Search found 620 matches

by Ats
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...
by Ats
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...
by Ats
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...
by Ats
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
by Ats
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...
by Ats
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 :wink:

Edit:
Using CollisionBounds.X with 1 to number of different sounds I want to make is nice, simple and working like a charm. Thanks :wink:
by Ats
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...
by Ats
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...
by Ats
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...
by Ats
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...
by Ats
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...
by Ats
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...
by Ats
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...
by Ats
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...
by Ats
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...