Search found 789 matches

by Rado1
Thu Nov 24, 2016 9:13 am
Forum: Releases
Topic: Beta release 4.0b
Replies: 56
Views: 104822

Re: Beta release 4.0b

Hi Ville, in past, various requests to highlight particular keywords in code editor arose. So here is a summary of all not highlighted keywords of built-in types and commands: byte, vec2/3/4, mat4, xptr, Material, Sound, Shader, Bitmap, Mesh, Camera, Font, Sample, default, ref, and maybe also reinte...
by Rado1
Wed Nov 23, 2016 7:13 am
Forum: General discussion
Topic: commands for mesh manipulation
Replies: 18
Views: 25437

Re: commands for mesh manipulation

Usually, you do not address particular points, but write a function. Like this for Pillow mesh from built-in library: float V2 = v.X*PI; float U = v.Y*PI; v.X = cos(U); v.Y = cos(V2); v.Z = 0-((sin(U)*sin(V2))/Pi*2); Starting with 2D MeshBox component you then apply MeshExpression with the aforement...
by Rado1
Tue Nov 22, 2016 6:04 pm
Forum: General discussion
Topic: commands for mesh manipulation
Replies: 18
Views: 25437

Re: commands for mesh manipulation

All mesh manipulation components are described in ZGE help (press F1) - sub-pages of Components / Mesh page. To manipulate nodes problematically, you'll need to use MeshExpression. Some examples you'll find in "Add from library.../ Meshes" context menu available in the in Project tree's no...
by Rado1
Thu Oct 27, 2016 5:00 pm
Forum: Extensions
Topic: Box2D for ZGE
Replies: 35
Views: 71417

Re: Box2D for ZGE

I just updated ZgeBox2D to the Box2D GitHub master and released version 1.0. See https://github.com/Rado-1/ZgeBox2D/releases/tag/v1.0 for release details and download compiled library for Windows and Android. Demo project and ZGE external library definition take from the git repo.
by Rado1
Sun Oct 23, 2016 5:34 pm
Forum: Extensions
Topic: Vector graphics with NanoVG and NanoSVG
Replies: 6
Views: 22922

Re: Vector graphics with NanoVG and NanoSVG

Thanks Ville.

FYI I added ZgeNano to GitHub: https://github.com/Rado-1/ZgeNano. From now, all sources, demo projects and binaries can be downloaded from this repository. You can also put your issues there.
by Rado1
Sat Oct 22, 2016 2:34 pm
Forum: Extensions
Topic: Vector graphics with NanoVG and NanoSVG
Replies: 6
Views: 22922

Re: Vector graphics with NanoVG and NanoSVG

You can now use update of the ZgeNano library with new features: SVG import can use also linear an radial gradients with some restrictions - just 2 colors in one gradient and radial gradient does not support stretching and rotation SVG picture can be rendered to an array and later used as a texture ...
by Rado1
Fri Oct 21, 2016 5:50 am
Forum: Extensions
Topic: Vector graphics with NanoVG and NanoSVG
Replies: 6
Views: 22922

Re: Vector graphics with NanoVG and NanoSVG

Dear zondarg, I'm glad you like it. After some improvements of the library I'm working on now, I'll create my first SVG+2D physics game. I already made some experiments and it seems to be promising technology producing really nice look.
by Rado1
Fri Oct 14, 2016 11:34 pm
Forum: Extensions
Topic: Vector graphics with NanoVG and NanoSVG
Replies: 6
Views: 22922

Vector graphics with NanoVG and NanoSVG

Dream became reality. You can now use external library ZgeNano for fast antialiased 2D vector drawing in ZGE. The library uses NanoVG and part of NanoSVG libraries. Current version implements: almost whole NanoVG API - basic shapes, composite shapes, fonts, pictures, ... (functions for transformatio...
by Rado1
Fri Oct 14, 2016 1:17 pm
Forum: Feature requests
Topic: Modifiable rendering order
Replies: 7
Views: 22656

Re: Modifiable rendering order

Great! Ville, thank you. I'll test it this evening.
by Rado1
Tue Oct 11, 2016 6:21 am
Forum: Feature requests
Topic: Modifiable rendering order
Replies: 7
Views: 22656

Re: Modifiable rendering order

Sure, all we have older and current projects; so backward compatibility is a must.
by Rado1
Thu Oct 06, 2016 7:37 am
Forum: Feature requests
Topic: Modifiable rendering order
Replies: 7
Views: 22656

Modifiable rendering order

Obviously, in my projects I use (or at least would like to use) ZApplication.OnRender for drawing background of the whole application, AppState.OnRender to draw an overlay specific for given application state, Model.OnRender to render model's basic shape and ModelState.OnRender to render model state...
by Rado1
Fri Sep 23, 2016 1:15 pm
Forum: Tips'n'Tricks
Topic: Icon
Replies: 4
Views: 17573

Re: Icon

Kjell, this is smart solution. Cannot it be integrated into ZGE; why to have this code in (almost) every windows project?
by Rado1
Mon Sep 19, 2016 4:30 pm
Forum: Feature requests
Topic: More collision categories?
Replies: 4
Views: 14525

Re: More collision categories?

Using all 200 collision categories should i expect this to degrade performance? It depends on complexity of collision callbacks, computer your game is running on, etc. Maybe, it will not be observable. In any case, it is recommended to reduce number of computations in one computation/rendering cycl...
by Rado1
Fri Sep 16, 2016 8:26 am
Forum: Feature requests
Topic: More collision categories?
Replies: 4
Views: 14525

Re: More collision categories?

Hi jinxtengu, two points: 1. I would recommend you to use the latest ZGE beta version 4.0.b (with 256 collision categories), because 1.9.9 is quite obsolete. 2. Is so huge amount of collision categories really necessary? Cannot, e.g., several models share the same category? Usually, the models which...
by Rado1
Fri Sep 16, 2016 8:16 am
Forum: General discussion
Topic: Check gamestate
Replies: 1
Views: 3969

Re: Check gamestate

To implement different states of your game I would recommend to use AppState components - each representing a different state. Then, you probably will not need to check for the game state explicitly, because each AppState can make transition to other states knowing which state is active at the momen...