Search found 2280 matches

by VilleK
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 ...
by VilleK
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.
by VilleK
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:

Code: Select all

byte[] data = {1,2,3,4};  // declare and initialize an array with 4 items and the values 1,2,3,4
Only works with one-dimensional arrays so far.
by VilleK
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.
by VilleK
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...
by VilleK
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...
by VilleK
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?
by VilleK
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.
by VilleK
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?
by VilleK
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.
by VilleK
Tue May 04, 2021 12:55 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

Ats wrote: Tue May 04, 2021 12:11 pm With this change, the fonts appears correctly on Android :wink:
Good, but the code looks correct so this could be a bug/oddity in Android GL-driver.

I don't want to commit this change just yet, please keep trying with it commented out for now.
by VilleK
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...
by VilleK
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);
by VilleK
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...
by VilleK
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.