Search found 2277 matches

by VilleK
Fri Jul 11, 2008 3:28 pm
Forum: ZGE Source Code
Topic: ChangeResolution
Replies: 8
Views: 22342

It's a matter of opinion I guess. Personally I prefer choosing resolution before the application begins because I can select from the start if I want to run it in fullscreen or not. But I agree that a in-game menu is much prettier and professional (and cross-platform). Email me the code and I can ta...
by VilleK
Fri Jul 11, 2008 3:21 pm
Forum: Your projects
Topic: Loose Pixel POW- 3d invaders w/ a catching pods gameplay.
Replies: 25
Views: 33934

You can use the embedded-property on the File to avoid depending on the file in runtime.
by VilleK
Fri Jul 11, 2008 3:20 pm
Forum: Tips'n'Tricks
Topic: Meta-balls from Implicit Sphears,. sorta' cool.
Replies: 21
Views: 49320

The code is translated from C: http://www.unchainedgeometry.com/jbloom/papers.html As far as I know this is a standard marching cubes algorithm. I actually did tons of research (bought two books on this topic alone) before attempting this, but I wanted to start with an algorithm that had source code...
by VilleK
Fri Jul 11, 2008 12:24 pm
Forum: ZGE Source Code
Topic: ChangeResolution
Replies: 8
Views: 22342

Wow, another cool new feature by Kjell! Only worry now is that our source code may become too far out of sync. I must put up a public Subversion soon, this will make syncing much easier. Another concern is if changeresolution really is necessary now when we have the startup dialog? I imagine you had...
by VilleK
Fri Jul 11, 2008 11:49 am
Forum: Tips'n'Tricks
Topic: Meta-balls from Implicit Sphears,. sorta' cool.
Replies: 21
Views: 49320

Oh, I see. Yes the current implicit surface algorithm will only render a single surface. I assume this is why many meta-ball demos always keep the spheres in contact. I will read that article/source you've posted kattle, let me know if you experiment with it and find something useful.
by VilleK
Fri Jul 11, 2008 6:16 am
Forum: Tips'n'Tricks
Topic: Meta-balls from Implicit Sphears,. sorta' cool.
Replies: 21
Views: 49320

I read about that game in EDGE-magazine. The article said it was still little more than a tech-demo, and that the actual gameplay was yet to be decided. Seeing the video I've got to say I think it looks very cool in motion and could be real fun to play if they get it right. Please post a picture or ...
by VilleK
Thu Jul 10, 2008 6:45 am
Forum: General discussion
Topic: Questions for Ville
Replies: 8
Views: 8315

The stacking system is very powerful and elegant for content creation. As I've said before Werkkzeug is really what kicked me into starting the ZGE project to begin with. Though I much prefer a standard Windows GUI over the Amiga-style gui they use. Have you made any projects with werkkzeug, jph?
by VilleK
Wed Jul 09, 2008 2:03 pm
Forum: General discussion
Topic: wierd ...
Replies: 5
Views: 6545

I'm glad you solved it. Great avatar you got there turshija!
by VilleK
Tue Jul 08, 2008 4:04 pm
Forum: General discussion
Topic: Procedural script drawing system!
Replies: 4
Views: 5268

An NDS-port of ZGE could certainly be investigated as Freepascal, SDL and OpenGL are available for NDS although in down-stripped form. A interactive editor for bitmaps in ZGE-designer would be nice. The editor could generate lists of BitmapRects and code for BitmapExpressions. I once had an idea tha...
by VilleK
Tue Jul 08, 2008 1:54 pm
Forum: General discussion
Topic: Questions for Ville
Replies: 8
Views: 8315

When I first started working on ZGE I did consider using a Buzz-style interface like you describe. Several shader-editors use this interface as well. But in the end I went for the explorer-tree view that the ZGE-designer use today because I think it's easier to use and more logical for the kind of c...
by VilleK
Sat Jul 05, 2008 5:02 pm
Forum: Feature requests
Topic: global volume,. and therefor muting.
Replies: 6
Views: 7887

Thanks! No more fixes tonight, I'm going out for a beer now ;)
by VilleK
Sat Jul 05, 2008 4:59 pm
Forum: Feature requests
Topic: Pixel Perfect Wireframe -setting?
Replies: 5
Views: 6586

It was my friend Peter the graphics card expert who told me this a year ago, and he said that wireframe should be made with shaders instead. But I'm not sure how the situation is today. Performance of wireframe seems good enough on my two computers (nvidia and intel onboard).
by VilleK
Sat Jul 05, 2008 4:56 pm
Forum: Feature requests
Topic: global volume,. and therefor muting.
Replies: 6
Views: 7887

Found the problem. Fixed in next release!
by VilleK
Sat Jul 05, 2008 4:17 pm
Forum: Feature requests
Topic: global volume,. and therefor muting.
Replies: 6
Views: 7887

Strange it seems to only crash at runtime and not in preview. But I remember there being some magic happening about mixer-properties so I will take a look at that.
by VilleK
Sat Jul 05, 2008 4:14 pm
Forum: Feature requests
Topic: Pixel Perfect Wireframe -setting?
Replies: 5
Views: 6586

I don't remember why I set it to 4 :) . But sure a WireframeWidth property is easy to add so I will make it for next release. The trouble with wireframe in general is that (at least earlier) some graphics drivers do not accelerate wireframe at all (because it is so rarely used in games, the mainstre...