Search found 402 matches
- Mon Jun 02, 2008 9:48 am
- Forum: Your projects
- Topic: Artificial Nature - TIGsource Procedural Generation entry
- Replies: 18
- Views: 37389
- Mon Jun 02, 2008 9:28 am
- Forum: Your projects
- Topic: Artificial Nature - TIGsource Procedural Generation entry
- Replies: 18
- Views: 37389
- Sat May 31, 2008 2:17 pm
- Forum: Feature requests
- Topic: "SetModelState" component
- Replies: 0
- Views: 5214
"SetModelState" component
What about adding the model for which the state will be altered? Default should be "this".
- Fri May 30, 2008 11:51 am
- Forum: General discussion
- Topic: ZGE under WINE and games under Linux
- Replies: 7
- Views: 14158
- Thu May 29, 2008 6:26 pm
- Forum: Feature requests
- Topic: "spawner position" option
- Replies: 0
- Views: 5587
"spawner position" option
A nice feature would be this: when you choose "use spawner position" as option, the position component should be used as an offset instead of just being ignored. would something like this work? if UseSpawnerPosition and (CurrentModel<>nil) then if not VecIsNull3(Position) then Spawned.Posi...
- Tue May 27, 2008 8:43 pm
- Forum: General discussion
- Topic: random seeds ?
- Replies: 6
- Views: 7444
- Tue May 27, 2008 6:56 pm
- Forum: General discussion
- Topic: Assertion Failure
- Replies: 2
- Views: 4882
Assertion Failure
Give it a look... I get an error when i do start preview. I don't get why this should do something like that in the preview window... I mean, I know that the things should be placed inside "OnRender" but is that error wanted?
- Mon May 26, 2008 5:32 pm
- Forum: Releases
- Topic: ZGameEditor 1.7.9
- Replies: 8
- Views: 25996
- Mon May 26, 2008 6:33 am
- Forum: Feature requests
- Topic: Another request :)
- Replies: 4
- Views: 6705
- Mon May 26, 2008 6:21 am
- Forum: Your projects
- Topic: ZPacman
- Replies: 13
- Views: 16739
I use pure mathematics and MeshExpressions ;) both for Pacman and the Ghosts, so file size is independant from graphics ;) The best part is that actually Pacman and ghosts DO NOT collide with walls but they do collide with invisible models placed in the middle of every cross, and when they collide t...
- Sun May 25, 2008 9:04 pm
- Forum: Your projects
- Topic: ZPacman
- Replies: 13
- Views: 16739
ZPacman
Hopefully this is the smallest Pacman you've ever seen... And yes it is UNDER DEVELOPMENT so collisions does not work and there's an error in the level design so the central point will let you pass trought walls. But this does not matter. Next step is collision between pacman and ghosts, then retext...
- Sun May 25, 2008 3:55 pm
- Forum: General discussion
- Topic: LUA
- Replies: 3
- Views: 5410
- Fri May 23, 2008 12:29 pm
- Forum: General discussion
- Topic: Be aware of floating point arithmetic
- Replies: 5
- Views: 7082
Actually I have solved but avoiding usage of modulus (%) means writing a looooong expression. :D However tomorrow or Sunday you will probably see an untextured version of the project I've started (and almost finished since it's a really simple clone of a very simple old game ;) ) then you all will b...
- Fri May 23, 2008 11:33 am
- Forum: General discussion
- Topic: Be aware of floating point arithmetic
- Replies: 5
- Views: 7082
- Thu May 22, 2008 10:04 pm
- Forum: General discussion
- Topic: Be aware of floating point arithmetic
- Replies: 5
- Views: 7082
Be aware of floating point arithmetic
Sorry but I was quite nervous when I wrote this post first time... This is the matter: frac(12.4) = 0.3999... frac(12.4001) = 0.4 AAAAAAAARRRRRRGGGGGGGGGGHHHHHHHHH!!!!!!!!!!!! I SPENT 2 HOURS trying to understand what was going wrong :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: ...