Hi guys,
Also try SFXR, a great tool for creating sound effects in the spirit of ZGE.
K
Search found 1882 matches
- Tue Jul 08, 2008 2:40 pm
- Forum: General discussion
- Topic: Procedural script drawing system!
- Replies: 4
- Views: 5267
Hej jph, Ah alright :) I don't have any experience coding for consoles in Delphi, but I can imagine it's not all that different from C++. And I'd personally rather see a PS3 or Wii port / build of ZGE, because of their online distribution platforms. Both are based on OpenGL|ES too actually .. but a ...
- Tue Jul 08, 2008 2:22 pm
- Forum: General discussion
- Topic: Procedural script drawing system!
- Replies: 4
- Views: 5267
- Sat Jul 05, 2008 3:10 pm
- Forum: Feature requests
- Topic: Sound
- Replies: 24
- Views: 28359
Hi guys, Getting back on topic. I've recently been messing around with SunVox on my Palm during commutes ( also available for PC / Linux / PPC ), would be great if we could implement some of those features in the ZGE sound system ( Flanger, Reverb, Filters etc. ). It's Open Source too, so maybe we c...
- Sat Jul 05, 2008 3:03 pm
- Forum: Feature requests
- Topic: Pixel Perfect Wireframe -setting?
- Replies: 5
- Views: 6580
- Tue Jul 01, 2008 1:12 pm
- Forum: ZGE Source Code
- Topic: Font
- Replies: 12
- Views: 27371
Hej Ville, Don't worry, I'll ask for help when I get stuck .. and I will :P The -1 to 1 range was actually something I had to get used to in the beginning, I'm used to Homogeneous Coordinates being in the 0 to 1 range, and being optional as well ( pixel based being the default ). By the way, is a se...
- Mon Jun 30, 2008 12:50 pm
- Forum: ZGE Source Code
- Topic: Font
- Replies: 12
- Views: 27371
- Mon Jun 30, 2008 11:36 am
- Forum: ZGE Source Code
- Topic: Font
- Replies: 12
- Views: 27371
Hej Ville, In previous releases I had already noticed that my fonts always where 25% less tall as they should ( when using a 4:3 Resolution ). Now my workaround was to use a single row of symbols, use 75% as CharPixelHeight in the Font component of the desired height, and to offset the Bitmap 25% ( ...
- Sun Jun 29, 2008 1:39 pm
- Forum: Feature requests
- Topic: RenderTransformGoup - MIRROR X,Y,Z ?
- Replies: 19
- Views: 20844
Hej, Francesco's suggestion is a good one, although you do end up moving the points around 2 extra times upon creation ( which doesn't really matter ). You'd want to use this approach if your MeshExpression is long and complicated. Probably doesn't get any easier ( right now ) then just having to ad...
- Sun Jun 29, 2008 1:21 pm
- Forum: General discussion
- Topic: Favorite scripting language?
- Replies: 8
- Views: 9833
- Sun Jun 29, 2008 10:48 am
- Forum: ZGE Source Code
- Topic: Font
- Replies: 12
- Views: 27371
- Sat Jun 28, 2008 3:51 pm
- Forum: ZGE Source Code
- Topic: Ratio
- Replies: 16
- Views: 39820
- Sat Jun 28, 2008 3:47 pm
- Forum: ZGE Source Code
- Topic: Font
- Replies: 12
- Views: 27371
Hej Ville, I guess the whole Viewport deal in Renderer.pas pushed some things around :) I used the second glScalef you refer to ( first in source ). Hadn't noticed that Push / Pop Matrix snippet even .. why do you use 2 separate glScalef's? And I used the Stretch variable on the Y axis, so you won't...
- Sat Jun 28, 2008 11:13 am
- Forum: General discussion
- Topic: Favorite scripting language?
- Replies: 8
- Views: 9833
Favorite scripting language?
In case we do get a robust existing scripting language added to ZGE, which one would have your preference?
K
- Fri Jun 27, 2008 6:10 pm
- Forum: Feature requests
- Topic: More informations about collided object
- Replies: 9
- Views: 10658
Hey Francesco, That's the way I use it yes. It doesn't work automatically obviously, you'll have to store which rows / RenderTransformGroups are occupied by which Clones ( each get their own ID OnSpawn ) yourself. But I find it much more convenient then having to define a Float for each variable tha...