Search found 2274 matches

by VilleK
Mon Jun 09, 2008 1:40 pm
Forum: Your projects
Topic: ZPacman
Replies: 13
Views: 16677

About the shaders: The shader-property of wallmaterial needs to be set to "WallShader" (it is currently not set). Then the walls look more predictable :)
by VilleK
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 ...
by VilleK
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...
by VilleK
Sat Jun 07, 2008 10:36 am
Forum: General discussion
Topic: DefineCollision BUG :D
Replies: 3
Views: 6633

Oops, it seems to happen when using a category larger than 10. Thanks for reporting. I will fix this in next release.
by VilleK
Fri Jun 06, 2008 6:45 am
Forum: Releases
Topic: ZGameEditor 1.8.0
Replies: 6
Views: 22081

Sorry my mistake I did not test that feature properly. I've updated the latest version now, please download and try again.
(only win32 player is updated, if it works ok for you then I will update linux/mac also)
by VilleK
Thu Jun 05, 2008 7:13 pm
Forum: Releases
Topic: ZGameEditor 1.8.0
Replies: 6
Views: 22081

Haha, yes I googled for "italian name of month" or something and came up with that. There are issues with virus scanners and exe-compressors, some have problems with upx-compressed files also. I'm not sure why really. Maybe it is because compressed files have totally different structure wh...
by VilleK
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...
by VilleK
Thu Jun 05, 2008 1:07 pm
Forum: General discussion
Topic: Help
Replies: 5
Views: 6855

No, not if you test for it in Model1.OnCollision :)
by VilleK
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...
by VilleK
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...
by VilleK
Tue Jun 03, 2008 12:54 pm
Forum: Your projects
Topic: Artificial Nature - TIGsource Procedural Generation entry
Replies: 18
Views: 37322

That engine looks interesting, I have never heard of it previously. Yes we all need to make a living somehow. Don't be a stranger jph, pop in here once in a while and report your progress or just say hi. You are definitely the current king of ZGE-development :)
by VilleK
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...
by VilleK
Mon Jun 02, 2008 2:09 pm
Forum: Feature requests
Topic: Gimbal Lock
Replies: 9
Views: 10807

Welcome back Kjell :)
by VilleK
Mon Jun 02, 2008 12:15 pm
Forum: Your projects
Topic: Artificial Nature - TIGsource Procedural Generation entry
Replies: 18
Views: 37322

I found out why kkrunchy does not work with ZGE, I will fix it for next release.
by VilleK
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...