Search found 546 matches

by Ats
Tue Nov 22, 2022 10:01 am
Forum: Extensions
Topic: 3D Physics with ZgeBullet
Replies: 92
Views: 95056

Re: 3D Physics with ZgeBullet

With 250% help from Kjell, the problem I had was corrected. It was coming from the ITERATE_MANIFOLDS_FOR_OBJECT macro in the c++ wrapper of the Bullet3 library. And since there is still no news from Rado1, and I hope that he is fine, I forked his project on GitHub . It includes: Correction for colli...
by Ats
Wed Oct 12, 2022 5:14 pm
Forum: Extensions
Topic: 3D Physics with ZgeBullet
Replies: 92
Views: 95056

Re: 3D Physics with ZgeBullet

Since I need to advance in order to release a version of Omeganaut, I transformed the simple cylinder shape of the pillars to a compound shape, just like in the example above. Right now, they are the only models that are rotated like that. So laser with simple sphere collision shape are working nice...
by Ats
Tue Oct 11, 2022 1:52 pm
Forum: Extensions
Topic: 3D Physics with ZgeBullet
Replies: 92
Views: 95056

Re: 3D Physics with ZgeBullet

Hello everyone. I'm back to ZGE after two full month of working on something else, and I just discovered one weird thing with ZgeBullet and/or my game. I had the feeling that something was off in Omeganaut and here it is: the test zbtIsColliding is behaving strangely... When the shape of the cylinde...
by Ats
Tue Sep 13, 2022 8:34 am
Forum: General discussion
Topic: Fickering issues on some Android devices
Replies: 10
Views: 341

Re: Fickering issues on some Android devices

The flickering problem appears on the terrain, but also on big blocks that constitute the walls, roof and ceiling of the Mothership stage. Those are the only few models that are generated with ZGE, and not imported. But they are also the biggest models in the game. I believe the flickering comes fro...
by Ats
Sun Sep 11, 2022 9:20 pm
Forum: General discussion
Topic: Fickering issues on some Android devices
Replies: 10
Views: 341

Re: Fickering issues on some Android devices

My bad, I forgot that ClipNear and ClipFar are also present on the Camera options.
So they are working, and I reduced the gap as much as I could.
by Ats
Sun Sep 11, 2022 3:39 pm
Forum: General discussion
Topic: Fickering issues on some Android devices
Replies: 10
Views: 341

Re: Fickering issues on some Android devices

I reduced ClipFar to 500. Then I tried 100 (base) and even 1. It doesn't change a thing, and it's not clipping anything. Increasing ClipNear isn't working either. Are those taken into account when rendering with GLBase ES2/GL3?
by Ats
Sun Sep 11, 2022 1:31 pm
Forum: General discussion
Topic: Fickering issues on some Android devices
Replies: 10
Views: 341

Re: Fickering issues on some Android devices

That is exactly what I was reading: https://www.khronos.org/opengl/wiki/Depth_Buffer_Precision The ClipFar was at 1000, and I don't remember why, since I started that project too long ago. The fog is between 300 and 500. And objects are created at 600. I'm going to reduce the ClipFar and see how it ...
by Ats
Sun Sep 11, 2022 8:46 am
Forum: General discussion
Topic: Fickering issues on some Android devices
Replies: 10
Views: 341

Re: Fickering issues on some Android devices

Only the terrain is flickering. It should look like this:
Screenshot_20220911-103515.png
Screenshot_20220911-103515.png (349.91 KiB) Viewed 323 times
It uses the same material as the other objects, like the trees.
It's RenderOrder is Depthsorted, like the rest.
It has his own Category number.
The only big difference is that it's a generated mesh.
by Ats
Sat Sep 10, 2022 6:14 pm
Forum: General discussion
Topic: Fickering issues on some Android devices
Replies: 10
Views: 341

Re: Fickering issues on some Android devices

App.ClearScreenMode is set to ClearScreen I don't use RenderTarget in the project I set all my Materials alpha manually to 1, because I already had surprises with that on Android. The only transparent materials are the sky and the explosions Here's the video: https://we.tl/t-ZhsObApW8M Maybe I coul...
by Ats
Sat Sep 10, 2022 5:03 pm
Forum: General discussion
Topic: Fickering issues on some Android devices
Replies: 10
Views: 341

Fickering issues on some Android devices

Hello, I just tested Omeganaut on my father's phone, and it's a disaster: there are serious flickering issues between the ground and the mountains, and the same happens on most of the slopes that intersect something else. It's a Huawei Mate 20 Pro, from 2018. I don't know why it would behave like th...
by Ats
Tue Sep 06, 2022 2:07 pm
Forum: General discussion
Topic: [Solved] Shifting an array of vectors
Replies: 5
Views: 293

Re: Shifting an array of vectors

All right! Choosing the next waypoint only once was easier to do with the camera moving on the Y axis, instead of moving each and every waypoint towards down: <?xml version="1.0" encoding="iso-8859-1" ?> <ZApplication Name="App" Caption="ZGameEditor application&quo...
by Ats
Mon Sep 05, 2022 7:07 pm
Forum: General discussion
Topic: [Solved] Shifting an array of vectors
Replies: 5
Views: 293

Re: Shifting an array of vectors

This is getting somewhere. But I have to admit that the test I run in order to know when a ship has reached a waypoint and has to choose the next one is seriously horrible... I'm not inspired these days :oops: <?xml version="1.0" encoding="iso-8859-1" ?> <ZApplication Name="...
by Ats
Mon Sep 05, 2022 9:37 am
Forum: Your projects
Topic: Sugoroku
Replies: 5
Views: 684

Re: Sugoroku

I love the creativity of your design, rrTea. The perspective makes all the difference.
Maybe you could move your cats+cloud without the shadow on the Z axis between each position for a little hopping :wink:
by Ats
Mon Sep 05, 2022 9:10 am
Forum: General discussion
Topic: [Solved] Shifting an array of vectors
Replies: 5
Views: 293

Re: Shifting an array of vectors

you end up copying the last point of your array into all indices Hahaha now I see it clearly. I shouldn't code that kind of stuff while watching Game of Thrones :lol: Thanks for your corrections. The shift only happens then the waypoint will be destroyed, so once every 1 or 2 seconds, but I'm going...
by Ats
Sun Sep 04, 2022 11:26 pm
Forum: General discussion
Topic: [Solved] Shifting an array of vectors
Replies: 5
Views: 293

[Solved] Shifting an array of vectors

Hello. I've started working on waypoints, so the enemies could move around in Omeganaut. So I made a little test, but I'm not sure about the method, nor how to shift an array in ZGE... So it's not working as some waypoints are disappearing during the shift... What do I do wrong? <?xml version="...