I recorded a full level with the exact same object spawned through its length.
It's the exact same game at 60 and 164 fps.
Now, to the zgeBullet framerate...
Search found 939 matches
- Thu Feb 12, 2026 5:48 pm
- Forum: General discussion
- Topic: Testing ZGE speed on PC VS Android
- Replies: 5
- Views: 371
- Thu Feb 12, 2026 4:58 pm
- Forum: General discussion
- Topic: Testing ZGE speed on PC VS Android
- Replies: 5
- Views: 371
Re: Testing ZGE speed on PC VS Android
It *maybe* is harder on PC at 60 FPS. I have two possible causes that I'm going to look into: First, I'm going to create a fake level that spawns the exact same objects at the exact same positions and verify whether the enemy/obstacle spawn rate is affected by the FPS. Second, and I don't like this ...
- Thu Feb 12, 2026 4:35 pm
- Forum: General discussion
- Topic: Testing ZGE speed on PC VS Android
- Replies: 5
- Views: 371
Re: Testing ZGE speed on PC VS Android
164 FPS on the computer 60 FPS on the phone On the computer, I have time to look outside the screen, kill every enemy whenever I want, and navigate around obstacles. On the phone, I can't finish the first level without losing 90% of my HP, as I'm constantly overwhelmed by enemies and having a near-d...
- Thu Feb 12, 2026 11:10 am
- Forum: General discussion
- Topic: Testing ZGE speed on PC VS Android
- Replies: 5
- Views: 371
Testing ZGE speed on PC VS Android
Hello, I'm preparing the release of the next version of Omeganaut, and I’ve run into another issue. It’s been bothering me for a while, but I wasn’t sure at first: the game seems to run faster on the phone than on PC. Everything in the code is tied to App.Time or App.DeltaTime, so it should run at t...
- Thu Jan 22, 2026 9:11 am
- Forum: Tips'n'Tricks
- Topic: Trails
- Replies: 13
- Views: 10268
Re: Trails
Oh. All right
Thanks. I'll try that. I wonder how they manage to handle the looping, though. Maybe it's an animated texture?
Edit:
I found this very interesting article about this wind effect
https://medium.com/@gordonnl/wind-f4fc7a3b366a
Thanks. I'll try that. I wonder how they manage to handle the looping, though. Maybe it's an animated texture?
Edit:
I found this very interesting article about this wind effect
https://medium.com/@gordonnl/wind-f4fc7a3b366a
- Wed Jan 21, 2026 2:33 pm
- Forum: Tips'n'Tricks
- Topic: Trails
- Replies: 13
- Views: 10268
Re: Trails
You suspect right. But I want the wind to pass near the camera, so we can appreciate the direction of the wind. Not just breezes in a distance. Would the stretched bitmap work in that case? It really looks like your polygon trail : Screenshot_20260121-153034.png But the bitmap technique is interesti...
- Mon Jan 19, 2026 12:29 pm
- Forum: Tips'n'Tricks
- Topic: Trails
- Replies: 13
- Views: 10268
Re: Trails
Whoops, sorry. I'm on a long bus trip... I thought it was the same trail example as another one that I have on my drive. I'm pretty sure it was also made by you : <?xml version="1.0" encoding="iso-8859-1" ?> <ZApplication Name="App" Caption="ZGameEditor application...
- Mon Jan 19, 2026 9:13 am
- Forum: Tips'n'Tricks
- Topic: Trails
- Replies: 13
- Views: 10268
Re: Trails
Hello. I intend to use something like this in my boat game, for the wind. But since your effect is made of pure openGL functions, I don't know if it is compatible with ES2/GL3. I tried a few things already, but the trail isn't showing up. Should I abandon the openGL functions and port that to a Mesh...
- Mon Jan 05, 2026 8:07 pm
- Forum: General discussion
- Topic: How to mirror a mesh without getting its faces upside down?
- Replies: 4
- Views: 2216
Re: How to mirror a mesh without getting its faces upside down?
Thanks for those examples, Kjell, they are very helpful to me.
Thanks to that, I’m currently calculating the normals only where the stitches happen between ocean chunks. The rest use auto-generated normals.
Thanks to that, I’m currently calculating the normals only where the stitches happen between ocean chunks. The rest use auto-generated normals.
- Sun Jan 04, 2026 7:41 pm
- Forum: General discussion
- Topic: How to mirror a mesh without getting its faces upside down?
- Replies: 4
- Views: 2216
Re: How to mirror a mesh without getting its faces upside down?
However, why not simply start with a 2D mesh that has the triangles flipped for each symmetrical side? :wink: Oh, I didn’t know that MeshExpression could apply to combined meshes, but that makes sense. Perfect for my boat :D However, now I’m unable to apply a texture properly, and I’ve tried all po...
- Sun Jan 04, 2026 10:42 am
- Forum: General discussion
- Topic: How to mirror a mesh without getting its faces upside down?
- Replies: 4
- Views: 2216
How to mirror a mesh without getting its faces upside down?
Hello 🙂 I made a whole boat from a single 2D mesh: Screenshot 2026-01-04 113029.png I was quite happy with it until I realized that the hole will never be symmetrical: Screenshot 2026-01-04 113349.png So I remade only half of the boat from a 2D mesh and mirrored it using scale.X = -1.0 to get the ot...
- Fri Jan 02, 2026 3:53 pm
- Forum: General discussion
- Topic: How to access external var from MeshExpression
- Replies: 2
- Views: 1361
How to access external var from MeshExpression
Hello everyone, and happy new year. May you finish your ongoing projects :lol: I have a simple question, as I would like to modify meshes from UI buttons: how does one access an external var from a MeshExpression? I can access an external function, but not an external var... They return 0. I made a ...
- Sun Dec 28, 2025 9:55 pm
- Forum: General discussion
- Topic: I might have been using the light position wrong in my shaders from the start
- Replies: 15
- Views: 7209
Re: I might have been using the light position wrong in my shaders from the start
After a lot of testing, I just discovered the hard way that using glUniform3f to pass the light direction to shaders only works if the material used immediately before is using the same shader. So writing: glUniform3f(glGetUniformLocation(Shader_Boat.Handle, "lightDir"), v.x, v.y, v.z); gl...
- Sun Dec 28, 2025 3:17 pm
- Forum: General discussion
- Topic: Hotswapping Bitmaps
- Replies: 2
- Views: 1112
Re: Hotswapping Bitmaps
Oh, I keep forgetting the unusual "empty UseMaterial" technique. Thanks a lot 
- Sun Dec 28, 2025 11:03 am
- Forum: General discussion
- Topic: Hotswapping Bitmaps
- Replies: 2
- Views: 1112
Hotswapping Bitmaps
Hello. I'm going to make quite a lot of skins for a single model, and I was wondering if I need to create a Material per Bitmap, or if I can hot-swap bitmaps on a single Material during the rendering of the scene. Is that possible? I tried a few things without success: <?xml version="1.0" ...