Search found 2274 matches
- Mon Jun 09, 2008 1:40 pm
- Forum: Your projects
- Topic: ZPacman
- Replies: 13
- Views: 16677
- Mon Jun 09, 2008 12:49 pm
- Forum: Your projects
- Topic: ZPacman
- Replies: 13
- Views: 16677
There is a built in logic in ZGE that the logic never operates on a deltatime larger than 1/10 of a second (10 fps). But this may still be too large when dealing with collision between fast moving small objects. Anyway in preview mode fps normally is really low, so hopefully a fps this low will not ...
- Mon Jun 09, 2008 6:23 am
- Forum: Your projects
- Topic: ZPacman
- Replies: 13
- Views: 16677
I see the difference too. Perhaps it is related to the lightposition somehow not being the same in preview vs run-mode, since the shader is dependent on that. I'll take a look at this and try to fix it for next release. Meanwhile you could try to replace the lighposition-variable with a constant vec...
- Sat Jun 07, 2008 10:36 am
- Forum: General discussion
- Topic: DefineCollision BUG :D
- Replies: 3
- Views: 6633
- Fri Jun 06, 2008 6:45 am
- Forum: Releases
- Topic: ZGameEditor 1.8.0
- Replies: 6
- Views: 22081
- Thu Jun 05, 2008 7:13 pm
- Forum: Releases
- Topic: ZGameEditor 1.8.0
- Replies: 6
- Views: 22081
- Thu Jun 05, 2008 3:20 pm
- Forum: Releases
- Topic: ZGameEditor 1.8.0
- Replies: 6
- Views: 22081
ZGameEditor 1.8.0
Changes in 1.8.0 version: * New: Support for the excellent kkrunchy -packer. This packer can compress the demo projects 10kb smaller than Upx in average. See notes below on how to use it. * Improved: Latest version of Upx-included. * Improved: Error handling when render-components are wrongly insert...
- Thu Jun 05, 2008 1:07 pm
- Forum: General discussion
- Topic: Help
- Replies: 5
- Views: 6855
- Wed Jun 04, 2008 6:25 am
- Forum: General discussion
- Topic: Help
- Replies: 5
- Views: 6855
Re: Help
Is there any possibility to check if Model1 is collided with Model2 ? i know I can check App.CollidedCategory == 2 but if I check that, CollidedCategory can be = 2 if Model2 is collided with Floor, and that makes me problems ... In Model1.OnCollision test for App.CollidedCategory == 2. If I underst...
- Tue Jun 03, 2008 1:56 pm
- Forum: Tips'n'Tricks
- Topic: Embedding ZGE-programs in Win32 applications
- Replies: 0
- Views: 5356
Embedding ZGE-programs in Win32 applications
The About-box in ZDesigner use a embedded ZGE-program to display an animation. Here is how you can do that in your own applications. 1. Generate your ZGE-application as a screensaver 2. Call the screensaver binary from your program passing the parent window handle as a parameter This is the code tha...
- Tue Jun 03, 2008 12:54 pm
- Forum: Your projects
- Topic: Artificial Nature - TIGsource Procedural Generation entry
- Replies: 18
- Views: 37322
- Tue Jun 03, 2008 12:51 pm
- Forum: Feature requests
- Topic: Gimbal Lock
- Replies: 9
- Views: 10807
Well implementing acos/asin is certainly easier for me than adding a new technique for rotations. The only reason I haven't added all the math-functions from the beginning is that I want to make some kind of function/preprocessor feature so that people that needs a specific function can use that, an...
- Mon Jun 02, 2008 2:09 pm
- Forum: Feature requests
- Topic: Gimbal Lock
- Replies: 9
- Views: 10807
- Mon Jun 02, 2008 12:15 pm
- Forum: Your projects
- Topic: Artificial Nature - TIGsource Procedural Generation entry
- Replies: 18
- Views: 37322
- Mon Jun 02, 2008 9:50 am
- Forum: Your projects
- Topic: Artificial Nature - TIGsource Procedural Generation entry
- Replies: 18
- Views: 37322
One thing you can try for improving the fps jph, is lowering the resolution of the textures. At least make sure that the textures are not larger than they need to be for the small enemies for example. Memory is always slow no matter how fast hardware you got, so larger textures means more memory acc...