Search found 2280 matches
- Wed Jun 02, 2021 5:01 pm
- Forum: General discussion
- Topic: New feature: Classes in scripting
- Replies: 18
- Views: 22145
Re: New feature: Classes in scripting
Another useful feature: ZGE now shows a callstack of the script if an script error occurs. Consider a project with a function f() that calls another function g() that calls h() which leads to an runtime error. Previously you would only get an error in the log window without any clue where the error ...
- Tue Jun 01, 2021 11:21 am
- Forum: General discussion
- Topic: New feature: Classes in scripting
- Replies: 18
- Views: 22145
Re: New feature: Classes in scripting
But this version of ZGE doesn't seem to load external dll and just displays "ZgeBullet" at start. This is most likely because this is a 64-bit build. Do you have a 64-bit ZgeBullet DLL to try with? I would prefer to have the 64-bit version as the primary ZGE build from now on if possible.
- Sun May 30, 2021 12:46 pm
- Forum: General discussion
- Topic: New feature: Classes in scripting
- Replies: 18
- Views: 22145
Re: New feature: Classes in scripting
Another useful syntax enhancement in this build is the ability to initialize an array directly on declaration:
Only works with one-dimensional arrays so far.
Code: Select all
byte[] data = {1,2,3,4}; // declare and initialize an array with 4 items and the values 1,2,3,4
- Fri May 28, 2021 2:37 pm
- Forum: General discussion
- Topic: New feature: Classes in scripting
- Replies: 18
- Views: 22145
Re: New feature: Classes in scripting
Updated build in first post with some bugfixes.
- Fri May 28, 2021 10:47 am
- Forum: General discussion
- Topic: New feature: Classes in scripting
- Replies: 18
- Views: 22145
Re: New feature: Classes in scripting
TPlayer() { } // Is it needed even though there is nothing inside? Not needed, just an example :) inline int getLives() { return lives; } // what's the use of inline? Inline is a performance feature. It removes the overhead of a function call. See https://en.wikipedia.org/wiki/Inline_expansion clas...
- Thu May 27, 2021 11:20 am
- Forum: General discussion
- Topic: New feature: Classes in scripting
- Replies: 18
- Views: 22145
New feature: Classes in scripting
Here is a build of ZGE with support for classes in scripting. Basically it is using the syntax of C# and Java for declaring and using classes. The main motivation for this feature: - it will make it easier to port code from Java and other similar languages - it makes it possible to write code in mor...
- Wed May 26, 2021 7:11 am
- Forum: General discussion
- Topic: Questions about ES2/GL3 shaders
- Replies: 76
- Views: 89481
Re: Questions about GLES2 shaders
Indeed the MeshSphere does not generate tex coords automatically because I was not sure of the correct way to do this. @Kjell: I can use your method if you think it is generic enough?
- Wed May 19, 2021 1:41 pm
- Forum: Bug reports
- Topic: BitmapNoise don't look the same in preview and release mode
- Replies: 2
- Views: 7904
Re: BitmapNoise don't look the same in preview and release mode
Actually both Offset and Persistence are supposed to be in the 0 to 1 range. When you use the slider then they have that limit. But it seems there is no check for typing in larger values.
When you save to executable then the values are forced into that range.
When you save to executable then the values are forced into that range.
- Sun May 09, 2021 8:49 am
- Forum: Bug reports
- Topic: One in two BitmapFont lose transparency on Android
- Replies: 17
- Views: 18252
Re: One in two BitmapFont lose transparency on Android
I haven't had a chance to investigate this yet. Kjells suggestion sound ok, and it may not even be needed to save/restore the blend state at all. It depends on where it is used.
@ats: have you found a workaround for now so you are not stuck on this issue?
@ats: have you found a workaround for now so you are not stuck on this issue?
- Tue May 04, 2021 1:54 pm
- Forum: Bug reports
- Topic: One in two BitmapFont lose transparency on Android
- Replies: 17
- Views: 18252
Re: One in two BitmapFont lose transparency on Android
That part is Android only anyway.
- Tue May 04, 2021 12:55 pm
- Forum: Bug reports
- Topic: One in two BitmapFont lose transparency on Android
- Replies: 17
- Views: 18252
- Tue May 04, 2021 10:54 am
- Forum: Bug reports
- Topic: One in two BitmapFont lose transparency on Android
- Replies: 17
- Views: 18252
Re: One in two BitmapFont lose transparency on Android
I also tried to call the font material between two RenderText. Are you sure it doesn't help to have the UseMaterial before each RenderText? It could be a problem with the glPush/Pop routines that are emulated in ZOpenGL because they are missing in GLES. You could try commenting out this block in ZO...
- Mon May 03, 2021 8:04 am
- Forum: Bug reports
- Topic: [FIXED] Mouse cursor isn't showing up on Linux
- Replies: 5
- Views: 9074
Re: Mouse cursor isn't showing up on Linux
Maybe change it like this:
Code: Select all
if Visible then
SDL_ShowCursor(1)
else
SDL_ShowCursor(0);
- Mon May 03, 2021 7:40 am
- Forum: Bug reports
- Topic: getSystemTime() gives different results on different devices
- Replies: 12
- Views: 14167
Re: getSystemTime() gives different results on different devices
SysUtils is not used in "minimal" build. If you check the sources there are "$ifndef minimal" blocks around every use. One of the initial design goals of ZGameEditor was to have a super-tiny runtime and I will try to maintain that even if we currently have to inflate the binaries...
- Sat May 01, 2021 12:21 pm
- Forum: Bug reports
- Topic: getSystemTime() gives different results on different devices
- Replies: 12
- Views: 14167
Re: getSystemTime() gives different results on different devices
Sound like a good idea for SDL and Android targets at least. For Windows I'd like to use as little of the Delphi RTL as possible for size reasons.