Search found 1985 matches
- Tue Feb 24, 2026 1:44 pm
- Forum: Extensions
- Topic: 3D Physics with ZgeBullet
- Replies: 110
- Views: 616188
Re: 3D Physics with ZgeBullet
Hi zakkwylde, So we have to still switch to euler for camera postioning. No, converting to euler isn't needed. In case you prefer not to .. simply remove the matrixToEuler conversions, store the results of quaternionToMatrix as mat4 variables and apply them using setMatrix just like i did in previou...
- Fri Feb 20, 2026 10:15 pm
- Forum: Extensions
- Topic: 3D Physics with ZgeBullet
- Replies: 110
- Views: 616188
Re: 3D Physics with ZgeBullet
Hi zakkwylde, I have been trying to get the camera to move in the direction it is facing but even though it can move, it is never in the direction i want. Below is a simple* example. *I ended up converting the quaternion matrix to euler-angles ( instead of manipulating the modelView matrix directly ...
- Thu Feb 12, 2026 4:42 pm
- Forum: General discussion
- Topic: Testing ZGE speed on PC VS Android
- Replies: 5
- Views: 2676
Re: Testing ZGE speed on PC VS Android
Hi Ats,
Try limiting the PC build to 60fps ( and switching your monitor to 60Hz ) to see if there's still a difference in "difficulty". At 164fps input lag will probably be significantly lower than on your phone.
K
Try limiting the PC build to 60fps ( and switching your monitor to 60Hz ) to see if there's still a difference in "difficulty". At 164fps input lag will probably be significantly lower than on your phone.
K
- Thu Jan 22, 2026 10:55 am
- Forum: Tips'n'Tricks
- Topic: Trails
- Replies: 13
- Views: 19976
Re: Trails
Hi Ats, I wonder how they manage to handle the looping, though. Here's a quick & dirty example of a looping .. <?xml version="1.0" encoding="iso-8859-1" ?> <ZApplication Name="App" Caption="ZGameEditor application" FileVersion="2"> <OnLoaded> <Sp...
- Wed Jan 21, 2026 5:22 pm
- Forum: Tips'n'Tricks
- Topic: Trails
- Replies: 13
- Views: 19976
Re: Trails
Hi Ats, Not just breezes in a distance. Would the stretched bitmap work in that case? Just double-checked it .. and they use the exact same meshes & texture for up-close wind trails. The only reason it looks slightly different in the distance is because of the depth-of-field effect applied to pi...
- Mon Jan 19, 2026 2:14 pm
- Forum: Tips'n'Tricks
- Topic: Trails
- Replies: 13
- Views: 19976
Re: Trails
Hi Ats, Should I go with RenderNet or a MeshExpression? Probably neither .. i suspect you're trying to do something like in Wind Waker? https://i.imgur.com/zZ0a3dj.gif Just use a static mesh and animate the texture matrix. The only downside is that in ZGE you can't render a part of a mesh ( without ...
- Mon Jan 19, 2026 11:18 am
- Forum: Tips'n'Tricks
- Topic: Trails
- Replies: 13
- Views: 19976
- Sun Jan 04, 2026 8:33 pm
- Forum: General discussion
- Topic: How to mirror a mesh without getting its faces upside down?
- Replies: 4
- Views: 7945
Re: How to mirror a mesh without getting its faces upside down?
Hi Ats, Do I have to recalculate the TexCoord manually? Simply swap the x and y components of the texture coordinates. For example, something like this: <?xml version="1.0" encoding="iso-8859-1" ?> <ZApplication Name="App" Caption="ZGameEditor application" Fil...
- Sun Jan 04, 2026 1:07 pm
- Forum: General discussion
- Topic: How to mirror a mesh without getting its faces upside down?
- Replies: 4
- Views: 7945
Re: How to mirror a mesh without getting its faces upside down?
Hi Ats, I can mitigate the problem by using a DrawBackFace material, and everything looks correct You don't want to enable DrawBackFace when it's not ( really ) needed. I was wondering if there is some OpenGL “magic” to do the mirroring properly? You can toggle the "winding" between clockw...
- Fri Jan 02, 2026 4:00 pm
- Forum: General discussion
- Topic: How to access external var from MeshExpression
- Replies: 2
- Views: 5669
Re: How to access eternal var from MeshExpression
Hi Ats,
Not exactly sure why your example doesn't work ( might be a bug ) ... since "const float VALUE = 0.5;" for instance does work.
K
Not exactly sure why your example doesn't work ( might be a bug ) ... since "const float VALUE = 0.5;" for instance does work.
K
- Sun Dec 28, 2025 11:14 pm
- Forum: General discussion
- Topic: I might have been using the light position wrong in my shaders from the start
- Replies: 15
- Views: 19414
Re: I might have been using the light position wrong in my shaders from the start
Hi Ats, After a lot of testing, I just discovered the hard way that using glUniform3f to pass the light direction to shaders only works if the material used immediately before is using the same shader. Exactly, glUniform3f sets the value of a uniform variable of the shader program that is currently ...
- Sun Dec 28, 2025 11:42 am
- Forum: General discussion
- Topic: Hotswapping Bitmaps
- Replies: 2
- Views: 4534
Re: Hotswapping Bitmaps
Hi Ats, I was wondering if I need to create a Material per Bitmap, or if I can hot-swap bitmaps on a single Material during the rendering of the scene. To make your example work the only thing you need to add is another UseMaterial before your UseMaterial. That's because when you switch to a materia...
- Mon Dec 22, 2025 1:51 pm
- Forum: General discussion
- Topic: I might have been using the light position wrong in my shaders from the start
- Replies: 15
- Views: 19414
Re: I might have been using the light position wrong in my shaders from the start
Hi Ats, I can't seem to find a better way than using OpenGL calls :lol: Yea .. the fact that the ShaderVariable component doesn't support any kind of vector isn't very convenient. So, you either need to split your vector into individual floats, or pack them into a matrix, or use an array / texture. ...
- Fri Dec 19, 2025 1:22 pm
- Forum: General discussion
- Topic: I might have been using the light position wrong in my shaders from the start
- Replies: 15
- Views: 19414
Re: I might have been using the light position wrong in my shaders from the start
Hi Ats, Should I also pass App.AmbientLightColor with the hack to a handle, or is it better to stick with a ShaderVariable mat4 ambientLightColor? Ehm .. the hack i was referring to isn't that i'm using glGetUniformLocation & glUniform3f to pass the vec3 uniform, it's using a Dummy model to nega...
- Tue Dec 16, 2025 8:23 pm
- Forum: General discussion
- Topic: I might have been using the light position wrong in my shaders from the start
- Replies: 15
- Views: 19414
Re: I might have been using the light position wrong in my shaders from the start
Hi Ats, How did you know you needed to do that for it to work? I guess it's just one of those basic 3D engine knowledge things? Isn't it easier to expose the view matrix in ZGE source code? Probably? It's certainly the preferred solution. Is this hack better than using the fragment shader? Those are...