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Zwidget

Posted: Tue Feb 09, 2010 10:07 am
by y offs et
8)

Posted: Tue Feb 09, 2010 3:55 pm
by jph_wacheski
This is a handy thing,. I would like to see a vector style one build into the editor.

Posted: Wed Feb 10, 2010 9:01 am
by y offs et
Updated - Now you can travel with wasd + arrows. Thanks to Kjell's code, H points you at 0,0,0.

Posted: Wed Feb 10, 2010 12:49 pm
by Kjell
:arrow:

Some suggestions regarding the Model.

- Put all your pixel information in a single bitmap.
- Construct a single mesh instead of relying on multiple RenderTransform + RenderSprite calls.
- Don't rely on Alpha/One blending for masking, as it will make your object semi-transparent / invisible on a white background.
- Although it doesn't matter ( since you're only using a single clone ), there's no reason to put any resources in Definitions unless each clone needs their own individual instance of those components. So just put them in Content instead.

K

Posted: Wed Feb 10, 2010 4:20 pm
by y offs et
Kjell - All true, except...

When you finish your project (if it ever finishes :) ), you just delete the widget model.

Updated again - this time I'm finished.

P takes you back to start position.
Although it doesn't matter ( since you're only using a single clone ), there's no reason to put any resources in Definitions unless each clone needs their own individual instance of those components. So just put them in Content instead.
Now, here is a point of discussion. Yes, this is the best way at runTime, but during designTime it sets up "dependencies" which complicate "undo" decisions. With drag and drop, the designer can move bitmaps and materials to content easily before final publication, and reap the performance benefits then. The difference shows up in loading time and frame rates.

Like I said before,

viewtopic.php?t=540

ZGE rocks!