Information and change log about the latest ZGameEditor release.
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Kjell
Posts: 1924 Joined: Sat Feb 23, 2008 11:15 pm
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by Kjell » Fri Jun 04, 2010 3:12 pm
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
K
VilleK
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by VilleK » Wed Jun 09, 2010 3:41 pm
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 )
Kjell
Posts: 1924 Joined: Sat Feb 23, 2008 11:15 pm
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by Kjell » Mon Jun 28, 2010 9:16 am
Another random experiment .. Sega-Saturn style shadow volumes ( dithered transparency ).
K
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Volume.gif (13.56 KiB) Viewed 33584 times
Kjell
Posts: 1924 Joined: Sat Feb 23, 2008 11:15 pm
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by Kjell » Tue Jun 29, 2010 12:45 pm
Blazing fast volumetric line rendering ( single mesh ). Same scene rendered from different angles.
K
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jph_wacheski
Posts: 1005 Joined: Sat Feb 16, 2008 8:10 pm
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by jph_wacheski » Tue Jun 29, 2010 12:55 pm
Both very pretty,. share, share, share, . we like to learn form you examples Kjell.
iterationGAMES.com
Kjell
Posts: 1924 Joined: Sat Feb 23, 2008 11:15 pm
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by Kjell » Tue Jun 29, 2010 3:54 pm
Playing around with volumetric clouds / nebulas.
K
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VilleK
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by VilleK » Thu Jul 15, 2010 2:28 pm
y offs et
Posts: 418 Joined: Wed Apr 22, 2009 4:26 pm
Location: BC, Canada
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by y offs et » Thu Jul 15, 2010 7:59 pm
Thanks for the visible bounds.
Umm ... Model.RotationVelocity doesn't seem to be working.
"great expectations"
VilleK
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by VilleK » Fri Jul 16, 2010 6:59 am
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 )
Kjell
Posts: 1924 Joined: Sat Feb 23, 2008 11:15 pm
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by Kjell » Sat Aug 07, 2010 1:17 pm
More visual stuff .. focus / depth-of-field and point-cloud-style particle fields.
K
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Focus.jpg (61.5 KiB) Viewed 33300 times
VilleK
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by VilleK » Wed Aug 18, 2010 9:51 am
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.
Lupo
Posts: 76 Joined: Wed Sep 09, 2009 6:21 pm
Location: Montevideo, Uruguay
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by Lupo » Tue Sep 21, 2010 3:54 pm
Great work!
Regarding collissions, It is possible to have a pointer to the model you collided?
Thanks!
Lupo.
Close, but not there yet.
VilleK
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by VilleK » Wed Sep 22, 2010 7:28 am
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!
VilleK
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by VilleK » Wed Sep 22, 2010 1:07 pm