Search found 2277 matches

by VilleK
Wed Nov 19, 2008 1:41 pm
Forum: Releases
Topic: ZGameEditor 1.9.4
Replies: 0
Views: 16198

ZGameEditor 1.9.4

Changes in 1.9.4 version: - File-component now can write to files. Try updated FpsDemo for an example. Press "1" to save player position to file, "2" to restore from file. - RenderNet can now set vertex colors - Fixed timing-bug with midi-import - Removed sleep-call in screensave...
by VilleK
Wed Nov 19, 2008 10:13 am
Forum: ZGE Source Code
Topic: Physics engine PAPPE integration in ZGE
Replies: 34
Views: 76166

Ok, here is what I will do: First I make a new release of ZGE with the bug-fixes in the current beta. Then I'll begin with an attempt to use PAPPE in ZGE, and release a new beta of this as early as possible. Then we can continue the discussion and try different approaches. Since the ZGE-source is on...
by VilleK
Tue Nov 18, 2008 8:18 am
Forum: ZGE Source Code
Topic: Physics engine PAPPE integration in ZGE
Replies: 34
Views: 76166

Some more thoughts on this. As I said earlier this is currently just an investigation to see if we can fit PAPPE in ZGE in an meaningful, intuitive and efficient way. First we find out if it can be done, then we decide whether we want to include it or not. If we go for the option to leave PAPPE unmo...
by VilleK
Mon Nov 17, 2008 6:52 pm
Forum: General discussion
Topic: "Unknown reference" checking when saving ??
Replies: 7
Views: 7456

JPH, in your file the following line was the problem: <StartAnimator Animator=""/> (line 1228) I found a way to reproduce this: 1. Reference a component, for instance StartAnimator Animator="Test" 2. Change the name of animator "Test" to blank. 3. Save the project. The ...
by VilleK
Mon Nov 17, 2008 5:34 pm
Forum: General discussion
Topic: "Unknown reference" checking when saving ??
Replies: 7
Views: 7456

This error has never happened to me either, so I'd like to fix it if I can. Please send me the broken file jph.
by VilleK
Sat Nov 15, 2008 10:10 am
Forum: ZGE Source Code
Topic: Physics engine PAPPE integration in ZGE
Replies: 34
Views: 76166

Hehe sorry about calling it POPPE, I've edited the first post. Finally ( this one is probably for Ville ), will the current ( non-OBB ) collision styles be preserved after a implementation of PAPPE?K At this stage it is too early to tell, I've just begun thinking about this and created this thread s...
by VilleK
Fri Nov 14, 2008 2:06 pm
Forum: ZGE Source Code
Topic: Physics engine PAPPE integration in ZGE
Replies: 34
Views: 76166

Ah, yes but I forgot to add that the physics engine of course includes advanced collision handling. And one of the benefits of using the engine would be to replace ZGEs collision handling with BeRo's. Also the engine isn't monster sized, BeRo is a demo coder so he knows how to keep the runtime small...
by VilleK
Fri Nov 14, 2008 9:29 am
Forum: ZGE Source Code
Topic: Physics engine PAPPE integration in ZGE
Replies: 34
Views: 76166

Physics engine PAPPE integration in ZGE

BeRo has been kind to offer help with attempting to use his physics engine in ZGE. This thread is meant to serve as an open discussion on how to best include the engine. The source code and demos for PAPPE are available here: https://sourceforge.net/projects/pappe/ There is no documentation except f...
by VilleK
Tue Nov 11, 2008 1:42 pm
Forum: General discussion
Topic: Contact this guy!!!
Replies: 12
Views: 13796

Welcome BeRo! A Farbrausch-member, eh? Not bad credentials ;). ZGE would not exist or at least not look the same if it weren't for Werkkzeug by FB. You have some very cool projects, and the best part is that they seem to be written in very compact Delphi/Freepascal code which makes them perfect for ...
by VilleK
Mon Nov 10, 2008 12:02 pm
Forum: Open activities
Topic: I can help translating ZGE into Arabic
Replies: 6
Views: 21275

As Kjell wrote, the documentation is here: http://www.zgameeditor.org/ If you click the Italian flag you can see that Francesco has translated some of the pages to Italian. Any serious attempts to do the same for other languages are very welcome! If you are interested send me a PM and I will reply w...
by VilleK
Wed Nov 05, 2008 3:00 pm
Forum: Feature requests
Topic: Joystick Support
Replies: 11
Views: 12972

Kjell, your original design with JoystickButton and JoystickAxis components seems like a good start. I can try to throw something together using that design myself. Or do you have any code that you can send to me that I can work with? If you need time to work on it yourself then it can wait, just of...
by VilleK
Mon Nov 03, 2008 7:26 am
Forum: Your projects
Topic: Simplest FPS, escape from island game.
Replies: 7
Views: 39189

Nice 3d-models :) .

The instruction-screen looks jpg-compressed so there are lots of pixel-artifacts. If you save the original file as gif or bmp and import it again it will look better (and compress better too).
by VilleK
Mon Nov 03, 2008 7:22 am
Forum: Feature requests
Topic: Joystick Support
Replies: 11
Views: 12972

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 ...
by VilleK
Mon Nov 03, 2008 7:17 am
Forum: Your projects
Topic: matrix royalty - a light painting,. .
Replies: 6
Views: 8325

I'm guessing the slowdown you get is because of an extra Windows "sleep" call I have in the screensaver-engine to avoid using 100% cpu in screensaver, but that is probably unnecessary now when we have the new fps-controlling properties. Nice "painting" jph!
by VilleK
Sun Nov 02, 2008 1:36 pm
Forum: Feature requests
Topic: Joystick Support
Replies: 11
Views: 12972

Kjell, I wonder if you perhaps set you ambitions too high :)

Does every game with gamepad support really need a calibrate/configuration feature with save-support? Can't we have some sort of "simpler" gamepad support first?