Search found 623 matches
- Sat Jan 07, 2023 1:25 pm
- Forum: General discussion
- Topic: [Solved] Detecting generic Gamepad D-Pad on Android
- Replies: 9
- Views: 11554
Re: Detecting generic Gamepad D-Pad on Android
All right. But why is it returning an angle when all gamepads' hat works with two axis, just like a joystick? Doesn't the Nintendo Switch Ville talked about in his ChuckieEgg example work like that? I'll see how the joystick work in the source and if I can add the hat for Android when I'll get home ...
- Sat Jan 07, 2023 8:36 am
- Forum: General discussion
- Topic: [Solved] Detecting generic Gamepad D-Pad on Android
- Replies: 9
- Views: 11554
Re: Detecting generic Gamepad D-Pad on Android
With a lot of different USB dongles in chain in order to plug the gamepads for testing on Android, and some sideloading too, here are the results of my research on D-Pad: Axis 0x0f HAT_X / Axis 0x10 HAT_Y Retroid Pocket 3+ XBox Controller NVidia Shield TV controller Axis 0x00 AXIS X / Axis 0x01 AXIS...
- Fri Jan 06, 2023 10:52 pm
- Forum: General discussion
- Topic: [Solved] Detecting generic Gamepad D-Pad on Android
- Replies: 9
- Views: 11554
[Solved] Detecting generic Gamepad D-Pad on Android
Hello. Today, I'm debugging the Gamepad D-Pad on Android. I remember it worked on OUYA years ago, maybe because they were buttons. Turns out that on most generic gamepads, they are not buttons, nor an axis, but a hat... (I used the app Gamepad Tester to list all the gamepad buttons). So I'm wonderin...
- Wed Jan 04, 2023 4:36 pm
- Forum: General discussion
- Topic: Problem with scaling a square to fit the full screen resolution
- Replies: 4
- Views: 6284
Re: Problem with scaling a square to fit the full screen resolution
Oh :oops: Of course, it was coming from App.CameraPosition.Z I made so much copy and paste from one project to another for trying out the android devices that I completely messed up... As for the rest, I'll re-read everything tomorrow after a good night of sleep. That 0.25 thing out of nowhere kille...
- Wed Jan 04, 2023 4:15 pm
- Forum: General discussion
- Topic: Problem with scaling a square to fit the full screen resolution
- Replies: 4
- Views: 6284
Re: Problem with scaling a square to fit the full screen resolution
Thanks for your help, Kjell :wink: I managed to get something working on all screens, using a FOV 90, distance 1, as you told: <?xml version="1.0" encoding="iso-8859-1" ?> <ZApplication Name="App" Caption="ZGE Screen Ratio" ClearColor="0 1 0 1" FullS...
- Wed Jan 04, 2023 11:51 am
- Forum: General discussion
- Topic: Problem with scaling a square to fit the full screen resolution
- Replies: 4
- Views: 6284
Problem with scaling a square to fit the full screen resolution
Hi, I've been having this weird problem on some screens where the background isn't properly fitting the screen size. So I made a strip down example in order to test that. Here's what I'm doing to scale the background square: BackgroundMeshSize.Scale.X = App.ScreenWidth * ScreenScale; BackgroundMeshS...
- Mon Jan 02, 2023 4:51 pm
- Forum: General discussion
- Topic: Vibrations on Android
- Replies: 3
- Views: 6622
Re: Vibrations on Android
Ok. So I would need to create a library just for shaking the Android, like rado1 did for tilting the sensors?
https://github.com/Rado-1/ZgeSensor
https://github.com/Rado-1/ZgeSensor
- Mon Jan 02, 2023 12:13 pm
- Forum: General discussion
- Topic: Vibrations on Android
- Replies: 3
- Views: 6622
Vibrations on Android
Hello. Today, I'm trying to use the code I wrote for shaking the XInput controller to also shake the Android booty. I added the permissions in the AndroidManifest.xml but I have no clues of how to access Android functions such as VIBRATOR_MANAGER_SERVICE from ZGE. I guess I have to use ZExternalLibr...
- Mon Jan 02, 2023 11:55 am
- Forum: General discussion
- Topic: How to retrieve what kind of model
- Replies: 7
- Views: 8833
Re: How to retrieve what kind of model
You are right, I can totally use CollisionBounds and ColissionOffest to do that. Thanks for the good suggestion
Edit:
Using CollisionBounds.X with 1 to number of different sounds I want to make is nice, simple and working like a charm. Thanks
Edit:
Using CollisionBounds.X with 1 to number of different sounds I want to make is nice, simple and working like a charm. Thanks
- Mon Jan 02, 2023 11:41 am
- Forum: Extensions
- Topic: XInput
- Replies: 7
- Views: 13421
Re: XInput
Years later, some players could not launch the game on Linux and I couldn't find why. After reinstalling Linux on my laptop, I discovered that it was not crashing for me because, at some point, I installed some weird XInput libraries for Linux. But with a fresh install, the game is crashing like eve...
- Mon Jan 02, 2023 10:14 am
- Forum: General discussion
- Topic: How to retrieve what kind of model
- Replies: 7
- Views: 8833
Re: How to retrieve what kind of model
Oh all right. I understand why you are doing that, but having it working in preview and not in release is a bit confusing :? I can manage with categories, even if enemies and obstacles have the same number for rendering and for cleaning all the models. I'll change that. For example, I'll have to cyc...
- Sun Jan 01, 2023 10:56 pm
- Forum: General discussion
- Topic: How to retrieve what kind of model
- Replies: 7
- Views: 8833
Re: How to retrieve what kind of model
All right, so now I have this weird bug where everything works in the ZGE preview, but not when the game is compiled (windows and android) :| Here's a strip down code of what I'm actually doing: int isModelPassingByMakesSound(xptr pointer) { if (pointer == null) return FALSE; // In case zbtRayTest t...
- Sun Jan 01, 2023 3:03 pm
- Forum: General discussion
- Topic: How to retrieve what kind of model
- Replies: 7
- Views: 8833
Re: How to retrieve what kind of model
Hahaha. Thanks Ville, you are totally right about the zgeSetUserModel. I had it on the enemies but not on the obstacles. And a quick search in the forum with that name leads directly to my own post being very clear about that very part... :lol: http://www.emix8.org/forum/viewtopic.php?p=10329#p10329...
- Sat Dec 31, 2022 11:39 am
- Forum: General discussion
- Topic: How to retrieve what kind of model
- Replies: 7
- Views: 8833
How to retrieve what kind of model
Hello, In order to play different sounds when walls or spaceships are passing by the player, I'm trying to retrieve what kind of model is passing around. I made this function (using ZgeBullet), that fire rays to test if models are passing around the player. Here's a striped down example for detectin...
- Tue Dec 27, 2022 1:26 pm
- Forum: General discussion
- Topic: Fickering issues on some Android devices
- Replies: 16
- Views: 18344
Re: Fickering issues on some Android devices
How are you calculating the screen position of your vertices in your vertex shader? Simply "modelViewProjectionMatrix * vec4(position, 1.0)"? Or are you using multiple matrix multiplications? Here's what I'm doing: uniform mat4 modelViewMatrix; uniform mat4 modelViewProjectionMatrix; unif...