Beta release 2.0.0b

Information and change log about the latest ZGameEditor release.

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Kjell
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Post by Kjell »

Hi ~

@y_offs_et - It looks jerky because I've only rendered out the sequence at 15fps. And the uncompression time makes sense, it contains about 30Mb worth of Bitmaps :P

K
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VilleK
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Post by VilleK »

Updated today:

- DisableShader and DisableFBO check boxes to see what the project looks like on hardware that does not support OpenGL shaders or FBO:s
- MeshLoad-component now only refresh the source mesh when necessary
- Log2-function in scripting
- Rotation order changed from ZYX to XYZ (see discussion)
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Kjell
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Post by Kjell »

:P

Another random experiment .. Sega-Saturn style shadow volumes ( dithered transparency ).

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Kjell
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Post by Kjell »

8)

Blazing fast volumetric line rendering ( single mesh ). Same scene rendered from different angles.

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jph_wacheski
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Post by jph_wacheski »

Both very pretty,. share, share, share, . we like to learn form you examples Kjell.
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Kjell
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Post by Kjell »

8)

Playing around with volumetric clouds / nebulas.

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VilleK
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Post by VilleK »

Updated with bug fixes:
- Switch + constant
- Bounds opaque
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y offs et
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Post by y offs et »

Thanks for the visible bounds.

Umm ... Model.RotationVelocity doesn't seem to be working. :?
"great expectations"
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VilleK
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Post by VilleK »

Oops, I forgot to do a full rebuild so an error found it's way into the editor (not the runtime) that caused time to freeze. Fixed now. Sorry about that.

http://www.zgameeditor.org/files/ZGameEditor_beta.zip

(if there are other problems you can download the previous beta here)
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Kjell
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Post by Kjell »

8)

More visual stuff .. focus / depth-of-field and point-cloud-style particle fields.

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VilleK
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Post by VilleK »

Updated today:
- Double-click can now be detected using the "["-character in a KeyPress-component.
- Assigments to properties with multiple elements ("Scale", "Color" etc) is now improved so that statements such as "App.Color+=0.1" works correctly.
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VilleK
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Post by VilleK »

Beta updated today with scripting enhancements.

http://www.zgameeditor.org/files/ZGameEditor_beta.zip

(if there are problems you can download the previous beta here)
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Lupo
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Post by Lupo »

Great work!

Regarding collissions, It is possible to have a pointer to the model you collided?

Thanks!
Lupo.
Close, but not there yet.
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VilleK
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Post by VilleK »

Lupo wrote:Regarding collissions, It is possible to have a pointer to the model you collided?
Perhaps this can be implemented as a new property on model such as "CurrentModel.CollidedWith" that can be read in expressions. I'll look into it!
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Post by VilleK »

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