Search found 633 matches
- Wed Jul 05, 2023 1:49 pm
- Forum: General discussion
- Topic: ZGEBullet Collision Shape Viewer / Editor
- Replies: 14
- Views: 95095
Re: ZGEBullet Collision Shape Viewer / Editor
And it's done! The whole thing can be optimized, but it's working and already saving me tons of time. Here's the latest ZGE project. I moved the creation of the ZGEBullet shapes to the same ZLibrary as the declaration of their names, so it is simpler to not forget things. <?xml version="1.0&quo...
- Tue Jul 04, 2023 7:32 pm
- Forum: General discussion
- Topic: ZGEBullet Collision Shape Viewer / Editor
- Replies: 14
- Views: 95095
Re: ZGEBullet Collision Shape Viewer / Editor
Thanks Kjell. I'm not sure I understand what's going on in you snipet. What are the ZExpression and MeshExpression doing in a group? I didn't know this would even work. But another great example anyway :D I can simply retrieve the offset in my sketchup ruby script and store it with the rest, it will...
- Sun Jul 02, 2023 7:06 am
- Forum: General discussion
- Topic: ZGEBullet Collision Shape Viewer / Editor
- Replies: 14
- Views: 95095
Re: ZGEBullet Collision Shape Viewer / Editor
Thanks for the tips, Kjell. I'm advancing pretty well, but I'm stumbling on a little problem. With this new method, it is simpler to export models to ZGE without having to center them, so that, as an example, the pyramid can be put on the ground by setting its Position.Z = 0, instead of Position.Z =...
- Fri Jun 30, 2023 4:11 pm
- Forum: General discussion
- Topic: ZGEBullet Collision Shape Viewer / Editor
- Replies: 14
- Views: 95095
Re: ZGEBullet Collision Shape Viewer / Editor
This is taking shape, one might say. The next step is to be able to export compound shapes, made out of one or several shapes. It starts at one, because if the shape is rotated or translated, then it is set as a compound shape: Example with just one translated box: SHAPE_BOX_1000x400x30000 = zbtCrea...
- Thu Jun 29, 2023 8:38 pm
- Forum: General discussion
- Topic: ZGEBullet Collision Shape Viewer / Editor
- Replies: 14
- Views: 95095
Re: ZGEBullet Collision Shape Viewer / Editor
This was pretty straight forward. Tomorrow I'll attack cylinders, capsules and cones, then the compound shapes
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- Thu Jun 29, 2023 4:32 pm
- Forum: General discussion
- Topic: ZGEBullet Collision Shape Viewer / Editor
- Replies: 14
- Views: 95095
Re: ZGEBullet Collision Shape Viewer / Editor
All right, thanks for the explanations Kjell. After some thought, I'm planning to create an exporter in ruby for Sketchup, as I prefer that program to make low poly spaceships. But first thing first, I need to choose a size of reference: In ZGEBullet, when I create a basic cube, it goes like this: S...
- Wed Jun 28, 2023 8:48 pm
- Forum: General discussion
- Topic: ZGEBullet Collision Shape Viewer / Editor
- Replies: 14
- Views: 95095
ZGEBullet Collision Shape Viewer / Editor
Hello, it's the summer again, I'm back in the game... And I rediscover why I completely stopped working on Omeganaut: setting the collision shapes is a hassle. We can't see the collision Bodies of ZGEBullet, so I had to do some magic with basic visible meshes and transformation scales. But it is sti...
- Fri Apr 28, 2023 9:31 am
- Forum: Feature requests
- Topic: Edit XML with an external editor
- Replies: 13
- Views: 65640
Re: Edit XML with an external editor
Thanks VilleK. I just downloaded and tried on my project. For starters, I'm not really convinced by the node tree being reopened. It's super slow now. It looks like the whole project is being reopened from scratch. Or maybe it's the same speed as before and I emphasize on it, I'm not sure. Was it th...
- Fri Apr 21, 2023 9:55 am
- Forum: Feature requests
- Topic: Edit XML with an external editor
- Replies: 13
- Views: 65640
Re: Edit XML with an external editor
Hahaha thanks for those overkill examples. I may not directly use them like that, but they could be handy to load some other external data that I get from a spreadsheet
Edit:
Thanks VilleK. There is no rush. I'm just planning my next moves in order to get motivated to continue!
Edit:
Thanks VilleK. There is no rush. I'm just planning my next moves in order to get motivated to continue!
- Thu Apr 20, 2023 2:02 pm
- Forum: Feature requests
- Topic: Edit XML with an external editor
- Replies: 13
- Views: 65640
Re: Edit XML with an external editor
Can you elaborate on what difficulties you're experiencing because your project is so huge? Mostly, having to deploy the component tree in order to select the right thing to display a lot of lines of code into the little ZGE code editor. And if I edit anything in the XML editor, it will entirely cl...
- Thu Apr 20, 2023 9:08 am
- Forum: Feature requests
- Topic: Edit XML with an external editor
- Replies: 13
- Views: 65640
Re: Edit XML with an external editor
Hello. My game is slowly becoming huge for only one file, even if I comment everything in order to find what and where things are... I'm planning to write a simple batch file to append several txt files into one final xml project, and so I was wondering if it would be possible to build a zgeproj wit...
- Sat Feb 18, 2023 8:25 am
- Forum: General discussion
- Topic: Recycling models, is it worth it?
- Replies: 6
- Views: 8440
Re: Recycling models, is it worth it?
hahaha, another simple yet super explicit and colorful example of yours. Thanks. For the benchmark, I'll do that when I'll finish fusing all the FX into one Model, now that I know Category can be changed without breaking everything. I'll just have to switch on/off the spool and run some tests. Regar...
- Fri Feb 17, 2023 7:21 pm
- Forum: General discussion
- Topic: Recycling models, is it worth it?
- Replies: 6
- Views: 8440
Re: Recycling models, is it worth it?
Thanks Kjell. And with the addition of ModelState, the BoxReset in Box Model can then call substates with their own initialization, which is pretty neat. <OnSpawn> <ZExpression Name="BoxReset"> <Expression> switch(CurrentModel.Box_Type) { case 0: @SetModelState(State:State_Box_Cube); break...
- Fri Feb 17, 2023 10:27 am
- Forum: General discussion
- Topic: Recycling models, is it worth it?
- Replies: 6
- Views: 8440
Re: Recycling models, is it worth it?
It freezes for a few frames on some recent phones when I spawn more than 30 enemies at a time... So I made a little working example, but I'm not happy with setting the Thing parameters in the general activateThing function. I would prefer them to be set in the model, so I don't have to search everyw...
- Thu Feb 16, 2023 7:00 pm
- Forum: General discussion
- Topic: Recycling models, is it worth it?
- Replies: 6
- Views: 8440
Recycling models, is it worth it?
Between the enemies, the buildings, the weapons and the debris, I have a lot of models being created and destroyed all the time in my game. So I was wondering if I should keep it that way, or if it would be better to recycle them. I guess it would consist of adding the created models in an array, an...