Search found 620 matches
- Wed Jan 04, 2023 4:36 pm
- Forum: General discussion
- Topic: Problem with scaling a square to fit the full screen resolution
- Replies: 4
- Views: 6252
Re: Problem with scaling a square to fit the full screen resolution
Oh :oops: Of course, it was coming from App.CameraPosition.Z I made so much copy and paste from one project to another for trying out the android devices that I completely messed up... As for the rest, I'll re-read everything tomorrow after a good night of sleep. That 0.25 thing out of nowhere kille...
- Wed Jan 04, 2023 4:15 pm
- Forum: General discussion
- Topic: Problem with scaling a square to fit the full screen resolution
- Replies: 4
- Views: 6252
Re: Problem with scaling a square to fit the full screen resolution
Thanks for your help, Kjell :wink: I managed to get something working on all screens, using a FOV 90, distance 1, as you told: <?xml version="1.0" encoding="iso-8859-1" ?> <ZApplication Name="App" Caption="ZGE Screen Ratio" ClearColor="0 1 0 1" FullS...
- Wed Jan 04, 2023 11:51 am
- Forum: General discussion
- Topic: Problem with scaling a square to fit the full screen resolution
- Replies: 4
- Views: 6252
Problem with scaling a square to fit the full screen resolution
Hi, I've been having this weird problem on some screens where the background isn't properly fitting the screen size. So I made a strip down example in order to test that. Here's what I'm doing to scale the background square: BackgroundMeshSize.Scale.X = App.ScreenWidth * ScreenScale; BackgroundMeshS...
- Mon Jan 02, 2023 4:51 pm
- Forum: General discussion
- Topic: Vibrations on Android
- Replies: 3
- Views: 6585
Re: Vibrations on Android
Ok. So I would need to create a library just for shaking the Android, like rado1 did for tilting the sensors?
https://github.com/Rado-1/ZgeSensor
https://github.com/Rado-1/ZgeSensor
- Mon Jan 02, 2023 12:13 pm
- Forum: General discussion
- Topic: Vibrations on Android
- Replies: 3
- Views: 6585
Vibrations on Android
Hello. Today, I'm trying to use the code I wrote for shaking the XInput controller to also shake the Android booty. I added the permissions in the AndroidManifest.xml but I have no clues of how to access Android functions such as VIBRATOR_MANAGER_SERVICE from ZGE. I guess I have to use ZExternalLibr...
- Mon Jan 02, 2023 11:55 am
- Forum: General discussion
- Topic: How to retrieve what kind of model
- Replies: 7
- Views: 8793
Re: How to retrieve what kind of model
You are right, I can totally use CollisionBounds and ColissionOffest to do that. Thanks for the good suggestion
Edit:
Using CollisionBounds.X with 1 to number of different sounds I want to make is nice, simple and working like a charm. Thanks
Edit:
Using CollisionBounds.X with 1 to number of different sounds I want to make is nice, simple and working like a charm. Thanks
- Mon Jan 02, 2023 11:41 am
- Forum: Extensions
- Topic: XInput
- Replies: 7
- Views: 13169
Re: XInput
Years later, some players could not launch the game on Linux and I couldn't find why. After reinstalling Linux on my laptop, I discovered that it was not crashing for me because, at some point, I installed some weird XInput libraries for Linux. But with a fresh install, the game is crashing like eve...
- Mon Jan 02, 2023 10:14 am
- Forum: General discussion
- Topic: How to retrieve what kind of model
- Replies: 7
- Views: 8793
Re: How to retrieve what kind of model
Oh all right. I understand why you are doing that, but having it working in preview and not in release is a bit confusing :? I can manage with categories, even if enemies and obstacles have the same number for rendering and for cleaning all the models. I'll change that. For example, I'll have to cyc...
- Sun Jan 01, 2023 10:56 pm
- Forum: General discussion
- Topic: How to retrieve what kind of model
- Replies: 7
- Views: 8793
Re: How to retrieve what kind of model
All right, so now I have this weird bug where everything works in the ZGE preview, but not when the game is compiled (windows and android) :| Here's a strip down code of what I'm actually doing: int isModelPassingByMakesSound(xptr pointer) { if (pointer == null) return FALSE; // In case zbtRayTest t...
- Sun Jan 01, 2023 3:03 pm
- Forum: General discussion
- Topic: How to retrieve what kind of model
- Replies: 7
- Views: 8793
Re: How to retrieve what kind of model
Hahaha. Thanks Ville, you are totally right about the zgeSetUserModel. I had it on the enemies but not on the obstacles. And a quick search in the forum with that name leads directly to my own post being very clear about that very part... :lol: http://www.emix8.org/forum/viewtopic.php?p=10329#p10329...
- Sat Dec 31, 2022 11:39 am
- Forum: General discussion
- Topic: How to retrieve what kind of model
- Replies: 7
- Views: 8793
How to retrieve what kind of model
Hello, In order to play different sounds when walls or spaceships are passing by the player, I'm trying to retrieve what kind of model is passing around. I made this function (using ZgeBullet), that fire rays to test if models are passing around the player. Here's a striped down example for detectin...
- Tue Dec 27, 2022 1:26 pm
- Forum: General discussion
- Topic: Fickering issues on some Android devices
- Replies: 16
- Views: 18133
Re: Fickering issues on some Android devices
How are you calculating the screen position of your vertices in your vertex shader? Simply "modelViewProjectionMatrix * vec4(position, 1.0)"? Or are you using multiple matrix multiplications? Here's what I'm doing: uniform mat4 modelViewMatrix; uniform mat4 modelViewProjectionMatrix; unif...
- Tue Dec 27, 2022 9:40 am
- Forum: General discussion
- Topic: Fickering issues on some Android devices
- Replies: 16
- Views: 18133
Re: Fickering issues on some Android devices
Hahaha thanks ChatKjell for the great explanations :wink: Perhaps you're using relatively big values in your game? The drawing distance is 500. And Things appears at a distance of 600 to avoid suddenly poping out of the fog. That's 5x the base drawing distance of ZGE. Maybe the problem comes from th...
- Sun Dec 25, 2022 12:06 pm
- Forum: General discussion
- Topic: Fickering issues on some Android devices
- Replies: 16
- Views: 18133
Re: Fickering issues on some Android devices
So today I tried ChatGTP , asking it questions about GLSL shaders. Turns out it was super helpful with advices like: Avoid using uniform arrays if possible. Instead of using a uniform matrix for the light position, light color ambient, and fog color, you could use individual uniform variables for ea...
- Tue Nov 22, 2022 10:01 am
- Forum: Extensions
- Topic: 3D Physics with ZgeBullet
- Replies: 104
- Views: 275285
Re: 3D Physics with ZgeBullet
With 250% help from Kjell, the problem I had was corrected. It was coming from the ITERATE_MANIFOLDS_FOR_OBJECT macro in the c++ wrapper of the Bullet3 library. And since there is still no news from Rado1, and I hope that he is fine, I forked his project on GitHub . It includes: Correction for colli...