Search found 2277 matches
- Fri Jun 20, 2008 11:39 pm
- Forum: Tips'n'Tricks
- Topic: Parametric curves
- Replies: 4
- Views: 7177
Re: sweet mathemajic
I loaded your proj. file in the latest ver. of ZGE, and with the new 2DcubeOnly (looks like it was added just for you :)) box ticked the torus is inside out ,. how do we invert it? However this does give me a great idea for an endless tube game,. hummm. I noticed this too and I got it working by in...
- Thu Jun 19, 2008 9:57 am
- Forum: General discussion
- Topic: ZGE under WINE and games under Linux
- Replies: 7
- Views: 14163
- Wed Jun 18, 2008 3:12 pm
- Forum: ZGE Source Code
- Topic: Resolution
- Replies: 6
- Views: 19366
- Wed Jun 18, 2008 2:51 pm
- Forum: Feature requests
- Topic: Sound
- Replies: 24
- Views: 28461
- Wed Jun 18, 2008 2:46 pm
- Forum: ZGE Source Code
- Topic: Resolution
- Replies: 6
- Views: 19366
Yes adding a new datatype is pretty hairy and require lots of small changes in many places so I would advice against that :) . Just from the top of my head you need changes in: streaming, gui, set value, set default value etc etc. And it adds up to a significant amount of code growth so I don't add ...
- Wed Jun 18, 2008 2:41 pm
- Forum: Releases
- Topic: ZGameEditor 1.9.0
- Replies: 0
- Views: 14934
ZGameEditor 1.9.0
Changes in 1.9.0 version: * New: A MeshExpression can now also modify the normals of a mesh. The new property AutoNormals controls if all normals should be automatically regenerated after the expression. Turn it off if you want to modify normals in the expression (using the new "N" propert...
- Wed Jun 18, 2008 2:09 pm
- Forum: ZGE Source Code
- Topic: Resolution
- Replies: 6
- Views: 19366
Looks promising Kjell! How do you plan to implement it? The current solution with ScreenMode property has got a dependency to the optiondialog, as well as being backwards compatible which I want to be as far as possible. Perhaps two new properties CustomScreenWidth, CustomScreenHeight. If set to zer...
- Wed Jun 18, 2008 6:25 am
- Forum: Tips'n'Tricks
- Topic: Better looking spheres
- Replies: 10
- Views: 13217
- Tue Jun 17, 2008 1:58 pm
- Forum: Tips'n'Tricks
- Topic: Better looking spheres
- Replies: 10
- Views: 13217
You are correct, the original mesh is not closed. The MeshSphere component generate normals for each vertex by taking the direction from the sphere center to the vertex, so vertex at the same position will also get the same normal. After a meshexpression is executed normals are automatically generat...
- Fri Jun 13, 2008 6:19 am
- Forum: Tips'n'Tricks
- Topic: Parametric curves
- Replies: 4
- Views: 7177
- Thu Jun 12, 2008 12:22 pm
- Forum: Feature requests
- Topic: MeshGrid
- Replies: 1
- Views: 3895
- Wed Jun 11, 2008 2:19 pm
- Forum: Tips'n'Tricks
- Topic: Cubic Rings - nearly perfect rings from iterations of cubes
- Replies: 2
- Views: 14679
That's nice, it does seem to perform well thanks to using simple cubes. Yeah the implicit stuff seemed to hold much promise, but after doing the 3ds-import function I've sort of abandoned it. It seems much simpler to just export a few models (including primitives such as cone and torus) from 3ds and...
- Wed Jun 11, 2008 2:10 pm
- Forum: Tips'n'Tricks
- Topic: Better looking spheres
- Replies: 10
- Views: 13217
That's a very nice looking sphere. And that enemy looks great jph! After a meshexpression is executed the normals are automatically recomputed. The problem with the shading is because of multiple vertices mapped to the same coordinates. See the image below. Following the visible edge there are two n...
- Tue Jun 10, 2008 6:10 pm
- Forum: Feature requests
- Topic: Sound
- Replies: 24
- Views: 28461
I've had to take a look in the code to refresh my memory. Current implementation works like this: - AttackTime = value between 0 and 5 seconds absolute time. - ReleaseTime = value between 0 and 5 seconds. Release begins when PlayTime>=NoteLength-AttackTime-ReleaseTime. In other words the start is re...
- Tue Jun 10, 2008 8:11 am
- Forum: Feature requests
- Topic: Sound
- Replies: 24
- Views: 28461