Search found 623 matches
- Thu Mar 21, 2019 10:26 am
- Forum: General discussion
- Topic: Playing with threejs.org examples
- Replies: 5
- Views: 9192
Playing with threejs.org examples
Hi, Today I'm diving into shaders. So I was browsing the web to search for "simple" shader to port to ZGE so I can learn how it is working. I started with Monjori by Mic: https://threejs.org/examples/#webgl_shader I read about the differences between GLSL #version 100 and greater versions ...
- Fri Mar 15, 2019 5:54 pm
- Forum: Your projects
- Topic: OMEGANAUT
- Replies: 96
- Views: 165263
Re: OMEGANAUT
New version with a lot of debug and a brand-new bonus stage filled with a bunch of old foes: https://media.giphy.com/media/3FbFT78JlyL5TRUjXi/giphy.gif I'm still trying to find the bug where a ZGEBullet rigid body is not destroyed when his parent model is removed, leaving an invisible obstacle in th...
- Fri Mar 15, 2019 7:28 am
- Forum: General discussion
- Topic: Timer component strange reset behaviour
- Replies: 2
- Views: 6687
Re: Timer component strange reset behaviour
All right, thanks for the explanations
Maybe this should be explained in the ComponentRef page to avoid new users searching why it's not working as expected:
http://www.zgameeditor.org/index.php/ComponentRef/Timer
Maybe this should be explained in the ComponentRef page to avoid new users searching why it's not working as expected:
http://www.zgameeditor.org/index.php/ComponentRef/Timer
- Tue Mar 12, 2019 12:45 pm
- Forum: Your projects
- Topic: OMEGANAUT
- Replies: 96
- Views: 165263
Re: OMEGANAUT
New version today with the very first boss: LOTUS. I'm quite happy with this one
- Tue Mar 12, 2019 8:20 am
- Forum: General discussion
- Topic: Timer component strange reset behaviour
- Replies: 2
- Views: 6687
Timer component strange reset behaviour
Hi, I'm having a proglem with the Timer component. Is it normal that the Timer.RepeatCount stays the same between AppStates, but in fact, it isn't... ? I made a quick example to show you my problem. The trace shows that the TimerCube and TimerBlue stays the same, but they are only working once. Aren...
- Fri Mar 08, 2019 8:40 am
- Forum: Your projects
- Topic: OMEGANAUT
- Replies: 96
- Views: 165263
Re: OMEGANAUT
That's the one. But the game was designed from the start to work with a gamepad (since the OUYA and Rado1 gamepad lib in fact), way before I added virtual gamepad buttons for touchscreen. The android manifest is targeting Android TV and everything was working smoothly until Nvidia last update. I'll ...
- Thu Mar 07, 2019 5:58 pm
- Forum: Your projects
- Topic: OMEGANAUT
- Replies: 96
- Views: 165263
Re: OMEGANAUT
Thanks for the explanations and the good examples :) Send me both your postal address, so I can send you bottles of wine :wink: So I made a new release with a shaky-shaky hyperspace: https://media.giphy.com/media/fjy9mUM5Bn9ioTCla7/giphy.gif Download game: https://www.txori.com/index.php?static21/om...
- Fri Mar 01, 2019 10:15 am
- Forum: Your projects
- Topic: OMEGANAUT
- Replies: 96
- Views: 165263
Re: OMEGANAUT
I released a new version of Omeganaut with temporary musics in order to program the sound mixer. I didn't use Sunvox for the SFX because I didn't find a clever way to make it work for that task. But surprisely, the music is covering the sound enough so the explosions are way better now :D Now I'm wo...
- Mon Feb 18, 2019 8:38 am
- Forum: Your projects
- Topic: OMEGANAUT
- Replies: 96
- Views: 165263
Re: OMEGANAUT
Playing with music using Sunvox is a blast. I really like the Mega Man NES / Amiga Demo Maker feel about it. And I was wondering if it would be better and simpler to use SunVox for sounds FX too. Because, appart from the laser and the power up sounds, I didn't managed to get something good with ZGE ...
- Fri Feb 15, 2019 11:35 pm
- Forum: Extensions
- Topic: SunVox for ZGE
- Replies: 87
- Views: 209710
Re: SunVox for ZGE
Thanks Kjell :D I think I get it. It will be a bit more complicated to handle that method with several music files but it's very efficient! Where did you find that 0x0100 is the for the volume? In SunVox source code? <?xml version="1.0" encoding="iso-8859-1" ?> <ZApplication Name...
- Fri Feb 15, 2019 7:40 pm
- Forum: Extensions
- Topic: SunVox for ZGE
- Replies: 87
- Views: 209710
Re: SunVox for ZGE
I just made a test in order to only play the bass line at some point. But I'm not sure what would be the best method to do that. I thought of 3 methods (you can set the method number in *Onloaded/ZExpression", just press space to mute the song and keep the bass) Method 1: By using two files, I ...
- Thu Feb 14, 2019 7:56 pm
- Forum: Extensions
- Topic: SunVox for ZGE
- Replies: 87
- Views: 209710
Re: SunVox for ZGE
So I started toying with SunVox, which is quite amazing. Everything works on PC and Android ( latest lib 1.9.4c). I'm still learning the basics, therefore I try to load some examples. The problem is that musics plays on ZGE, such as "Boomlinde - Caravan.sunvox", while others don't play at ...
- Wed Feb 13, 2019 9:25 pm
- Forum: Your projects
- Topic: OMEGANAUT
- Replies: 96
- Views: 165263
Re: OMEGANAUT
New release for Omeganaut today! What's new? - New collision engine: ZgeBullet by Rado1 - New sets: Space, Asteroid Field, Planet, Moon, Canyon - Harmful Asteroid shower - Lots of stuff in Debug Mode PC: https://www.txori.com/index.php?static21/omeganaut Android: https://play.google.com/store/apps/d...
- Wed Feb 13, 2019 9:09 pm
- Forum: General discussion
- Topic: Depth Map
- Replies: 6
- Views: 10024
Re: Depth Map
Here's another proof of concept with some blur in order to fake the focale, quickly made in photoshop:
http://depthy.me/#/ip/tnZ1DaR
I was wondering, is it possible to assign a shader to a material on the fly?
Something like:
http://depthy.me/#/ip/tnZ1DaR
I was wondering, is it possible to assign a shader to a material on the fly?
Something like:
Code: Select all
if (PhotoMode) MyMaterial.Shader = DepthShader;
- Wed Feb 13, 2019 6:04 pm
- Forum: Extensions
- Topic: 3D Physics with ZgeBullet
- Replies: 104
- Views: 276486
Re: 3D Physics with ZgeBullet
Ok, I don't think I understand the documentation for zbtStepSimulation : void zbtStepSimulation ( float timeStep, int maxSubSteps, float fixedTimeStep ) Proceed the simulation over time step. @details By default, the timeStep is subdivided in constant sub-steps of each fixedTimeStep. In order to kee...