Search found 1891 matches

by Kjell
Thu Apr 10, 2008 9:42 pm
Forum: General discussion
Topic: Delta
Replies: 17
Views: 16327

Hej Ville, Being able to choose what you want to go with as a developer would be the ideal situation. I can imagine having a Mode selection drop-down added to the ZApplication ( similar to how ScreenMode currently works ), from which you can choose between Free / Sync / Limit. And additionally there...
by Kjell
Thu Apr 10, 2008 2:53 pm
Forum: Your projects
Topic: CandyCorn UnderGrowth - a build-shooter,. ?
Replies: 9
Views: 14152

Hey jph. Great game! I absolutely enjoyed it. Controls are spot on, and the atmospheric music and sound effects give the otherwise minimal game allot of flair :) If i'd have to give some critique it would be that the green collectibles disappear after some time, while the orange death-mines don't. T...
by Kjell
Wed Apr 09, 2008 5:02 pm
Forum: General discussion
Topic: Delta
Replies: 17
Views: 16327

Hej Ville, My GPU was actually set to "Application Controlled" VSync. When changing it to "Force Off" the framerate went up dramatically as you predicted. However, the hiccups still occurred. While I'm definitely no expert in this field, I suspect is that by not limiting the beha...
by Kjell
Wed Apr 09, 2008 4:44 pm
Forum: General discussion
Topic: LUA
Replies: 3
Views: 5423

Hej Ville,

In that case, I concur 8)

Kjell
by Kjell
Wed Apr 09, 2008 12:32 pm
Forum: General discussion
Topic: LUA
Replies: 3
Views: 5423

LUA

Hej, Not sure if this would be any easier then revising the current scripting compiler ( and how much it would increase the size of a ZGE executable ), but what are your thoughts on implementing a existing script language like LUA ( or Squirrel )? There are Delphi bindings publicly available for thi...
by Kjell
Wed Apr 09, 2008 12:27 pm
Forum: General discussion
Topic: Delta
Replies: 17
Views: 16327

Hej Ville, What calculation are you using to determine the DeltaTime? Also, as far as I can see you sync the render frequency to the environment screen frequency, correct? But what about the behavior loop? Is it tied to the framerate or does it have it's own rate ( free / limited )? And this might b...
by Kjell
Tue Apr 08, 2008 5:55 pm
Forum: General discussion
Topic: Delta
Replies: 17
Views: 16327

Delta

Hej, When a ZApplication is running in a environment with a refresh rate other then 60Hz, I experience a DeltaTime hick-up / offset every second. This only seems to go for windowed / preview mode, as the refresh rate is automatically switched to 60Hz when running a App in fullscreen. I suspect this ...
by Kjell
Sun Apr 06, 2008 3:47 pm
Forum: General discussion
Topic: Feature requests?
Replies: 65
Views: 81153

:idea: RenderSprite:UseModelSpace - In a similar fashion as the RenderText UseModelSpace property. Model:ZLayer / SpawnModel:ZLayer - Property ( int ) forcing render operations to be executed before / after other Models regardless of their Z-Buffer Depth. Models existing in the same Layer ( default ...
by Kjell
Sun Apr 06, 2008 2:11 pm
Forum: General discussion
Topic: Alpha
Replies: 2
Views: 4236

Hej Ville,

*Doh, forgot to set the Material Blend :shock:

Thanks!
Kjell
by Kjell
Sun Apr 06, 2008 1:37 pm
Forum: General discussion
Topic: Alpha
Replies: 2
Views: 4236

Alpha

Hi,

Quick question. Are Bitmaps in 24 or 32-bit? The following BitmapExpression doesn't seem to have any result.

Code: Select all

this.Pixel.A = Y;
Regards,
Kjell
by Kjell
Thu Apr 03, 2008 3:41 pm
Forum: General discussion
Topic: Feature requests?
Replies: 65
Views: 81153

Hej Ville, About the BitmapExpression, how do you mean? All the normal zexpression-commands are available here. My bad :) I mistakenly thought the pixel indices where referred from the actual bitmap dimensions, while you're using a 0-1 range instead ( it's even mentioned in the Component Reference )...
by Kjell
Thu Apr 03, 2008 2:27 pm
Forum: General discussion
Topic: Feature requests?
Replies: 65
Views: 81153

Hi, Some new requests 8) Raycast - Raycast as CollisionStyle or seperate component with the following properties: Position ( vector ), Rotation ( vector ), Depth ( float ), Category ( int ) and a uneditable IntersectionPoint ( vector ) + IntersectionNormal ( vector ) .. or did I mention this one bef...
by Kjell
Mon Mar 31, 2008 7:34 pm
Forum: General discussion
Topic: Help with textures
Replies: 13
Views: 15550

Hi zakkwylde, Not quite sure what you are asking there ... in any case, here is the Enemy Follow example executed over all 3 axes. The player sphere can be controlled using the Arrow Keys again + A to ascent and Z to descent. And we should have made a separate topic as this has nothing to do with No...
by Kjell
Sun Mar 30, 2008 4:32 pm
Forum: General discussion
Topic: Help with textures
Replies: 13
Views: 15550

Hi zakkwylde,

Are the enemies restricted to a 2D plane or can they move freely in 3D? In case it's 2D take a look at the example I've attached. If it's 3D you're after, let me know and I'll hook you up with a 3D version ;)

Kind Regards,
Kjell
by Kjell
Fri Mar 28, 2008 4:19 pm
Forum: General discussion
Topic: point_direction, point_distance, best way to find ?
Replies: 5
Views: 7679

Hi jph_wacheski, First of all, I think ZGE is a great tool in it's current state, capable of hosting a wide spectrum of applications with ease and elegance. However, since there is definitely room for improvement, I feel that the least I can do as non-Delphi/Pascal linguist is contributing by feedba...