Search found 877 matches

by Ats
Thu Nov 06, 2025 3:39 pm
Forum: General discussion
Topic: New planet mesh generator
Replies: 8
Views: 251

Re: New planet mesh generator

Thanks for the example. That’s an interesting way to assign the mesh per state. In my case, I use different ModelState to display planets and moons, since they don’t share the same base model. Then there are other model states, like black holes, huge spaceships or meteor fields... Each model state h...
by Ats
Wed Nov 05, 2025 2:45 pm
Forum: General discussion
Topic: New planet mesh generator
Replies: 8
Views: 251

Re: New planet mesh generator

mmm... That is exactly what I tried, except I was doing that to retrieve the model : model planet = PlanetArray[PlanetSelect]; if (planet != null) @RefreshContent(Component: planet.PlanetMesh); I'm going to review my code once again :? Edit: All right, it was not working because my mesh is in a Mode...
by Ats
Wed Nov 05, 2025 12:57 pm
Forum: General discussion
Topic: New planet mesh generator
Replies: 8
Views: 251

Re: New planet mesh generator

How would you update the planet mesh when the model is a clone and the event that triggers the refresh is outside the model (general OnUpdate)? I already tried a lot of things, like storing the planet model inside an array on creation, then retrieve it when pressing spacebar and setting a bool insid...
by Ats
Mon Nov 03, 2025 8:11 pm
Forum: General discussion
Topic: New planet mesh generator
Replies: 8
Views: 251

Re: New planet mesh generator

So in the end, I calculated a seed outside the MeshExpression: Seed_Planet = rnd() * getSystemTime(); And a frequency inside the MeshExpression: float freq = 0.5 + (abs(sin(Seed_Planet)) * 1.0); Though, it could also be outside to avoid calculate this for each vertex. But it's not as if it was updat...
by Ats
Mon Nov 03, 2025 4:06 pm
Forum: General discussion
Topic: New planet mesh generator
Replies: 8
Views: 251

Re: New planet mesh generator

Oh ! Thanks. I'm on it :)
by Ats
Mon Nov 03, 2025 3:05 pm
Forum: General discussion
Topic: New planet mesh generator
Replies: 8
Views: 251

New planet mesh generator

Hello. Today, I'm replacing the planets in my game. So I'm working on a little planet generator, and I'm already stuck because I'm not able to refresh the MeshExpression vertices when pressing spacebar. It just changes the colors... Is there something I'm doing wrong? <?xml version="1.0" e...
by Ats
Wed Oct 22, 2025 12:29 pm
Forum: General discussion
Topic: Questions regarding looping sounds using ZGE Sound
Replies: 4
Views: 527

Re: Questions regarding looping sounds using ZGE Sound

Nice way to handle the infinite length and volume.
Kjell wrote:There's no limit to the amount of sounds playing on the same channel simultaneously.
That will simplify a lot of things in my game. I don't know why, I really thought a channel could only play one sound at a time :lol:
by Ats
Wed Oct 22, 2025 8:31 am
Forum: General discussion
Topic: Questions regarding looping sounds using ZGE Sound
Replies: 4
Views: 527

Re: Questions regarding looping sounds using ZGE Sound

Thanks, Kjell! After a lot of tries, I finally managed to get something working without it sounding like a Geiger counter. I had to modify the BaseNoteNr, because once the sound is launched with a NoteNr, it can’t be changed afterward. So here’s my little sound engine toy, based on your example: <?x...
by Ats
Tue Oct 21, 2025 2:38 pm
Forum: General discussion
Topic: Questions regarding looping sounds using ZGE Sound
Replies: 4
Views: 527

Questions regarding looping sounds using ZGE Sound

Since the very beginning of my project, I set up some kind of noise as a motor sound and then triggered it repeatedly using something like: int Sound_Channel = 0; void ChangeSoundChannel() { Sound_Channel++; if (Sound_Channel > 3) Sound_Channel = 0; } void PlaySound(Sound snd, vec3 pos, float vmax, ...
by Ats
Fri Oct 17, 2025 1:01 pm
Forum: General discussion
Topic: Problem with zgeproj file encoding
Replies: 5
Views: 915

Re: Problem with zgeproj file encoding

I have version control in Dropbox, but I often save more than the history limit allows. My SublimeText script saves the file in order to run it. I could try a revert, like I did yesterday, but this is the second time ZGE has broken all the characters in my years-long project in just two days. So I’m...
by Ats
Fri Oct 17, 2025 12:17 pm
Forum: General discussion
Topic: Forum problem
Replies: 2
Views: 4306

Re: Forum problem

Yeah… the open web keeps shrinking. Everything needs walls now just to stay online against bots, making the experience tiresome for us humans. On my own server, I’ve had to set up aggressive rules to detect suspicious connections and automatically quarantine them for a week. The logs show thousands ...
by Ats
Fri Oct 17, 2025 11:43 am
Forum: General discussion
Topic: Problem with zgeproj file encoding
Replies: 5
Views: 915

Re: Problem with zgeproj file encoding

All right, so it was ZGameEditor that put "iso-8859-1" in the XML encoding, so everything was normal after all. But I made the mistake of saving my project from ZGE, so now all the éèù... characters are permanently broken. This time, they’ve all been replaced by "?", so I can’t e...
by Ats
Thu Oct 16, 2025 7:35 am
Forum: General discussion
Topic: Problem with zgeproj file encoding
Replies: 5
Views: 915

Re: Problem with zgeproj file encoding

Never mind, I found it. The problem was coming from the .zgeproj's xml definition:
<?xml version="1.0" encoding="iso-8859-1" ?>
instead of
<?xml version="1.0" encoding="utf-8" ?>

I have no idea how this was changed... :shock:
by Ats
Thu Oct 16, 2025 7:30 am
Forum: General discussion
Topic: Problem with zgeproj file encoding
Replies: 5
Views: 915

Problem with zgeproj file encoding

Hello, I have a nez weird problem today... Do you happen to know what the file encoding of .zgeproj files is? I believe it’s UTF-8, right? Since yesterday, when I open my project in Sublime Text and then open it in ZGameEditor, all the French characters are messed up. I can’t save my project in ZGam...
by Ats
Mon Oct 13, 2025 11:20 am
Forum: General discussion
Topic: Help for wireframe in Android ES2/GL3
Replies: 4
Views: 2623

Re: Help for edge shader (wireframe) in ES2/GL3

All versions of OpenGL ES support GL_LINES, GL_LINE_LOOP and GL_LINE_STRIP. Oh, ok. Reddit is so full of crap :lol: Anyway, I have something that is working a bit like I want. I'm going to try it on Android, to see if it is showing up. And I'll make it better, faster and stronger another day. <?xml...