Search found 1740 matches

by Kjell
Sat Apr 19, 2008 5:06 pm
Forum: General discussion
Topic: Arrays
Replies: 9
Views: 7905

Hey jph, Seems like I cheered a little too early :( When updating a Mesh / Bitmap in order to set / retrieve data, the Mesh / Bitmap seems to be diverted to it's original initial state before the query is executed, and with this losing all previously set data :? I wonder why this is though ... By th...
by Kjell
Sat Apr 19, 2008 10:48 am
Forum: General discussion
Topic: Arrays
Replies: 9
Views: 7905

Arrays

Hi, Although Arrays are currently not supported by the ZGE Scripting Language, I've come up with a pretty solid alternative. For 1 Dimensional Arrays I'm using a Mesh, while Bitmaps make a perfect double for 2D Arrays. The trick is to have a dedicated model act as a Array Controller that you can set...
by Kjell
Fri Apr 18, 2008 9:26 pm
Forum: General discussion
Topic: Variables
Replies: 0
Views: 2857

Variables

God afton :) After defining variables "X" and "Y" for behavior purposes, my procedural textures stopped working properly. I assume they conflict with the X / Y values of the BitmapExpression? If this is indeed the case, perhaps it would be a good idea to list the variables that are used by component...
by Kjell
Fri Apr 18, 2008 12:49 pm
Forum: Your projects
Topic: Gyro-PhyterNEO- Update w/ MOUSE aiming! Done 4 now,. .
Replies: 20
Views: 38065

Hi jph, Looks promising :) Some key combinations don't work though ( keyboard limitation ) of which S+D+K is the most bothersome. It's probably solved most easily by using the arrow keys instead of WASD. Also, personally I would add a slight inertia on the camera's rotation ( maybe even the position...
by Kjell
Thu Apr 17, 2008 3:57 pm
Forum: General discussion
Topic: Collision detection with rotate/scale
Replies: 6
Views: 5170

Hej Ville, Hmm, would there be any demo projects that stop working / not work as they should when the Rect2D CollisionStyle would behave as the new Rect2D_OBB? But ok, I give in .. the argument that you can save some CPU time when Rect2D is enough ( non-animated obstacles ) is more then valid and in...
by Kjell
Thu Apr 17, 2008 12:19 am
Forum: General discussion
Topic: Collision detection with rotate/scale
Replies: 6
Views: 5170

Hej jph, Haha :lol: Sorry about that. I did not realize that you make use of CollisionStyle: Rect2D when I wrote that, should have though :wink: The comment was merely intended to question why the new Rect2D_OBB hadn't replaced the old Rect2D, since I don't think that when you can choose between Rec...
by Kjell
Wed Apr 16, 2008 12:33 pm
Forum: General discussion
Topic: FOV
Replies: 2
Views: 3325

FOV

Hi Ville,

Can you share the "Field of View" or "Focal Length" that ZGE is set to, so I can calculate the ScaleFactor for pixel-perfect GUI elements?

Thanks!
K
by Kjell
Tue Apr 15, 2008 6:05 pm
Forum: General discussion
Topic: Collision detection with rotate/scale
Replies: 6
Views: 5170

Hej Ville, Works great! Hopefully we can see something similar appear for the Box3D and Sphere3D CollisionStyle's some time in the future 8) Will the original Rect2D be phased out / dissipated in the future? I assume you primarily left it in to not break projects that use Rect2D while scaling / rota...
by Kjell
Mon Apr 14, 2008 3:52 pm
Forum: General discussion
Topic: Roadmap
Replies: 5
Views: 4768

Hmm, That's a difficult question actually ... What I think is probably the most urgent issue ( even though I don't really need it right now ) is that the current Collision system does not work properly with Model Rotation / Scale. After that ... a Raycast component 8) *I've attached a example in whi...
by Kjell
Mon Apr 14, 2008 2:09 pm
Forum: General discussion
Topic: Delta
Replies: 17
Views: 11591

Hej, This is the biggest downside of PC game development, not knowing what kind of system players will attempt running you game on. However, once ZGE will have the option to limit the framerate to a desired ceiling, you can take the simpler / non-deltatime dependant approach. Many console games that...
by Kjell
Mon Apr 14, 2008 1:47 pm
Forum: General discussion
Topic: Roadmap
Replies: 5
Views: 4768

Roadmap

Hej Ville, Since I'm sure a ZGE development roadmap exists in one way or the other ( text file / piece of paper / your head ), would you mind taking a shot at compiling a rough outline of which features ( and in what order ) we can expect to appear in the unforeseeable future? No guarantees obviousl...
by Kjell
Sun Apr 13, 2008 1:36 pm
Forum: General discussion
Topic: Delta
Replies: 17
Views: 11591

Hej Ville, Input is indeed the desired velocity. The *1000 constant is used to convert DeltaTime to milliseconds ( therefore the Inertia has to be in the range of 30< to even be noticed, since it's set against the Delta in ms ), while the *-1 is to get the correct exponential curve. When you'd want ...
by Kjell
Sun Apr 13, 2008 12:22 pm
Forum: General discussion
Topic: Delta
Replies: 17
Views: 11591

Hello, The formula's that Ville prescribed work correctly on any framerate, but won't reach a natural equilibrium. Let me share one of my favorite simple pieces of math with you guys ( in ZScript ) which I use in cases where there are not a range of variable forces in play. Velocity += (Input-Veloci...
by Kjell
Sat Apr 12, 2008 3:38 pm
Forum: General discussion
Topic: Delta
Replies: 17
Views: 11591

Hi jph, I'm afraid it's a little more complicated then that. When calculating de- / ac-celleration velocity while using forces like friction, you cannot just multiply with the DeltaTime. Let me give you an example. Let's say we have 2 computers, computer A is twice as fast as computer B. Let's say A...
by Kjell
Thu Apr 10, 2008 9:42 pm
Forum: General discussion
Topic: Delta
Replies: 17
Views: 11591

Hej Ville, Being able to choose what you want to go with as a developer would be the ideal situation. I can imagine having a Mode selection drop-down added to the ZApplication ( similar to how ScreenMode currently works ), from which you can choose between Free / Sync / Limit. And additionally there...