Search found 1883 matches
- Wed Apr 19, 2023 7:11 pm
- Forum: Feature requests
- Topic: A display of the collision box on model preview
- Replies: 2
- Views: 5418
Re: A display of the collision box on model preview
Hi jinxtengu, I seem to recall that this used to be a feature, but maybe I am mis-remembering. You're correct, simply enable the "Bounds" checkbox when previewing a model. https://i.imgur.com/F7FU1na.png And if you leave the checkbox enabled, it will show collision bounds while previewing ...
- Tue Apr 18, 2023 1:53 pm
- Forum: General discussion
- Topic: Disabling Fog per model?
- Replies: 2
- Views: 5247
Re: Disabling Fog per model?
Hi jinxtengu, I was wondering if anyone knows an easy way to do this? Sure, you can simply use glEnable(GL_FOG) / glDisable(GL_FOG) :) Below is a simple example of a scene that contains a bunch of boxes ( that have fog enabled ) and a sky-box ( that has fog disabled ). The sky-box doesn't follow the...
- Fri Feb 17, 2023 8:05 pm
- Forum: General discussion
- Topic: Recycling models, is it worth it?
- Replies: 6
- Views: 7755
Re: Recycling models, is it worth it?
Hi Ats, As I was merging all my FX into only one Model, I realized that some FX have a different RenderOrder or Category number, in order to display them correctly. Can I simply change those settings in the ModelStates, or will it change all the FX models in game, regardless of their ModelState? Nev...
- Fri Feb 17, 2023 11:14 am
- Forum: General discussion
- Topic: Recycling models, is it worth it?
- Replies: 6
- Views: 7755
Re: Recycling models, is it worth it?
Hi Ats, So I made a little working example, but I'm not happy with setting the Thing parameters in the general activateThing function. I would prefer them to be set in the model, so I don't have to search everywhere for that bit of code. But I can't seem to find how to simply do that :? If you only ...
- Thu Feb 16, 2023 9:23 pm
- Forum: General discussion
- Topic: Recycling models, is it worth it?
- Replies: 6
- Views: 7755
Re: Recycling models, is it worth it?
Hi Ats, So, do you guys think it is worth doing that, or is it just a waste of time? If you're experiencing hiccups during gameplay due to models being spawned, recycling models can certainly be a relatively easy remedy. However, if your game already runs completely smooth at the desired framerate o...
- Tue Feb 14, 2023 12:08 pm
- Forum: Extensions
- Topic: 3D Physics with ZgeBullet
- Replies: 104
- Views: 276471
Re: 3D Physics with ZgeBullet
Hi Ats, I don't find any other way to retrieve the collided object, as every other ZgeBullet functions returns an int or a void. For those kind of situations i think zbtGetNumOverlappingObjects and zbtGetOverlappingObject ( which returns a btCollisionObject ) are intended. But that's the beauty of o...
- Mon Feb 13, 2023 7:18 pm
- Forum: Extensions
- Topic: 3D Physics with ZgeBullet
- Replies: 104
- Views: 276471
Re: 3D Physics with ZgeBullet
Hi Ats, I was expecting ZgeBullet to be capable of retrieving what objects are simply colliding, since it can do that with a zbtRayTest followed by zbtGetUserModel. Bullet can tell you which objects / bodies have collided, but that's not very helpful in most circumstances. ZGE doesn't know what Bull...
- Mon Feb 13, 2023 5:24 pm
- Forum: Extensions
- Topic: 3D Physics with ZgeBullet
- Replies: 104
- Views: 276471
Re: 3D Physics with ZgeBullet
Hi Ats, Since it's an external library, I didn't expect the zbtIsCollidedWith function to only work with reference model. No no, it works with clones as well. The mistake you made doesn't have anything to do with external libraries, it's a regular ZGE mistake. What i tried to explain is that in your...
- Mon Feb 13, 2023 11:56 am
- Forum: Extensions
- Topic: 3D Physics with ZgeBullet
- Replies: 104
- Views: 276471
Re: 3D Physics with ZgeBullet
Hi Ats, So with models spawned as reference, the test is running correctly. It's good to know, as it isn't explained in the doc. Not sure if you're referring to the ZgeBullet docs or the ZGameEditor docs, but this should be common knowledge in ZGE. Take a look at the example below. It spawns a blue ...
- Sat Feb 11, 2023 12:50 pm
- Forum: Extensions
- Topic: 3D Physics with ZgeBullet
- Replies: 104
- Views: 276471
Re: 3D Physics with ZgeBullet
Hi Ats, Had a quick look at the Sphere VS Cylinder example you posted ( should have done that sooner ). You're using the Body xptr of ObjectModel in the ZExpression of SphereModel. You can only do that when ObjectModel is spawned as a reference. But since you're spawning it as a clone, that basicall...
- Thu Feb 09, 2023 9:13 pm
- Forum: Extensions
- Topic: 3D Physics with ZgeBullet
- Replies: 104
- Views: 276471
Re: 3D Physics with ZgeBullet
Hi Ats, Do I do something wrong, or do you think there is a problem in ZgeBullet source code ? At the very least, the code that is commented out in zbtIsCollidedWith shouldn't be commented out. As previously established, using validContactDistance might appear superfluous when testing with only axis...
- Wed Feb 08, 2023 6:10 pm
- Forum: General discussion
- Topic: A Shader code for a flat surface?
- Replies: 2
- Views: 5561
Re: A Shader code for a flat surface?
Hi jinxtengu, So I need a shader code that can be applied to a single surface, that either blurs the texture, or fades it to a set color, when it is far away from the player. You don't necessarily need a shader to do that. In some cases you might be able to get away with simply manipulating the text...
- Sat Jan 07, 2023 11:59 pm
- Forum: General discussion
- Topic: [Solved] Detecting generic Gamepad D-Pad on Android
- Replies: 9
- Views: 11521
Re: Detecting generic Gamepad D-Pad on Android
Hi Ats, I could augment MAX_AXES or simply remove the test, but I wonder why there is this test in the first place. Since we pass the JoyId and Axis manually to the function, why limiting this number? Because ZGE allocates a block of memory to hold the values for MAX_AXES amount of axes. If you'd re...
- Sat Jan 07, 2023 2:12 pm
- Forum: General discussion
- Topic: [Solved] Detecting generic Gamepad D-Pad on Android
- Replies: 9
- Views: 11521
Re: Detecting generic Gamepad D-Pad on Android
Hi Ats, But why is it returning an angle when all gamepads' hat works with two axis, just like a joystick? It's up to the manufacturer ( and driver programmer specifically ) to decide how they want to represent their D-Pad in any particular API. As you noticed in your research, there's no consensus....
- Sat Jan 07, 2023 11:28 am
- Forum: General discussion
- Topic: [Solved] Detecting generic Gamepad D-Pad on Android
- Replies: 9
- Views: 11521
Re: Detecting generic Gamepad D-Pad on Android
Hi Ats, For starters, is a hat a POV? POV stands for point-of-view control or point-of-view hat. I suspect Ville adopted this term from the WinMM API. Maybe we should add some explanations in the ZGE's help regarding the use of joyGetPOV? There's not much to it .. it returns the angle of the POV hat...