Search found 2274 matches

by VilleK
Thu Jul 24, 2008 6:30 am
Forum: Releases
Topic: ZGameEditor 1.9.1 (updated)
Replies: 7
Views: 26339

Sorry about that, I forgot a couple of important files when moving the Subversion repository and that caused the runtime files to be bigger than usual. I've updated the zip-file so it should work now.
by VilleK
Fri Jul 18, 2008 3:11 pm
Forum: General discussion
Topic: Radiohead 3d-data available
Replies: 10
Views: 23332

It was really simple, only took me an hour. The data is in a comma separated textfile with x,y,z,intensity values of every particle. I wrote a tool that converted the textfile to binary. Then I use the File-component to read the data and spawn models. There are many limitations: - fps is around 2 :)...
by VilleK
Fri Jul 18, 2008 2:48 pm
Forum: General discussion
Topic: Radiohead 3d-data available
Replies: 10
Views: 23332

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by VilleK
Thu Jul 17, 2008 5:31 am
Forum: ZGE Source Code
Topic: ZGE source code on github
Replies: 5
Views: 25433

Kjell, it seems like user permissions for source and wiki are the same because the wiki-pages also gets checked into the project root according to the Google Code FAQ. But I can give you those permissions anyway because I trust you wouldn't check in any code without my approval. Do you have a Google...
by VilleK
Wed Jul 16, 2008 5:19 pm
Forum: ZGE Source Code
Topic: ZGE source code on github
Replies: 5
Views: 25433

ZGE source code on github

ZGE source code is located on github here:

https://github.com/VilleKrumlinde/zgameeditor
by VilleK
Wed Jul 16, 2008 5:05 pm
Forum: General discussion
Topic: Radiohead 3d-data available
Replies: 10
Views: 23332

Radiohead 3d-data available

This is something cool I stumbled upon when trying to set up the ZGE-Subverstion server: http://code.google.com/creative/radiohead/ It's the latest video by one of my favorite bands Radiohead. It is completely based on 3d-scanning technology. It's a very nice video to look at, but the most interesti...
by VilleK
Wed Jul 16, 2008 2:54 pm
Forum: Releases
Topic: ZGameEditor 1.9.1 (updated)
Replies: 7
Views: 26339

ZGameEditor 1.9.1 (updated)

Changes in 1.9.0 version: * New property WireframeWidth on Material component. * New property OfType on RemoveAllModels to remove all models of a specific type. * New property MultipleSurfaces on MeshImplicit component for polygonizing multiple surfaces (much slower). * Fixed: Animating properties o...
by VilleK
Mon Jul 14, 2008 11:35 am
Forum: General discussion
Topic: New release coming up
Replies: 3
Views: 5826

I figured we might do a new release without the joystick and changeres just to keep it up to date, then we can discuss those features further. Or are you almost finished with the joystick code? If so then the release can wait another week of course. Please email me the font-code so that I can be sur...
by VilleK
Mon Jul 14, 2008 10:01 am
Forum: Tips'n'Tricks
Topic: Meta-balls from Implicit Sphears,. sorta' cool.
Replies: 21
Views: 49049

I have tried this now and it works, but sadly it seems to be too slow for realtime use. This is most likely because the implicit function is called so many times. The metaball-demos use a very simple function, compared to ZGE where the solution is very generic and every point is transformed through ...
by VilleK
Mon Jul 14, 2008 5:58 am
Forum: General discussion
Topic: New release coming up
Replies: 3
Views: 5826

New release coming up

Hi everyone, I will release a new version of ZGE later this week. If there are any changes you've made to the source code that you want included then please email the code or attach it to a forum-post. For the public Subversion repository I'm probably going for Google Code hosting. Let me know if yo...
by VilleK
Sat Jul 12, 2008 1:58 pm
Forum: Tips'n'Tricks
Topic: Meta-balls from Implicit Sphears,. sorta' cool.
Replies: 21
Views: 49049

Just tried my theory and it looks promising! Comment out these lines: implicitmeshes.pas line 620 //test if no surface crossing, cube out of bounds, or already visited: */ { if ((Old.Corners[C2].Value>0)=Pos) and ((Old.Corners[C3].Value>0)=Pos) and ((Old.Corners[C4].Value>0)=Pos) then Exit;} Importa...
by VilleK
Sat Jul 12, 2008 1:45 pm
Forum: Tips'n'Tricks
Topic: Meta-balls from Implicit Sphears,. sorta' cool.
Replies: 21
Views: 49049

Kattle you are right about tris not have to be connected, so that won't be a problem. The current zge-implementation is not so bad I think, but it does a number of things differently than the one you've found: 1. caching of return values of the implicit function, this is important because it can be ...
by VilleK
Fri Jul 11, 2008 3:28 pm
Forum: ZGE Source Code
Topic: ChangeResolution
Replies: 8
Views: 22192

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: 33909

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: 49049

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...