Search found 402 matches

by kattle87
Wed Jun 11, 2008 8:52 pm
Forum: Tips'n'Tricks
Topic: Parametric curves
Replies: 4
Views: 7181

this is the project file: I was not allowed to attach it in the other post due to attachments limit BTW: the first thing that the expression does is flattening the cube for getting a sort of "MeshGrid", this is the easies way even if it "kills" lots of triangles (they disappear e...
by kattle87
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 :)
by kattle87
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 :D
by kattle87
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...
by kattle87
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...
by kattle87
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...
by kattle87
Sun Jun 08, 2008 9:41 pm
Forum: Your projects
Topic: ZPacman
Replies: 13
Views: 16751

Ville you must give this a look! There are big texture incongruences between preview and play! That sounds strange I know, but it seems to be some kind of psychedelic thing (related to rotation?). BTW the work is still in progress and this is a sort of "alpha" stage. I'm quite slow I know ...
by kattle87
Sat Jun 07, 2008 12:05 pm
Forum: General discussion
Topic: DefineCollision BUG :D
Replies: 3
Views: 6659

more to say: it seems not completely related to the category being over 10! with my ZPacman game I'm using something like 20 different collisions, and I get this error sometimes and I really don't get what is causing it because it has a really erratical behaviour.
Hope you find it ;)
Bye bye!
by kattle87
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 :P I'm gonna make you going mad :P
viewtopic.php?t=201
bye!
by kattle87
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!!! :D
by kattle87
Fri Jun 06, 2008 11:38 am
Forum: General discussion
Topic: Bugs
Replies: 5
Views: 6021

for what regarding the second bug, I might have found something similar.
For what concerns the 'enter' bug, was it present also in the old vers of ZGE or only in the latest one? Because it might be related with the new alt-enter shortcut...
by kattle87
Thu Jun 05, 2008 9:32 pm
Forum: Releases
Topic: ZGameEditor 1.8.0
Replies: 6
Views: 22596

ehm... are you sure that the modifications done to SpawnerPosition work? :/ seems to me they are not working...
However I will check better tomorrow
by kattle87
Thu Jun 05, 2008 5:56 pm
Forum: Releases
Topic: ZGameEditor 1.8.0
Replies: 6
Views: 22596

for Ville: the nice thing is that you also updated the Italian page of the wiki: "how much time have you spent looking for the word "giugno"? ;)
BTW: I'm very happy to see all the suggestions I've made found their way into the new vers :D
by kattle87
Tue Jun 03, 2008 6:16 pm
Forum: Your projects
Topic: Artificial Nature - TIGsource Procedural Generation entry
Replies: 18
Views: 37399

there are 2 usefull ways to get a file extremely packed with upx: The recomended one (in my opinion) is to use the --best option: upx --best "filename" If you are desperate, another option (tooks AGES :D something like 5 mins for a 64kb exe) is: upx --brute "filename" or upx --ul...
by kattle87
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