## Search found 1790 matches

Mon Apr 14, 2008 1:47 pm
Forum: General discussion
Replies: 5
Views: 5791

Hej Ville, Since I'm sure a ZGE development roadmap exists in one way or the other ( text file / piece of paper / your head ), would you mind taking a shot at compiling a rough outline of which features ( and in what order ) we can expect to appear in the unforeseeable future? No guarantees obviousl...
Sun Apr 13, 2008 1:36 pm
Forum: General discussion
Topic: Delta
Replies: 17
Views: 14421
Hej Ville, Input is indeed the desired velocity. The *1000 constant is used to convert DeltaTime to milliseconds ( therefore the Inertia has to be in the range of 30< to even be noticed, since it's set against the Delta in ms ), while the *-1 is to get the correct exponential curve. When you'd want ...
Sun Apr 13, 2008 12:22 pm
Forum: General discussion
Topic: Delta
Replies: 17
Views: 14421
Hello, The formula's that Ville prescribed work correctly on any framerate, but won't reach a natural equilibrium. Let me share one of my favorite simple pieces of math with you guys ( in ZScript ) which I use in cases where there are not a range of variable forces in play. Velocity += (Input-Veloci...
Sat Apr 12, 2008 3:38 pm
Forum: General discussion
Topic: Delta
Replies: 17
Views: 14421
Hi jph, I'm afraid it's a little more complicated then that. When calculating de- / ac-celleration velocity while using forces like friction, you cannot just multiply with the DeltaTime. Let me give you an example. Let's say we have 2 computers, computer A is twice as fast as computer B. Let's say A...
Thu Apr 10, 2008 9:42 pm
Forum: General discussion
Topic: Delta
Replies: 17
Views: 14421
Hej Ville, Being able to choose what you want to go with as a developer would be the ideal situation. I can imagine having a Mode selection drop-down added to the ZApplication ( similar to how ScreenMode currently works ), from which you can choose between Free / Sync / Limit. And additionally there...
Thu Apr 10, 2008 2:53 pm
Topic: CandyCorn UnderGrowth - a build-shooter,. ?
Replies: 9
Views: 12513
Hey jph. Great game! I absolutely enjoyed it. Controls are spot on, and the atmospheric music and sound effects give the otherwise minimal game allot of flair :) If i'd have to give some critique it would be that the green collectibles disappear after some time, while the orange death-mines don't. T...
Wed Apr 09, 2008 5:02 pm
Forum: General discussion
Topic: Delta
Replies: 17
Views: 14421
Hej Ville, My GPU was actually set to "Application Controlled" VSync. When changing it to "Force Off" the framerate went up dramatically as you predicted. However, the hiccups still occurred. While I'm definitely no expert in this field, I suspect is that by not limiting the beha...
Wed Apr 09, 2008 4:44 pm
Forum: General discussion
Topic: LUA
Replies: 3
Views: 4837
Hej Ville,

In that case, I concur

Kjell
Wed Apr 09, 2008 12:32 pm
Forum: General discussion
Topic: LUA
Replies: 3
Views: 4837

### LUA

Hej, Not sure if this would be any easier then revising the current scripting compiler ( and how much it would increase the size of a ZGE executable ), but what are your thoughts on implementing a existing script language like LUA ( or Squirrel )? There are Delphi bindings publicly available for thi...
Wed Apr 09, 2008 12:27 pm
Forum: General discussion
Topic: Delta
Replies: 17
Views: 14421
Hej Ville, What calculation are you using to determine the DeltaTime? Also, as far as I can see you sync the render frequency to the environment screen frequency, correct? But what about the behavior loop? Is it tied to the framerate or does it have it's own rate ( free / limited )? And this might b...
Tue Apr 08, 2008 5:55 pm
Forum: General discussion
Topic: Delta
Replies: 17
Views: 14421

### Delta

Hej, When a ZApplication is running in a environment with a refresh rate other then 60Hz, I experience a DeltaTime hick-up / offset every second. This only seems to go for windowed / preview mode, as the refresh rate is automatically switched to 60Hz when running a App in fullscreen. I suspect this ...
Sun Apr 06, 2008 3:47 pm
Forum: General discussion
Topic: Feature requests?
Replies: 65
Views: 69092
:idea: RenderSprite:UseModelSpace - In a similar fashion as the RenderText UseModelSpace property. Model:ZLayer / SpawnModel:ZLayer - Property ( int ) forcing render operations to be executed before / after other Models regardless of their Z-Buffer Depth. Models existing in the same Layer ( default ...
Sun Apr 06, 2008 2:11 pm
Forum: General discussion
Topic: Alpha
Replies: 2
Views: 3745
Hej Ville,

*Doh, forgot to set the Material Blend

Thanks!
Kjell
Sun Apr 06, 2008 1:37 pm
Forum: General discussion
Topic: Alpha
Replies: 2
Views: 3745

### Alpha

Hi,

Quick question. Are Bitmaps in 24 or 32-bit? The following BitmapExpression doesn't seem to have any result.

Code: Select all

``this.Pixel.A = Y;``
Regards,
Kjell
Thu Apr 03, 2008 3:41 pm
Forum: General discussion
Topic: Feature requests?
Replies: 65
Views: 69092
Hej Ville, About the BitmapExpression, how do you mean? All the normal zexpression-commands are available here. My bad :) I mistakenly thought the pixel indices where referred from the actual bitmap dimensions, while you're using a 0-1 range instead ( it's even mentioned in the Component Reference )...