Search found 1790 matches

by Kjell
Tue Apr 29, 2008 6:47 pm
Forum: General discussion
Topic: IDE/saving - .00x value rounding limit ?
Replies: 4
Views: 4923

Hej JPH,

Yea I've noticed this as well. The solution I've been going with is using a ZExpression to set those variables. Values don't get rounded in scripts obviously.

Good luck ~
K
by Kjell
Tue Apr 29, 2008 4:10 pm
Forum: Tips'n'Tricks
Topic: Anti-Aliased Circle
Replies: 3
Views: 5560

Hej Ville,

That's correct. The BitmapSize constant should be 256 when using a 256x256 Bitmap, and AAWidth represents the width in Pixels of the soft-edge / gradient.

K
by Kjell
Tue Apr 29, 2008 1:21 pm
Forum: Tips'n'Tricks
Topic: Anti-Aliased Circle
Replies: 3
Views: 5560

Anti-Aliased Circle

:idea: A BitmapExpression generated Anti-Aliased Circle ( for square Bitmaps ). // Default Pixel values this.Pixel.R = 1; this.Pixel.G = 1; this.Pixel.B = 1; this.Pixel.A = 0; // Calculate the radius of the current Pixel from the center Radius = sqrt(pow(0.5-X-0.5/BitmapSize,2)+pow(0.5-Y-0.5/BitmapS...
by Kjell
Sat Apr 26, 2008 8:18 pm
Forum: General discussion
Topic: Feature requests?
Replies: 65
Views: 69092

:idea:

App
- Icon ( 16x16 / 32x32 bitmap )
- ClipNear ( float )
- ClipFar ( float )

Model:CollisionStyle
- Cylinder3D

Keypress
- ASCII ( integer )

K
by Kjell
Sun Apr 20, 2008 11:41 am
Forum: General discussion
Topic: Arrays
Replies: 9
Views: 9598

Hej Ville, Indeed, in order to set / get data from the Bitmap I used a script similar to your example that triggers a entire loop through the Bitmap. Inefficient yes, but in case it would have worked, it would have been a good "Ghetto" solution for now. And it does work when you're only re...
by Kjell
Sat Apr 19, 2008 5:06 pm
Forum: General discussion
Topic: Arrays
Replies: 9
Views: 9598

Hey jph, Seems like I cheered a little too early :( When updating a Mesh / Bitmap in order to set / retrieve data, the Mesh / Bitmap seems to be diverted to it's original initial state before the query is executed, and with this losing all previously set data :? I wonder why this is though ... By th...
by Kjell
Sat Apr 19, 2008 10:48 am
Forum: General discussion
Topic: Arrays
Replies: 9
Views: 9598

Arrays

Hi, Although Arrays are currently not supported by the ZGE Scripting Language, I've come up with a pretty solid alternative. For 1 Dimensional Arrays I'm using a Mesh, while Bitmaps make a perfect double for 2D Arrays. The trick is to have a dedicated model act as a Array Controller that you can set...
by Kjell
Fri Apr 18, 2008 9:26 pm
Forum: General discussion
Topic: Variables
Replies: 0
Views: 3309

Variables

God afton :) After defining variables "X" and "Y" for behavior purposes, my procedural textures stopped working properly. I assume they conflict with the X / Y values of the BitmapExpression? If this is indeed the case, perhaps it would be a good idea to list the variables that a...
by Kjell
Fri Apr 18, 2008 12:49 pm
Forum: Your projects
Topic: Gyro-PhyterNEO- Update w/ MOUSE aiming! Done 4 now,. .
Replies: 20
Views: 41904

Hi jph, Looks promising :) Some key combinations don't work though ( keyboard limitation ) of which S+D+K is the most bothersome. It's probably solved most easily by using the arrow keys instead of WASD. Also, personally I would add a slight inertia on the camera's rotation ( maybe even the position...
by Kjell
Thu Apr 17, 2008 3:57 pm
Forum: General discussion
Topic: Collision detection with rotate/scale
Replies: 6
Views: 6350

Hej Ville, Hmm, would there be any demo projects that stop working / not work as they should when the Rect2D CollisionStyle would behave as the new Rect2D_OBB? But ok, I give in .. the argument that you can save some CPU time when Rect2D is enough ( non-animated obstacles ) is more then valid and in...
by Kjell
Thu Apr 17, 2008 12:19 am
Forum: General discussion
Topic: Collision detection with rotate/scale
Replies: 6
Views: 6350

Hej jph, Haha :lol: Sorry about that. I did not realize that you make use of CollisionStyle: Rect2D when I wrote that, should have though :wink: The comment was merely intended to question why the new Rect2D_OBB hadn't replaced the old Rect2D, since I don't think that when you can choose between Rec...
by Kjell
Wed Apr 16, 2008 12:33 pm
Forum: General discussion
Topic: FOV
Replies: 2
Views: 3989

FOV

Hi Ville,

Can you share the "Field of View" or "Focal Length" that ZGE is set to, so I can calculate the ScaleFactor for pixel-perfect GUI elements?

Thanks!
K
by Kjell
Tue Apr 15, 2008 6:05 pm
Forum: General discussion
Topic: Collision detection with rotate/scale
Replies: 6
Views: 6350

Hej Ville, Works great! Hopefully we can see something similar appear for the Box3D and Sphere3D CollisionStyle's some time in the future 8) Will the original Rect2D be phased out / dissipated in the future? I assume you primarily left it in to not break projects that use Rect2D while scaling / rota...
by Kjell
Mon Apr 14, 2008 3:52 pm
Forum: General discussion
Topic: Roadmap
Replies: 5
Views: 5791

Hmm, That's a difficult question actually ... What I think is probably the most urgent issue ( even though I don't really need it right now ) is that the current Collision system does not work properly with Model Rotation / Scale. After that ... a Raycast component 8) *I've attached a example in whi...
by Kjell
Mon Apr 14, 2008 2:09 pm
Forum: General discussion
Topic: Delta
Replies: 17
Views: 14421

Hej, This is the biggest downside of PC game development, not knowing what kind of system players will attempt running you game on. However, once ZGE will have the option to limit the framerate to a desired ceiling, you can take the simpler / non-deltatime dependant approach. Many console games that...