Search found 1882 matches

by Kjell
Fri Jun 13, 2008 12:17 pm
Forum: Tips'n'Tricks
Topic: Better looking spheres
Replies: 10
Views: 13213

Hi guys, After discussing some of the procedural mesh generation methods that ZGE has to offer with Francesco on the ZGE IRC Channel ( #ZGameEditor at irc.esper.net :wink: ), I believe the crux of the hard edge problem lies in the fact that the MeshPrimitives aren't closed to begin with ( as Yilmaz ...
by Kjell
Thu Jun 12, 2008 5:19 pm
Forum: Feature requests
Topic: Skin & Morph
Replies: 2
Views: 5092

Hi Francesco, Skin ( or Envelopes ) is a technique to animate objects by bone influence. Technically this means that each vertex of a object contains a list of bone objects it draws influence from ( in percentages, totaling 100% per vertex ). Prior to this 3D games almost always used separate body p...
by Kjell
Thu Jun 12, 2008 3:05 pm
Forum: Feature requests
Topic: Skin & Morph
Replies: 2
Views: 5092

Skin & Morph

8) These are both long shots, but CPU based components that enable Skin & Morph ( Collada pipeline? ) would be a great addition. Personally I think GPU powered skinning is too costly for the average system out there ( especially when combined with shaders ), so going with a CPU approach to bridg...
by Kjell
Wed Jun 11, 2008 3:07 pm
Forum: Your projects
Topic: ZPacman
Replies: 13
Views: 16739

Hej Ville, Not just for collisions, also to gather information about the environment. How far away are walls / floors, what's the intersected face's normal, detecting whether a enemy can see the player or if its vision is obscured by a obstacle, easy 3d object selection, laser beams .. the list goes...
by Kjell
Mon Jun 09, 2008 3:25 pm
Forum: General discussion
Topic: Bugs
Replies: 5
Views: 6019

Killer!

Image

:D
by Kjell
Mon Jun 09, 2008 2:37 pm
Forum: General discussion
Topic: Bugs
Replies: 5
Views: 6019

:cry: The second bug seems to be a little more severe then the specific localized occasion I pointed out. Preview playback never seems to work anymore unless you manually select the App Component in the Component Tree ( unregardless of having it Locked for Preview ). Seems to be 1.8.0 specific as I ...
by Kjell
Mon Jun 09, 2008 2:16 pm
Forum: Feature requests
Topic: BitmapFromFile
Replies: 12
Views: 28502

BitmapFromFile

Hej Ville,

If it ain't too much of a hassle, I'd like to see one of the current limitations of the BitmapFromFile Component ( as mentioned in the Component Reference ) being lifted, namely the fact that Alpha channel information is not imported.

Thanks in advance,
Kjell
by Kjell
Mon Jun 09, 2008 11:51 am
Forum: Your projects
Topic: ZPacman
Replies: 13
Views: 16739

Hej guys, This is why we need Raycast :wink: You're not only going to run into this "problem" when a game is running slower then intended, also anything with a small collision model or moving at high speed ( bullets / racing ) might slip through obstacles when you don't check the trajector...
by Kjell
Thu Jun 05, 2008 4:41 pm
Forum: Releases
Topic: ZGameEditor 1.8.0
Replies: 6
Views: 22374

Hej Ville,

Some great new functions again in this release :) However, my AV ( NOD32 ) isn't really liking kkrunchy packed files. It seems to grind through them quite severely .. eating up the CPU fully for a couple of seconds. Completely ZGE unrelated though obviously :wink:

Thanks!
K
by Kjell
Thu Jun 05, 2008 1:11 pm
Forum: General discussion
Topic: Bugs
Replies: 5
Views: 6019

Bugs

:? Two small bugs. The first occurs when using CharCode 13 ( Return / Enter ) in Preview Mode. After the component turns True for the first time, it will continue to output True regardless of the input until you restart the Editor. The second occurs when switching a SetAppState Component ( in OnLoad...
by Kjell
Wed Jun 04, 2008 1:37 pm
Forum: General discussion
Topic: FOV
Replies: 2
Views: 4435

:arrow:

Basic example of this technique. Press Space to scale the sprite to Pixel Perfect proportions.

Kjell
by Kjell
Tue Jun 03, 2008 11:50 am
Forum: Feature requests
Topic: Gimbal Lock
Replies: 9
Views: 10861

Hej Ville,

Tack sä mycket :) Good to be back :wink: Gimbal Lock unfortunately made me give up on implementing Camera roll when cornering ( preference went to pitch ), as you really need arcsin / arccos to calculate the values nicely. But no worries, it will still rock without it 8)

Regards,
K
by Kjell
Mon Jun 02, 2008 4:33 pm
Forum: Your projects
Topic: Artificial Nature - TIGsource Procedural Generation entry
Replies: 18
Views: 37388

:roll:

Ah sorry, hadn't noticed that yet. I'm a sucker for those kind of things too .. so please leave it in 8) Hmm .. perhaps you can change the BG color slightly based on the seed so that it becomes a little more obvious? Or even the camera / composition .. just thinking out loud.

K
by Kjell
Mon Jun 02, 2008 4:11 pm
Forum: Your projects
Topic: Artificial Nature - TIGsource Procedural Generation entry
Replies: 18
Views: 37388

Hej jph, I'd let the menu appear on Mouse Button / Enter first as well ( instead of going straight into the game ). But that's just me I guess .. Also, the Re-Seed option might be a bit of a mystery for most people. Do you really need it? Doesn't it create a fresh seed when you start a new game? And...
by Kjell
Mon Jun 02, 2008 2:57 pm
Forum: Your projects
Topic: Artificial Nature - TIGsource Procedural Generation entry
Replies: 18
Views: 37388

Hej jph, Not sure whether this is deliberate or not .. but the main menu seem to be accessible before the options are actually drawn ( you can even hear the menu sounds ). Perhaps it would be better that when the menu is not yet visible, a key press would first make the menu appear instead of naviga...