Beta release 2.0.0b

Information and change log about the latest ZGameEditor release.

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Lupo
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Post by Lupo »

Great!

I will try it.

Thanks!
Lupo
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VilleK
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VilleK
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VilleK
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VilleK
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Post by VilleK »

Updated today with an improvement to 3ds-file import that was suggested by Kjell.

Previously the only way to import a 3ds-file was to use File - Import 3ds. This creates a whole group of model and mesh-components. If you wanted to import it again you had to delete the group and start again.

Now you can directly insert a MeshImport-component into the producers-list of a Mesh, and then click on the Import-button just like when you import a bitmap or a sample. The 3ds-file will be forced into a single mesh.

This makes it much easier to try out different versions of a 3d-model in your projects.

http://www.zgameeditor.org/files/ZGameEditor_beta.zip
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VilleK
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Post by VilleK »

Updated today with another feature suggested by Kjell. When using the File-component you can now read the file position and size.

New properties:
File.Size : Size of the file. This is set when FileAction Read is executed.
File.Position : Current read/write position in the file.

This lets you avoid read beyond end-of-file using the condition "File.Position<File.Size".

http://www.zgameeditor.org/files/ZGameEditor_beta.zip
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Kjell
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Post by Kjell »

8)

Grabs from a quick tech-demo .. deferred shadows ( inverted .. so closer means more transparent ).

K
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Kjell
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Post by Kjell »

8)

After FK / IK / F-Curves & Morph .. the last ( and most important ) major animation feature running in ZGE ~

Hopefully this will all be build-in some day.

K
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jph_wacheski
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Post by jph_wacheski »

Oh, these both look very nice,. and I too vote for these animation functions being added as componets in ZGE. Just the basics would be cool so we can experiment with adding more interesting procedural animations using them,. .
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y offs et
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Post by y offs et »

Very nice. There's lots of third party formats for making "boney worms". All we need is a route to import one of them, as the interpolating of the keyframes is fairly easy.
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VilleK
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Post by VilleK »

This looks nice. We should definitely have built-in support for animation, preferably both procedural and keyframed. I just don't know where to begin because I don't have much experience in this field. Kjell, if you want to start a thread about suggestions how we best can design components for animation support that would be great.
StevenM
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Post by StevenM »

Very nice IK/ bone demo Kjell.
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Kjell
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Post by Kjell »

:roll:

Very easy to do in OpenGL, close to impossible in ZGE .. wouldn't recommend it unless you absolutely need it.

K
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jph_wacheski
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Post by jph_wacheski »

So did you implement it in ZGE using openGL calls?? Curious how it is working, just in a generalized pseudo-code explanation,. .
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Kjell
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Post by Kjell »

:?
So did you implement it in ZGE using openGL calls?
No, unfortunately that's not possible .. it's all shaders ( passing all parameters in a texture using split-up floats ).

K
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