Search found 402 matches
- Wed Jun 11, 2008 8:52 pm
- Forum: Tips'n'Tricks
- Topic: Parametric curves
- Replies: 4
- Views: 7181
- Wed Jun 11, 2008 8:51 pm
- Forum: Tips'n'Tricks
- Topic: Parametric curves
- Replies: 4
- Views: 7181
Parametric curves
Enjoy
this is only the beginning... Lots of parameters to be set
this is only the beginning... Lots of parameters to be set
- Wed Jun 11, 2008 6:06 pm
- Forum: Feature requests
- Topic: MeshGrid
- Replies: 1
- Views: 3899
MeshGrid
I would like a MeshGrid component. It should be easy because the rendernet component already exists.
If you think that it is useless, well, trust me, it is not
If you think that it is useless, well, trust me, it is not
- Wed Jun 11, 2008 5:51 pm
- Forum: Tips'n'Tricks
- Topic: Better looking spheres
- Replies: 10
- Views: 13224
The point is: You create a sphere. You create an EMPTY meshexpression after the meshsphere you get the edge remarked There's no need to modify anything else :P so I suspect this is a bug :P However I have uploaded a new vers of the file: the sphere is now created in a really much simpler way (I just...
- Tue Jun 10, 2008 9:56 pm
- Forum: Tips'n'Tricks
- Topic: Better looking spheres
- Replies: 10
- Views: 13224
Better looking spheres
I have managed a way to get a more beautiful sphere created by using a MeshExpression (based on simple geometry). BUT I've also found a VERY LITTLE bug: when using a MeshExpression even if the expression is clear you get a more "sharp" or visible edge (should be in corrispondance of the va...
- Mon Jun 09, 2008 5:58 am
- Forum: Your projects
- Topic: ZPacman
- Replies: 13
- Views: 16751
wow! when you get 4 fps you risk getting models running throught walls! Hopefully it was 4 k in preview mode... Because 4000*2+2000 = 10k triangles shouldn't be that hard for a modern graphic card (modern = geForce 4 or more) Plus, this morning discrepancy went away for me. Argh! Turshija, if you ca...
- Sun Jun 08, 2008 9:41 pm
- Forum: Your projects
- Topic: ZPacman
- Replies: 13
- Views: 16751
- Sat Jun 07, 2008 12:05 pm
- Forum: General discussion
- Topic: DefineCollision BUG :D
- Replies: 3
- Views: 6659
- Fri Jun 06, 2008 6:08 pm
- Forum: Releases
- Topic: ZGameEditor 1.8.0
- Replies: 6
- Views: 22596
this is working fine now, but I've found another bug I'm gonna make you going mad
viewtopic.php?t=201
bye!
viewtopic.php?t=201
bye!
- Fri Jun 06, 2008 6:07 pm
- Forum: General discussion
- Topic: DefineCollision BUG :D
- Replies: 3
- Views: 6659
DefineCollision BUG :D
Check this: I get a "ZArrayList bad index" error. I made the example bare to the bone to help troubleshooting. Dunno if this is gonna help somehow. There must be some kind of bug related to dimensioning I think. Bye bye!!!
- Fri Jun 06, 2008 11:38 am
- Forum: General discussion
- Topic: Bugs
- Replies: 5
- Views: 6021
- Thu Jun 05, 2008 9:32 pm
- Forum: Releases
- Topic: ZGameEditor 1.8.0
- Replies: 6
- Views: 22596
- Thu Jun 05, 2008 5:56 pm
- Forum: Releases
- Topic: ZGameEditor 1.8.0
- Replies: 6
- Views: 22596
- Tue Jun 03, 2008 6:16 pm
- Forum: Your projects
- Topic: Artificial Nature - TIGsource Procedural Generation entry
- Replies: 18
- Views: 37399
- Tue Jun 03, 2008 6:07 pm
- Forum: Feature requests
- Topic: Gimbal Lock
- Replies: 9
- Views: 10870
actually, asin and acos can be easily calculeted with atan2:
http://en.wikipedia.org/wiki/Inverse_tr ... alculation
http://en.wikipedia.org/wiki/Inverse_tr ... alculation