Search found 2277 matches

by VilleK
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...
by VilleK
Thu Jun 19, 2008 9:57 am
Forum: General discussion
Topic: ZGE under WINE and games under Linux
Replies: 7
Views: 14163

The binary for Linux that ZGE generates is Intel-based. Freepascal can compile code for ARM so a port of the player should be possible with only a little bit of effort. I'll help you if you want to try.
by VilleK
Wed Jun 18, 2008 3:12 pm
Forum: ZGE Source Code
Topic: Resolution
Replies: 6
Views: 19366

The value is always cast to an integer. You should notice it if you enter a value, leave the field, and then return. It should not accept any other characters than numbers and "-", but it is a bit messy to add that kind of validation to a delphi TEdit control so I haven't bothered yet.
by VilleK
Wed Jun 18, 2008 2:51 pm
Forum: Feature requests
Topic: Sound
Replies: 24
Views: 28461

Hi guys, this is implemented in the new 1.9.0 version. It should be fully backwards compatible. Please help me test this so I can be sure I got it right.
by VilleK
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 ...
by VilleK
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...
by VilleK
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...
by VilleK
Wed Jun 18, 2008 6:25 am
Forum: Tips'n'Tricks
Topic: Better looking spheres
Replies: 10
Views: 13217

The reason is that all normals are automatically recalculated after a expression, even if the meshexpression is empty. Good luck with your exams!
by VilleK
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...
by VilleK
Fri Jun 13, 2008 6:19 am
Forum: Tips'n'Tricks
Topic: Parametric curves
Replies: 4
Views: 7177

Very impressive! I'm going to implement a net/grid so that the polycount can be lowered. Good math-skills kattle87 :)
by VilleK
Thu Jun 12, 2008 12:22 pm
Forum: Feature requests
Topic: MeshGrid
Replies: 1
Views: 3895

By grid you mean a 2d net/grid, just like rendernet? I think I can fix this easily by adding a checkbox to the MeshBox-component that it should only create a 2d rectangle instead of a box. And I can see why you need this now that I've seen the work you do with meshexpressions :)
by VilleK
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...
by VilleK
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...
by VilleK
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...
by VilleK
Tue Jun 10, 2008 8:11 am
Forum: Feature requests
Topic: Sound
Replies: 24
Views: 28461

Hi and welcome chris_b. Variable pulse width was planned from the beginning, I can look into that again. And envelope timings also. Maybe a switch that toggles envelope times absolute/relative, that way it won't break backwards compatibility.