Yeah, fillrate is very criticalOriginally Posted by dazappa
Particles subsystem is not ready for simple use... all parameters are set by code, and there is no emitter manager in ZenGL for now.Originally Posted by dazappa
Yeah, fillrate is very criticalOriginally Posted by dazappa
Particles subsystem is not ready for simple use... all parameters are set by code, and there is no emitter manager in ZenGL for now.Originally Posted by dazappa
Last edited by Andru; 12-11-2010 at 07:12 AM.
Currently playing around with point in poly (which seems to work), but I am very confused with mouse_x()/y() and mouse_dx()/dy().
Here's a scenario:
The mouse coords initialize to where the mouse was when the game was launched, but never update after.Code:if(col2d_PointInTriangle(mouse_X(),mouse_Y(),p1,p2,p3)) then begin // Visual response end; text_Draw( fntMain, 0, 64, 'FPS: ' + u_IntToStr( zgl_Get( SYS_FPS ) ) +' | '+u_inttostr(mouse_x())+','+u_inttostr(mouse_y()));
Coords output are changing as I move the mouse, but still no collision response.Code:if(col2d_PointInTriangle(mouse_DX(),mouse_DY(),p1,p2,p3)) then begin // Visual response end; text_Draw( fntMain, 0, 64, 'FPS: ' + u_IntToStr( zgl_Get( SYS_FPS ) ) +' | '+u_inttostr(mouse_dx())+','+u_inttostr(mouse_dy()));
No collision responseCode:if(col2d_PointInTriangle(mouse_X(),mouse_Y(),p1,p2,p3)) then begin // Visual response end;
For some reason this works the way I want it to.Code:if(col2d_PointInTriangle(mouse_X(),mouse_Y(),p1,p2,p3)) then begin // Visual response end; text_Draw( fntMain, 0, 64, 'FPS: ' + u_IntToStr( zgl_Get( SYS_FPS ) ) +' | '+u_inttostr(mouse_dx())+','+u_inttostr(mouse_dy()));
Anyway, I can't really find docs anywhere so I'm a bit confused about their behaviors, but at least I got it working the way I wanted after some very random guessing.
Did you watch this demo - "02 - Input"? There are few lines of code in function Timer(at end of it) that very important:The mouse coords initialize to where the mouse was when the game was launched, but never update after.
Code:// EN: Necessarily clear all the states. key_ClearState(); mouse_ClearState(); joy_ClearState();
Last edited by Andru; 12-11-2010 at 07:14 PM.
I guess I had misunderstood its function based on the source. I thought it only cleared button states, at any rate it works nicely with mouse_clearState.
Under Windows it also clearing yet another state, because WinAPI GetCursorPos is slow function, and ZenGL call it only one time per iteration.Originally Posted by dazappa
New font generator have just released Here the source code of it. Just create directory "tools" in ZenGL directory and unpack archive there. After you can compile it with Lazarus 0.9.29. Little bit later I will provide GNU/Linux and Windows binary archives, because now I want to sleep
Last edited by Andru; 14-11-2010 at 10:31 AM.
Fantastic Project. What about shader?
Thanks
Sesilla
this framework looks elegant , thanks for sharing
but i was hoping that the bin directory is full of exe
Thank you so much for the font creator. I'm just curious: but could I use some of your audio and font code in Prometheus? (along with the editor?).
Just a thought, since I can see this speeding up development and making it easier to use. Perhaps even a chance for easy porting from Prometheus to ZenGl if projects get serious even...
cheers,
code_glitch
I once tried to change the world. But they wouldn't give me the source code. Damned evil cunning.
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