: 22115

:shock: Mipmaps already? That was fast! What exactly happens now when a Bitmap uses Mipmap? It seems to be using Linear filtering when scaling up and Nearest when scaling down / using down-sampled textures? That might explain the difference with the checkered mipmap example on Flipcode. Perhaps it w...
by Kjell
Mon Oct 13, 2008 1:32 pm
Forum: General discussion
Topic: 3D Software
Replies: 4
Views: 6633

3D Software

Hi everybody,

Just curious. Please comment when choosing "Other" ( Hexagon / Milkshape 3D / Modo / Rhino / Silo / Wings3d / ??? ).

K