Search found 849 matches
- Sun Dec 08, 2024 1:06 am
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 291
- Views: 107924
Re: Google Play New problem : 64bits
If that helps, in ZOpenGL.pas, I added the trace for the name of the Non-implemented GL function called. var _shown : boolean = false; CurrentFuncName: PAnsiChar = nil; procedure GlNotImp; begin if not _shown then begin if CurrentFuncName <> nil then Platform_Error(PChar('Non-implemented GL function...
- Fri Dec 06, 2024 4:24 pm
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 291
- Views: 107924
Re: Google Play New problem : 64bits
Just to be sure, there's a zge.java in ZGE zgameeditor-master\Build\android\java\src\org\zgameeditor, and it is slightly different from the zge.java that is copied in the Omeganaut\com.txori.omeganaut\src\org\zgameeditor folder when building for Android. Is that normal? The first one is needed to bu...
- Fri Dec 06, 2024 3:34 pm
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 291
- Views: 107924
Re: Google Play New problem : 64bits
So, to test something else (R1 trigger on PC corresponds to L2 on Android…), I plugged in my good old NVIDIA Shield. It turns out it crashes during the loading of ZGEBullet in the warmup phase of Omeganaut, just like on your phone, Ville. So I started revisiting the topic of minSdkVersion and target...
- Fri Dec 06, 2024 11:37 am
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 291
- Views: 107924
Re: Google Play New problem : 64bits
Turns out I got fooled again, as ZGE 64 is crashing on the Retroid Pocket too... It's just, sometimes it can run for a while, and some other times, it can randomly crash 10 times in a row. So I don't know if "Unable to set buffer name..." is relevant. I'm going to make some very simple and...
- Tue Dec 03, 2024 4:57 pm
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 291
- Views: 107924
Re: Google Play New problem : 64bits
These are the only tools I can run, but I haven’t found anything relevant using them. Screenshot 2024-12-03 175428.png Maybe I could achieve more if I managed to import the entire ZGE source code into the current Android Studio project. But I still haven’t figured out how to do that, as the Gradle d...
- Tue Dec 03, 2024 1:16 pm
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 291
- Views: 107924
Re: Google Play New problem : 64bits
Back at it! Today, I discovered that Android Studio handles the logcat very efficiently when a real phone is connected to the computer. I noticed some warnings appearing quite frequently: 2024-12-03 14:00:26.318 680-593 gralloc4 and...graphics.allocator-V1-service W Unable to set buffer name VRI[Zge...
- Mon Nov 25, 2024 6:21 pm
- Forum: General discussion
- Topic: Scrolling water shader
- Replies: 2
- Views: 2097
Re: Scrolling water shader
Cool :o The use of a moving mesh over a static bitmap is very nice. But after a few tests, I didn't manage to move the vertices the way I want. The only solution I found was to scramble the bitmap and call RefreshComponent at every frame. But I think I'll use this for lava. I made a working 2D versi...
- Thu Nov 21, 2024 10:51 am
- Forum: Your projects
- Topic: Choko Loco 2 on steam
- Replies: 4
- Views: 2969
Re: Choko Loco 2 on steam
Oh, excellent. well done!
261 MB!? Wow...
It worked really well on my huge screen, but the viewing angle is wild. You don’t need motion sickness to feel it
I played up to level 4, where you fall into the... mud? Then I pressed Escape to answer a call, and it quit the game
261 MB!? Wow...
It worked really well on my huge screen, but the viewing angle is wild. You don’t need motion sickness to feel it

I played up to level 4, where you fall into the... mud? Then I pressed Escape to answer a call, and it quit the game

- Wed Nov 20, 2024 5:02 pm
- Forum: General discussion
- Topic: Scrolling water shader
- Replies: 2
- Views: 2097
Scrolling water shader
Hello, for a change of Android bug hunting, I converted this Godot water shader by Verssales to ZGE. I'm pretty happy with how it went :lol: <?xml version="1.0" encoding="iso-8859-1" ?> <ZApplication Name="App" Caption="ZGameEditor application" GLBase="1&...
- Mon Nov 18, 2024 11:57 am
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 291
- Views: 107924
Re: Google Play New problem : 64bits
I decided to start deactivating features from top to bottom, and I might have a breakthrough: the 64-bit version of ZGE *doesn’t seem* to crash randomly when ZApplication / UpdateScreen is deactivated. I tested my game extensively on the Retroid console using the physical buttons and listening to so...
- Wed Nov 13, 2024 9:48 pm
- Forum: General discussion
- Topic: Filming an object behind a wall
- Replies: 4
- Views: 2844
Re: Filming an object behind a wall
Again, a perfect example. I'll play a bit with the shadow hedgehog visuals and see if it is enough, or if back culling materials are needed. Thanks 

- Wed Nov 13, 2024 6:58 pm
- Forum: General discussion
- Topic: Filming an object behind a wall
- Replies: 4
- Views: 2844
Re: Filming an object behind a wall
I saw your example with Jet Set Radio years ago, but I hadn’t thought about it in this context. It’s not exactly what I’m trying to achieve, but I’ll give it a try. It’s a simple approach, so it might work well 

- Wed Nov 13, 2024 3:44 pm
- Forum: General discussion
- Topic: Filming an object behind a wall
- Replies: 4
- Views: 2844
Filming an object behind a wall
I’d like to be able to see the player when a large object comes between the camera and the player. I think this involves two different problems: Rendering when the camera is inside an object Currently, when the camera is inside an object, the interior polygons aren’t rendered, or they appear solid i...
- Tue Nov 12, 2024 9:47 pm
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 291
- Views: 107924
Re: Google Play New problem : 64bits
In ZOpenGL.pas, is there a reason why this is deactivated? {$ifdef android} //SetExceptionMask([exInvalidOp, exDenormalized, exZeroDivide, exOverflow, exUnderflow, exPrecision]); {$endif} I tried uncommenting it, but it doesn't solve anything. But if it is not useful, then I don't think this is need...
- Tue Nov 12, 2024 9:43 am
- Forum: General discussion
- Topic: Google Play New problem : 64bits
- Replies: 291
- Views: 107924
Re: Google Play New problem : 64bits
I just tried with threads disabled. Then thread disabled and Platform_GetCpuCount returning exit(1). It still crashes with the same error message. I made a list of all the functions in ZPlatform_Android.inc, and I'm trying to disable them, or return a fake result, to see if I can narrow down the ori...