Search found 1879 matches
- Mon Oct 06, 2008 12:37 pm
- Forum: Feature requests
- Topic: Clones
- Replies: 10
- Views: 9876
Clones
:idea: As Ville is addressing the Scripting language, wouldn't it be useful to assign a Identifier ( int ) to each spawned Clone, and being able to access that Clone through a ZExpression using for example 21.Position.X ( 21 being the Identifier )? And while you're at it, don't forget the CollidedCl...
- Fri Oct 03, 2008 8:27 pm
- Forum: General discussion
- Topic: Shaders,. . passing a bitmap?
- Replies: 2
- Views: 4971
Hi guys, Extra texture slots would be desirable for normal maps and such indeed. Chrome is all about high reflection, low diffuse / specularity. Unfortunately, to pull this off best ( especially with objects that self-reflect ), you need to render a reflection map ( dynamically or pre-rendered ). He...
- Thu Oct 02, 2008 4:56 pm
- Forum: Tips'n'Tricks
- Topic: Geometry
- Replies: 14
- Views: 34428
By request, a torus with calculated normals ( unusual subdivisions to illustrate normals ).
Code: Select all
this.V.X = cos(U)*cos(V)*Size+cos(U)*Radius;
this.V.Y = sin(U)*cos(V)*Size+sin(U)*Radius;
this.V.Z = sin(V)*Size;
this.N.X = cos(U)*cos(V)*Size;
this.N.Y = sin(U)*cos(V)*Size;
this.N.Z = this.V.Z;
- Wed Oct 01, 2008 2:39 pm
- Forum: Tips'n'Tricks
- Topic: hi
- Replies: 5
- Views: 7326
- Tue Sep 30, 2008 2:57 pm
- Forum: Tips'n'Tricks
- Topic: Geometry
- Replies: 14
- Views: 34428
Let's try a spring.
Code: Select all
this.V.X = (Pi+Radius*cos(V))*cos(U*Length);
this.V.Y = (Pi+Radius*cos(V))*sin(U*Length);
this.V.Z = Radius*(sin(V)+Period*U*Length/Pi);
- Tue Sep 30, 2008 2:56 pm
- Forum: Tips'n'Tricks
- Topic: Geometry
- Replies: 14
- Views: 34428
Followed by, a pillow.
Code: Select all
this.V.X = cos(U);
this.V.Y = cos(V);
this.V.Z = (sin(U)*sin(V))/Pi*2;
- Tue Sep 30, 2008 2:56 pm
- Forum: Tips'n'Tricks
- Topic: Geometry
- Replies: 14
- Views: 34428
Next, a teardrop.
Code: Select all
this.V.X = 0.5*(1-cos(U))*sin(U)*cos(V);
this.V.Y = 0.5*(1-cos(U))*sin(U)*sin(V);
this.V.Z = cos(U);
- Tue Sep 30, 2008 2:47 pm
- Forum: Tips'n'Tricks
- Topic: Geometry
- Replies: 14
- Views: 34428
Geometry
8) A collection of useful ( and not so useful ) procedurally generated meshes. All generated with a Grid2DOnly MeshBox using U and V coordinates ranging from -Pi to Pi ( unless notified ). First up, a diamond cluster. this.V.X = (2+sin(U)*sin(V*4))*sin(V)*-1; this.V.Y = (2+sin(U)*sin(V*4))*cos(V); t...
- Tue Sep 30, 2008 1:17 pm
- Forum: Feature requests
- Topic: Sound
- Replies: 2
- Views: 4777
- Mon Sep 29, 2008 3:16 pm
- Forum: Feature requests
- Topic: bitmap manipulation - add stretch and translate to zoom_rot
- Replies: 14
- Views: 13582
- Mon Sep 29, 2008 11:29 am
- Forum: Feature requests
- Topic: Sound
- Replies: 2
- Views: 4777
Sound
Since there currently doesn't seem to be a way to play back samples unfiltered / unprocessed ( when approaching the native playback speed of a sample, it starts sounding rather metallic / hollow ), a Sample and PlaySample component would be welcomed.
K
- Mon Sep 29, 2008 11:24 am
- Forum: Releases
- Topic: ZGameEditor 1.9.2
- Replies: 4
- Views: 20134
- Mon Sep 29, 2008 11:19 am
- Forum: ZGE Source Code
- Topic: Adding a UndefineCollision
- Replies: 3
- Views: 15078
- Sun Sep 28, 2008 3:19 pm
- Forum: General discussion
- Topic: DefineVariable?
- Replies: 1
- Views: 3663
DefineVariable?
Hi guys,
Not sure whether it makes any difference or not, but what is the most appropriate place to define global variables? In OnLoaded or Content? Just wondering ..
K
Not sure whether it makes any difference or not, but what is the most appropriate place to define global variables? In OnLoaded or Content? Just wondering ..
K
- Sat Sep 27, 2008 3:19 pm
- Forum: General discussion
- Topic: Beta release 1.9.3b
- Replies: 21
- Views: 22185