Search found 1937 matches

by Kjell
Thu Oct 02, 2008 4:56 pm
Forum: Tips'n'Tricks
Topic: Geometry
Replies: 14
Views: 40685

By request, a torus with calculated normals ( unusual subdivisions to illustrate normals ).

Code: Select all

this.V.X = cos(U)*cos(V)*Size+cos(U)*Radius;
this.V.Y = sin(U)*cos(V)*Size+sin(U)*Radius;
this.V.Z = sin(V)*Size;

this.N.X = cos(U)*cos(V)*Size;
this.N.Y = sin(U)*cos(V)*Size;
this.N.Z = this.V.Z;
by Kjell
Wed Oct 01, 2008 2:39 pm
Forum: Tips'n'Tricks
Topic: hi
Replies: 5
Views: 8158

By the way,

Here's a useful debug setup while working with centerMouse. It uses the Escape key to toggle Debug state as it's the only hard-coded key in executables & unused in the Editor.

K
by Kjell
Tue Sep 30, 2008 2:57 pm
Forum: Tips'n'Tricks
Topic: Geometry
Replies: 14
Views: 40685

Let's try a spring.

Code: Select all

this.V.X = (Pi+Radius*cos(V))*cos(U*Length);
this.V.Y = (Pi+Radius*cos(V))*sin(U*Length);
this.V.Z = Radius*(sin(V)+Period*U*Length/Pi);
by Kjell
Tue Sep 30, 2008 2:56 pm
Forum: Tips'n'Tricks
Topic: Geometry
Replies: 14
Views: 40685

Followed by, a pillow.

Code: Select all

this.V.X = cos(U);
this.V.Y = cos(V);
this.V.Z = (sin(U)*sin(V))/Pi*2;
by Kjell
Tue Sep 30, 2008 2:56 pm
Forum: Tips'n'Tricks
Topic: Geometry
Replies: 14
Views: 40685

Next, a teardrop.

Code: Select all

this.V.X = 0.5*(1-cos(U))*sin(U)*cos(V);
this.V.Y = 0.5*(1-cos(U))*sin(U)*sin(V);
this.V.Z = cos(U);
by Kjell
Tue Sep 30, 2008 2:47 pm
Forum: Tips'n'Tricks
Topic: Geometry
Replies: 14
Views: 40685

Geometry

8) A collection of useful ( and not so useful ) procedurally generated meshes. All generated with a Grid2DOnly MeshBox using U and V coordinates ranging from -Pi to Pi ( unless notified ). First up, a diamond cluster. this.V.X = (2+sin(U)*sin(V*4))*sin(V)*-1; this.V.Y = (2+sin(U)*sin(V*4))*cos(V); t...
by Kjell
Tue Sep 30, 2008 1:17 pm
Forum: Feature requests
Topic: Sound
Replies: 2
Views: 5299

*

Solved for now by splitting the Stereo ( currently unsupported ) sample into two separate Mono samples.

K
by Kjell
Mon Sep 29, 2008 3:16 pm
Forum: Feature requests
Topic: bitmap manipulation - add stretch and translate to zoom_rot
Replies: 14
Views: 15317

Come-on guys,

These kind of things aren't that difficult ( middle-school level math ). I've attached a basic implementation of that Torus ( excluding offsetting the X / Y coords depending on the Radius angle ) to get you under way.

No idea why you'd ever want to use such a thing though ..

K
by Kjell
Mon Sep 29, 2008 11:29 am
Forum: Feature requests
Topic: Sound
Replies: 2
Views: 5299

Sound

:?:

Since there currently doesn't seem to be a way to play back samples unfiltered / unprocessed ( when approaching the native playback speed of a sample, it starts sounding rather metallic / hollow ), a Sample and PlaySample component would be welcomed.

K
by Kjell
Mon Sep 29, 2008 11:24 am
Forum: Releases
Topic: ZGameEditor 1.9.2
Replies: 4
Views: 23171

Hmm,

Minor issue, when accessing Arrays from ZExpressions, it is not possible to use any assignments other then "=". So for example "Array[0] += 1" doesn't work.

K
by Kjell
Mon Sep 29, 2008 11:19 am
Forum: ZGE Source Code
Topic: Adding a UndefineCollision
Replies: 3
Views: 18079

Hey guys,

The most important thing I can think of is performance. When you for example have a large level that you can split up in arena's, you only want to check collision with objects that are in the area you're currently in.

K
by Kjell
Sun Sep 28, 2008 3:19 pm
Forum: General discussion
Topic: DefineVariable?
Replies: 1
Views: 3921

DefineVariable?

Hi guys,

Not sure whether it makes any difference or not, but what is the most appropriate place to define global variables? In OnLoaded or Content? Just wondering ..

K
by Kjell
Sat Sep 27, 2008 3:19 pm
Forum: General discussion
Topic: Beta release 1.9.3b
Replies: 21
Views: 24761

Hej Ville,

I tried 100, 85 and 75 Hz on both NVIDIA GeForce and ATI Radeon chips, all combinations revert back to 60 so far.

K
by Kjell
Fri Sep 26, 2008 2:31 pm
Forum: General discussion
Topic: Beta release 1.9.3b
Replies: 21
Views: 24761

Hej Ville, Great new component, ZLibrary. Though, I'm curious why you choose to define the function name in the ZLibrary itself instead of going with a Condition Component style approach and actually use the Name field as Function name. Although this way you only need one ZLibrary instead of one for...
by Kjell
Wed Sep 24, 2008 1:52 pm
Forum: General discussion
Topic: basic First Person engine - an open-source community project
Replies: 3
Views: 7687

Hi, Use the following code to get the aim right. CurrentModel.Velocity.Vertical = sin(CurrentModel.Rotation.Vertical*Pi*2); CurrentModel.Velocity.Longitude = sin(CurrentModel.Rotation.Horizontal*Pi*2)*cos(CurrentModel.Rotation.Vertical*Pi*2); CurrentModel.Velocity.Lattitude = cos(CurrentModel.Rotati...