Search found 1881 matches

by Kjell
Sun Jun 22, 2008 10:14 pm
Forum: Your projects
Topic: Flowers of Light - a real-time Light Synthesizer
Replies: 11
Views: 12772

Hej Ville, The Ratio I'm referring to is the Camera Aspect Ratio yes, not the Screen / Window Ratio. And indeed this means you'll end up with a letterbox when your Screen / Window resolution is higher then the desired ratio, or a pillarbox when it's wider. I've been trying to push the necessary vari...
by Kjell
Sun Jun 22, 2008 5:46 pm
Forum: Your projects
Topic: Flowers of Light - a real-time Light Synthesizer
Replies: 11
Views: 12772

Hi jph, If, and only if I manage to get Ratio implemented properly ( it's a little trickier then I expected ), you'll be able to set this value using a ZExpression directly ( as it is a float / single ). So when your application is running in a 640x480 resolution with a ratio of 2:1 ( 0.5 ), the ren...
by Kjell
Sun Jun 22, 2008 10:18 am
Forum: Your projects
Topic: Flowers of Light - a real-time Light Synthesizer
Replies: 11
Views: 12772

Hi guys,

I'll try to implement a "Use Native Resolution" checkbox for the next release 8)

K
by Kjell
Sat Jun 21, 2008 9:48 pm
Forum: Your projects
Topic: Flowers of Light - a real-time Light Synthesizer
Replies: 11
Views: 12772

Hi jph,

These kinds of things are always great fun* to create :) At what venue is your friend VJ-ing?

*So much fun that I couldn't resist

K
by Kjell
Fri Jun 20, 2008 8:15 pm
Forum: Tips'n'Tricks
Topic: "Physics" tech demo :P
Replies: 5
Views: 7499

Hi Francesco,

Well, personally I'd categorize what you're doing under collisions. In fact, your approach ain't all that different from calculating collision data for NURBS / Surfaces. By the way, in case you're aiming to implement a full physics system, take a look at Newton :wink:

K
by Kjell
Fri Jun 20, 2008 7:09 pm
Forum: Tips'n'Tricks
Topic: "Physics" tech demo :P
Replies: 5
Views: 7499

Hi Francesco, Going with math-based collision behaviors is actually allot faster in most cases then working with polygons. And as long as your accompanying procedurally generated meshes have sufficient detail ( and thus not differing much from the collision "model" ), you'll end up with a ...
by Kjell
Thu Jun 19, 2008 6:21 pm
Forum: ZGE Source Code
Topic: Resolution
Replies: 6
Views: 19277

:)

Ville: Ah you're right, then it's just purely cosmetic .. so never mind :roll:
Everybody: Custom Resolution will be available in the next release!

K
by Kjell
Wed Jun 18, 2008 2:59 pm
Forum: ZGE Source Code
Topic: Resolution
Replies: 6
Views: 19277

Hmm,

The current zptInteger field is slightly iffy too though, as you can just input float's / decimals. I assume the value does get converted / cast to a integer?

K
by Kjell
Wed Jun 18, 2008 2:23 pm
Forum: ZGE Source Code
Topic: Resolution
Replies: 6
Views: 19277

Hej Ville, I was planning to use a boolean checkbox to determine whether or not you want to overwrite the ScreenMode property .. but testing if the values are set to zero would do the trick too. By the way, I'm trying to add a zptInteger2i type ( or something based on TZPointi ), no luck so far .. b...
by Kjell
Wed Jun 18, 2008 1:01 pm
Forum: ZGE Source Code
Topic: Resolution
Replies: 6
Views: 19277

Resolution

Hi guys,

My next source code project is to implement custom Resolution Width & Height. More when it hits ( login to download attached examples ) 8)

K
by Kjell
Tue Jun 17, 2008 1:39 pm
Forum: ZGE Source Code
Topic: FOV
Replies: 2
Views: 14190

Ciao Francesco,

I can't actually. This was my first real encounter with Pascal / Delphi .. but the source code is very well organized, so it's just a matter of recognizing the patterns :)

K
by Kjell
Sun Jun 15, 2008 4:10 pm
Forum: ZGE Source Code
Topic: FOV
Replies: 2
Views: 14190

FOV

8)

My first Delphi contribution to ZGE is a FOV property ( login to view the screenshots ). Hopefully Ville will include it in the next release :wink:

K
by Kjell
Sun Jun 15, 2008 1:41 pm
Forum: Feature requests
Topic: Gimbal Lock
Replies: 9
Views: 10856

Hej Francesco,

You're right, I did try to use atan2 at first, but got some strange deviation initially .. must have been doning something wrong :oops: Working just fine now.

And turschija, acos and asin both got implemented in the recent 1.8.0 release :wink:

K
by Kjell
Sat Jun 14, 2008 11:53 pm
Forum: Feature requests
Topic: Gimbal Lock
Replies: 9
Views: 10856

Hejsan,

And while we're at it .. atan() would be handy too :)

K
by Kjell
Fri Jun 13, 2008 12:17 pm
Forum: Tips'n'Tricks
Topic: Better looking spheres
Replies: 10
Views: 13206

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 ...