Beta release 3.1b
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This is really great feature! I'm going to use it in my current projects and demos related to external libraries. It is perfectly applicable also in physic-aware apps with various kinds of simulated objects sharing common simulation properties but being different, for instance, in shape.
When I tried to open the Box2D testbed project from https://googledrive.com/host/0BxwfQ8la8 ... 91-win.zip, ZGE it throws an access violation exception in ZExpression. For sure, the previous version of ZGE beta worked correctly.
When I tried to open the Box2D testbed project from https://googledrive.com/host/0BxwfQ8la8 ... 91-win.zip, ZGE it throws an access violation exception in ZExpression. For sure, the previous version of ZGE beta worked correctly.
Nice work Ville! The model inheritance looks great 
I have been using the music component quite extensively and happy to report that it works great under Android now.
The only issue (and it is a minor one) is that when the Music component is set to loop, it does so incorrectly. The last note of the midi file always plays back at the same time as the first note when it loops around. This happens on Windows or Android.
I did work around this by making my midi loop an extra eighth note longer than it should be, and making this extra note an octave higher than the first note. That way it blends when the first/last notes are played together.
I can post a project file if it helps...not sure if this is a known issue?

I have been using the music component quite extensively and happy to report that it works great under Android now.
The only issue (and it is a minor one) is that when the Music component is set to loop, it does so incorrectly. The last note of the midi file always plays back at the same time as the first note when it loops around. This happens on Windows or Android.
I did work around this by making my midi loop an extra eighth note longer than it should be, and making this extra note an octave higher than the first note. That way it blends when the first/last notes are played together.
I can post a project file if it helps...not sure if this is a known issue?
Hi Ville...I have attached a project with just a music component and a basic midi file I whipped up to demonstrate the issue. It is just a minor scale going up in eighth notes that repeats once, then tries to loop.
You will hear that when ZGE tries to loop it, the last note is played at the same time as the first note on the loop around. I have also included the midi file.
Thanks for looking at it!
You will hear that when ZGE tries to loop it, the last note is played at the same time as the first note on the loop around. I have also included the midi file.
Thanks for looking at it!
- Attachments
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- scale_loop_test.zip
- (864 Bytes) Downloaded 417 times
Beta updated:
- Vector types (vec2,vec3,vec4) can now use alternate syntax for accessing elements (suggested by Kjell):
vec4 v;
v.x=1; //same as v[0]
v.y=1; //same as v[1]
v.z=1; //same as v[2]
v.w=1; //same as v[3]
x,y,z,w or r,g,b,a can be used
- File.Size updated for embedded content (reported here)
fracteed, I could not find a quick solution to the midi-looping issue. I'll see if I can look at it again next week.
Has anyone been able to try the model inheritance system yet? I've only done very basic testing myself, so I'm interested in knowing how it works for others.
http://www.zgameeditor.org/files/ZGameEditor_beta.zip
- Vector types (vec2,vec3,vec4) can now use alternate syntax for accessing elements (suggested by Kjell):
vec4 v;
v.x=1; //same as v[0]
v.y=1; //same as v[1]
v.z=1; //same as v[2]
v.w=1; //same as v[3]
x,y,z,w or r,g,b,a can be used
- File.Size updated for embedded content (reported here)
fracteed, I could not find a quick solution to the midi-looping issue. I'll see if I can look at it again next week.
Has anyone been able to try the model inheritance system yet? I've only done very basic testing myself, so I'm interested in knowing how it works for others.
http://www.zgameeditor.org/files/ZGameEditor_beta.zip
Hi Rado1,
Not that i'd recommend that kind of coding style 
K
I only found this out recently as well .. but everything in ZGameEditor is not case-sensitive. So for instance the following works just fine ..Rado1 wrote:Are properties case insensitive?
Code: Select all
APP.cameraPOSITION.x = aPp.tiME;

K
Beta updated with a bugfix for model inheritance.
About case sensitivity: I didn't want to make component names and property names case sensitive, i.e. you should be able to write "app.mouseposition" etc if you want instead of demanding exact case. However reserved words (including type names) in the scripting is still case sensitive: "if" "while" etc.
About case sensitivity: I didn't want to make component names and property names case sensitive, i.e. you should be able to write "app.mouseposition" etc if you want instead of demanding exact case. However reserved words (including type names) in the scripting is still case sensitive: "if" "while" etc.
Hej Ville,
The only issue is that the auto-complete dialog is case-sensitive at the moment. So when you start typing "app.mousepo" and trigger the dialog, it doesn't give you any suggestions.
K
Agreed .. i like it quite a bit more than i thought i would ( first time using a language that isn't case-sensitive ).VilleK wrote:About case sensitivity: I didn't want to make component names and property names case sensitive, i.e. you should be able to write "app.mouseposition" etc if you want instead of demanding exact case.
The only issue is that the auto-complete dialog is case-sensitive at the moment. So when you start typing "app.mousepo" and trigger the dialog, it doesn't give you any suggestions.
K
Thanks to improvements in ZGE 3.1b it is possible to write expressions like this:
That's nice. However, when the declaration Mesh[2] m; is placed to a ZLibrary, ZGE reports the error "Cannot convert Mesh to Group". It would be desired to have global arrays of meshes and other components which can be placed to arrays.
Code: Select all
Mesh[2] m;
m[0] = Mesh1;
m[1] = Mesh2;
- Attachments
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- test.zgeproj
- example project
- (405 Bytes) Downloaded 431 times
Hi Ville, I wanted to use this syntax improvement, but does not work when trying to assign global variable of type vec3; "Invalid conversion: ((float)pos.ManagedValue)" error is reported. See the attached testing project.VilleK wrote:Update:
- "vec3 foo; App.LightPosition = foo;" syntax supported.
- Attachments
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- test2.zgeproj
- testing project
- (358 Bytes) Downloaded 427 times