<?xml version="1.0" encoding="utf-8"?>
<rss version="2.0">
	<channel>
		<title><![CDATA[Maratis forum - Plugins]]></title>
		<link>http://forum.maratis3d.com/index.php</link>
		<description><![CDATA[The most recent topics at Maratis forum.]]></description>
		<lastBuildDate>Tue, 21 Jul 2015 19:42:20 +0000</lastBuildDate>
		<generator>PunBB</generator>
		<item>
			<title><![CDATA[Armature plugin issue]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?id=1131&amp;action=new</link>
			<description><![CDATA[<p>So I have got armature plugin from here:<br /><a href="http://www.maratis3d.org/?page_id=53">http://www.maratis3d.org/?page_id=53</a></p><p>It works fine with model without animation, but it has no effect on model with animation.</p><p>I need a man model, who can walk and aim weapon same time.</p>]]></description>
			<author><![CDATA[dummy@example.com (anael)]]></author>
			<pubDate>Tue, 21 Jul 2015 19:42:20 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?id=1131&amp;action=new</guid>
		</item>
		<item>
			<title><![CDATA[Programming question]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?id=992&amp;action=new</link>
			<description><![CDATA[<p>Hello! <br />I&#039;ve started f** with c++(cuz I&#039;m noob in it and espeshially in maratis engine)<br />I have a question</p><p>Here is my OnBeginFunction</p><div class="codebox"><pre><code>....
MOText * TextEntity= NULL;
....
void MyGame::onBeginScene(void)
{
    MGame::onBeginScene(); // call the default MGame begin scene
    
    MEngine * engine = MEngine::getInstance(); // get the engine instance
    MLevel * level = engine-&gt;getLevel(); // get the current level
    
    
    // get GUI scene and objects
    menu = level-&gt;getSceneByName(&quot;menu&quot;);
    //mouseEntity = menu-&gt;getEntityByName(&quot;Mouse&quot;);
    //barEntity = menu-&gt;getEntityByName(&quot;Bar&quot;);
    TextEntity = menu-&gt;getTextByName(&quot;Text0&quot;);
}</code></pre></div><p>it compiles well but<br />when I launch game, Maratis crashes and when I del<br /></p><div class="codebox"><pre><code>TextEntity = menu-&gt;getTextByName(&quot;Text0&quot;);</code></pre></div><p>it works well, so what&#039;s wrong?<br />---------------------------------<br />p.s. Can we put an engine log to console, to find where is a mistake, and if it exists, just disable plugin(as it made with lua)</p>]]></description>
			<author><![CDATA[dummy@example.com (anael)]]></author>
			<pubDate>Thu, 29 Jan 2015 14:18:36 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?id=992&amp;action=new</guid>
		</item>
		<item>
			<title><![CDATA[Upgrade of Maratis by means of plug-ins.]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?id=1096&amp;action=new</link>
			<description><![CDATA[<p>Hi. Would like to improve some functions of the engine, but I don&#039;t build Maratis (perhaps because Windows 7 (x64)). <br />I want to find a roundabout way. Suitable option - writing of plug-ins. Here everything is extremely simple, but whether Editor can be changed thanks to them? And whether it should be taken into account this option generally?</p><p>P.S.: It is translated from Russian.</p>]]></description>
			<author><![CDATA[dummy@example.com (Timofffee)]]></author>
			<pubDate>Tue, 25 Nov 2014 14:53:08 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?id=1096&amp;action=new</guid>
		</item>
		<item>
			<title><![CDATA[windows.h missing]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?id=1086&amp;action=new</link>
			<description><![CDATA[<p>I dont know nothing about plugin making, but I need compiled bone-manipulation plugin.<br />I downloaded few examples from here: <a href="http://www.maratis3d.org/?page_id=53">http://www.maratis3d.org/?page_id=53</a> and Im trying to compile them with Visual c++ 2005 Express. It says: <br />-fatal error C1083: Cannot open include file: &#039;windows.h&#039;: No such file or directory<br />-fatal error C1083: Cannot open include file: &#039;MEngine.h&#039;: No such file or directory<br />So I dont get DLL file</p><p>What Im doing wrong?</p>]]></description>
			<author><![CDATA[dummy@example.com (fallout152)]]></author>
			<pubDate>Tue, 11 Nov 2014 21:33:52 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?id=1086&amp;action=new</guid>
		</item>
		<item>
			<title><![CDATA[Post Effects Plugin]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?id=958&amp;action=new</link>
			<description><![CDATA[<p>Hey community!</p><p>I finally brought my postFX plugin to a (hopefully) stable state!<br />I first wanted to integrate this functionality into the Maratis main engine but decided to make a modular and customizable plugin instead.</p><p>You can find it here: <a href="http://scary-squid.de/en/show-product.php?product=post-processing">http://scary-squid.de/en/show-product.p &#133; processing</a></p><p>You can operate the plugin completely with LUA code so no C++ needed to use it (well, you still have to compile the plugin).<br />There is a small glsl shader shipped with it which showcases some features. It is more or less a fast hack though.</p><p>Keybinding for the demo:</p><p>Up &amp; Down arrow: More bloom &amp; less bloom<br />Left &amp; Right arrow: Bigger radial blur sample distance &amp; smaller radial blur sample distance</p><p>Numpad 1: Bloom shader<br />Numpad 2: Radial blur shader</p><p>Have fun!<br />Sponk</p>]]></description>
			<author><![CDATA[dummy@example.com (Vegas)]]></author>
			<pubDate>Mon, 26 May 2014 21:36:56 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?id=958&amp;action=new</guid>
		</item>
		<item>
			<title><![CDATA[SQLite3 plugin]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?id=930&amp;action=new</link>
			<description><![CDATA[<p>So, I thought it&#039;d be a cool idea to have a robust persistent store with a simple Lua interface integrated within Maratis.</p><p>I&#039;d like to learn more about pushing C++ values into Lua so that Maratis can access them and vice versa. How would this work for collections (arrays, hashtables, etc.)? I think figuring this out would help streamline games where you have to worry about a player&#039;s inventory, or related mechanics.</p><p>If there&#039;s some Maratis documentation that covers this specifically, please let me know. I&#039;d love to learn more about it.</p><p>Thanks.</p>]]></description>
			<author><![CDATA[dummy@example.com (sunnystormy)]]></author>
			<pubDate>Wed, 05 Feb 2014 14:58:14 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?id=930&amp;action=new</guid>
		</item>
		<item>
			<title><![CDATA[Plugins I'd like to make (feedback appreciated)]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?id=921&amp;action=new</link>
			<description><![CDATA[<p>Hello!</p><p>I&#039;m relatively new to the Maratis scene, but after looking at all the possibilities the engine offers (because it is extensible), I&#039;d like to become active in its continued development.</p><p>I have a couple of ideas I&#039;ve been knocking around for plugins, and I wouldn&#039;t mind some community feedback as to their usefulness and possible integration into the engine:</p><p>1. A SQLite Database plugin to add a robust persistent store to the engine (I would build a C++ wrapper around SQLite which would have its functions called from Lua/Maratis).</p><p>2. An OGG video player whose data can be streamed as a texture onto geometric primitives used inside the editor. I found this: <a href="http://code.google.com/p/liboggplayer/">http://code.google.com/p/liboggplayer/</a> and was thinking I could find a way to get OGG videos to play inside the engine. This would give users the ability to utilize cutscene movies inside their projects.</p><p>3. The ability to publish to Linux on ARM (version 6 and version 7 of the ARM instruction set). This would give developers the ability to deploy their games onto the Raspberry Pi and other, more advanced, Linux SoCs. I think there are some ARM Linux toolchains already out there, and it would just be a matter of getting that integrated into the editor.</p><p>I don&#039;t know about licensing restrictions, or how that may complicate things, so I&#039;m open-minded to any alternatives if what I&#039;ve suggested won&#039;t work. Thank you for reading, and let me know what you think.</p>]]></description>
			<author><![CDATA[dummy@example.com (Sponk)]]></author>
			<pubDate>Wed, 29 Jan 2014 12:56:27 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?id=921&amp;action=new</guid>
		</item>
		<item>
			<title><![CDATA[Premake template for plugins]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?id=825&amp;action=new</link>
			<description><![CDATA[<div class="codebox"><pre><code>-----------------------------------------------------------------------------------------------------------------------------
-- Maratis plugin premake template
-----------------------------------------------------------------------------------------------------------------------------

    -- Setup the path to MSDK
    msdk = &quot;MSDK/&quot;

    -- Setup the name of your plugin&#039;s folder
    sources_folder = &quot;PluginSources&quot;

-- Setup the solution
solution &quot;Game&quot;

    configurations { &quot;Debug&quot;, &quot;Release&quot; }
    platforms { &quot;x32&quot;, &quot;x64&quot; }

    if os.is(&quot;windows&quot;) then defines { &quot;_WIN32&quot;, &quot;WIN32&quot; }
    elseif os.is(&quot;macosx&quot;) then defines { &quot;__APPLE__&quot;, &quot;MACOSX&quot; }
    elseif os.is(&quot;linux&quot;) then defines { &quot;LINUX&quot;, &quot;linux&quot; } end

    configuration &quot;Debug&quot;
        defines { &quot;DEBUG&quot; }
        flags { &quot;Symbols&quot; }

    configuration &quot;Release&quot;
        defines { &quot;NDEBUG&quot; }
        flags { &quot;OptimizeSpeed&quot; }

    -- Includes directories
    includedirs { msdk .. &quot;MCore/Includes&quot;, msdk .. &quot;MEngine/Includes&quot; }

    -- External libraries
    if os.is(&quot;windows&quot;) then libdirs { sources_folder } end -- set path to MCore &amp; MEngine (dll for minGW, lib for visual studio)

    -- Build plugin from sources ~ NB: do not rename it here, but strip &quot;lib&quot; from &quot;libGame.so&quot;
    project &quot;Game&quot;
        kind &quot;SharedLib&quot;
        language &quot;C++&quot;
        files { sources_folder .. &quot;/**&quot; }
        if os.is(&quot;windows&quot;) then links { &quot;MEngine&quot;, &quot;MCore&quot; } end</code></pre></div><p>NB: you must edit this script to match the location of Maratis SDK libs and of your plugin sources.<br />This script must be saved as &#039;premake4.lua&#039; in your project folder.</p>]]></description>
			<author><![CDATA[dummy@example.com (com3D)]]></author>
			<pubDate>Sat, 12 Oct 2013 05:36:33 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?id=825&amp;action=new</guid>
		</item>
		<item>
			<title><![CDATA[MAGE]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?id=705&amp;action=new</link>
			<description><![CDATA[<p>Introducing... <a href="https://github.com/nistur/Mage">MAGE!</a><br />The Maratis Adventure Game Engine.</p><p><em>Note: Mage is very very much in progress and doesn&#039;t do much itself now other than load sub-plugins. It is only being shared at this early stage to demonstrate how to combine plugins so you don&#039;t have to ship a game with thousands of tiny DLLs</em></p><p>The design of MAGE is to make it as easy as possible to design and create 3D adventure games. A lot of the functionality will be created by making and loading more generic plugins, but it will be brought together with lua scripts and code API that will be tailored towards making adventure games.</p><p>There are a lot of things to figure out how to do for an adventure game, and I&#039;ve yet to decide exactly how much of that can, and should be done in MAGE and how much will be done on the game side.</p><p>TODO:<br />- Inventory system<br />- Point and click movement<br />- Point of Interest<br />&nbsp; &nbsp; - Comment or action<br />&nbsp; &nbsp; - Actor conversation<br />&nbsp; &nbsp; - Pickup<br />- Events</p>]]></description>
			<author><![CDATA[dummy@example.com (255)]]></author>
			<pubDate>Thu, 15 Aug 2013 13:20:55 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?id=705&amp;action=new</guid>
		</item>
		<item>
			<title><![CDATA[Some Plugins]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?id=698&amp;action=new</link>
			<description><![CDATA[<p>I figured that it would be a good idea to move the plugin discussion here. These plugins currently only work on the <a href="https://github.com/nistur/maratis">Github branch</a> but I&#039;m going to polish up the plugin system and commit it to the official repository soon.</p><p>I&#039;ll update this post with any new plugins I add, or anyone else wishes me to add here</p><p><strong><span class="bbu">MEvent</span></strong> <em>Nistur</em><br /><em><a href="http://forum.maratis3d.com/viewtopic.php?pid=4375#p4375">description</a></em><br />Requirements - <em>none</em><br />Optional - <em>none</em></p><p><strong><span class="bbu">MScriptableBehaviour</span></strong> <em>Nistur</em><br /><em><a href="http://forum.maratis3d.com/viewtopic.php?pid=4376#p4376">description</a></em><br />Requirements - <em>none</em><br />Optional - <em>MEvent, MScriptExt</em></p><p><strong><span class="bbu">MSaveFile</span></strong> <em>Nistur</em><br /><em><a href="http://forum.maratis3d.com/viewtopic.php?pid=4378#p4378">description</a></em><br />Requirements - <em>none</em><br />Optional - <em>MEvent, MScriptExt</em></p><p><strong><span class="bbu">MScriptExt</span></strong> <em>Nistur*</em><br /><em><a href="http://forum.maratis3d.com/viewtopic.php?pid=4381#p4381">description</a></em><br />Requirements - <em>none</em><br />Optional - <em>MEvent</em></p><p><strong><span class="bbu">MRecast</span></strong> <em>Nistur</em><br /><em><a href="http://forum.maratis3d.com/viewtopic.php?pid=4411#p4411">description</a></em><br />Requirements - <em>none</em><br />Optional - <em>none</em></p><p><strong><span class="bbu">MEmbedFile</span></strong> <em>Nistur</em><br /><em><a href="http://forum.maratis3d.com/viewtopic.php?pid=4413#p4413">description</a></em><br />Requirements - <em>none</em><br />Optional - <em>none</em></p><p>*<em>extension of Maratis internal functionality written by Anaël</em></p>]]></description>
			<author><![CDATA[dummy@example.com (marval)]]></author>
			<pubDate>Fri, 09 Aug 2013 15:57:13 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?id=698&amp;action=new</guid>
		</item>
		<item>
			<title><![CDATA[MRecast]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?id=704&amp;action=new</link>
			<description><![CDATA[<p>Right. I have said repeatedly I don&#039;t have time to do it... but my curiosity got the better of me. I have begun<br /><a href="https://github.com/nistur/MRecast">github</a></p><p>Right now, it does absolutely nothing. I&#039;ve just made it all compile and link together into a plugin. I was considering breaking it into two separate plugins (MDetour for the nav-mesh and MRecast for the actual pathfinding, then in future maybe make a MAI that includes both, plus some standard AI stuff) but for now I&#039;m just compiling it all into MRecast.</p><p>Before I go any further, I want to say that I still don&#039;t have a huge amount of time available right now, so I wouldn&#039;t usable results in the near future.</p><p>To make things go a bit quicker, it would be useful if people could perhaps provide some use cases for me. If possible that would be a Maratis project, with a level mesh and some sort of character. If I get a couple to work, I can add them to the project (with permission) as examples. Obviously the simple things will come first, but if I could also get some more advanced features then the plugin can (eventually) aim to accomodate them. Things such as doors and jump points.</p><p>Ideally, I&#039;d like to be able to represent the nav mesh in some way in the editor, but I don&#039;t think there&#039;s any way (yet) to render specifically for the editor. There&#039;s also the fact that Detour will decimate the level mesh into a much simpler nav mesh. When running in the editor, it makes sense to do this on loading the level (causing a noticable loading time) however when published, ideally we&#039;d want to load the navmesh, so I think I&#039;m going to have to finally get around to extending the publishing system so we can build the navmesh during the publishing</p>]]></description>
			<author><![CDATA[dummy@example.com (com3D)]]></author>
			<pubDate>Sat, 20 Jul 2013 20:49:22 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?id=704&amp;action=new</guid>
		</item>
		<item>
			<title><![CDATA[[Plugin Project] RpgMaker]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?id=669&amp;action=new</link>
			<description><![CDATA[<p>Do you have ever heard about RPG Maker?<br /><a href="http://en.wikipedia.org/wiki/RPG_Maker">http://en.wikipedia.org/wiki/RPG_Maker</a><br />In my childhood I enjoyed very much this tool that made me fly with my imagination to create beautiful fantasy worlds. It&#039;s point and click and don&#039;t require any programming knowledge.<br />Maratis can be extended to support all the functionality RPG Maker had. This is a starting list of them.</p><p>Battle System<br />Message system:<br /><a href="http://pastebin.com/iCzJdCun">Message.cpp</a><br /><a href="http://pastebin.com/jyPr47Ad">Message.h</a><br />Menu<br />Inventory<br />Party Management<br />Entity Movement: (Complete)<br /><a href="http://pastebin.com/GKsaLDS7">Movement.h</a><br /><a href="http://pastebin.com/G1pqMasQ">Movement.cpp</a><br />EXP System<br />Savegame</p>]]></description>
			<author><![CDATA[dummy@example.com (VeganDev)]]></author>
			<pubDate>Sat, 18 May 2013 23:04:50 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?id=669&amp;action=new</guid>
		</item>
		<item>
			<title><![CDATA[[PLUGIN] Movement Pattern Plugin]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?id=666&amp;action=new</link>
			<description><![CDATA[<p>I&#039;m trying to implement a plugin for moving objects. This plugin could make easier to manage object movement by simply writing a string with the specific movement an object could do. This is the idea, now I&#039;m blocked... This is the code.</p><br /><br /><p>Movement.cpp<br /></p><div class="codebox"><pre><code>/////////////////////////////////////////////////////////////////////////////////////////////////////////
// SimpleGamePlugin
// Movement.cpp
// 
// Code : Anael Seghezzi edited by Giuseppe Alfieri
/////////////////////////////////////////////////////////////////////////////////////////////////////////

#include &quot;Movement.h&quot;


/////////////////////////////////////////////////////////////////////////////////////////////////////////
// Init, this part is always similar, constructor, copy constructor etc
/////////////////////////////////////////////////////////////////////////////////////////////////////////
int patternLenght, i=0;

// constructor
Movement::Movement(MObject3d * parentObject):
MBehavior(parentObject),
animated(1),
m_rotationSpeed(1),
m_speed(0),
m_flySpeed(0),
m_pattern(&quot;&quot;),
cycle(0)
{}

// copy constructor
Movement::Movement(Movement &amp; behavior, MObject3d * parentObject):
MBehavior(parentObject),
animated(behavior.animated),
m_rotationSpeed(behavior.m_rotationSpeed),
m_speed(behavior.m_speed),
m_flySpeed(behavior.m_flySpeed),
m_pattern(behavior.m_pattern),
cycle(behavior.cycle)
{}

// destructor
Movement::~Movement(void)
{}

// destroy function : always similar
void Movement::destroy(void)
{
    delete this;
}

// getNew function : always similar
MBehavior * Movement::getNew(MObject3d * parentObject)
{
    return new Movement(parentObject);
}

// getCopy function : always similar
MBehavior * Movement::getCopy(MObject3d * parentObject)
{
    return new Movement(*this, parentObject);
}

/////////////////////////////////////////////////////////////////////////////////////////////////////////
// Variables, allow to access custom variable from script and from Maratis Editor
/////////////////////////////////////////////////////////////////////////////////////////////////////////

unsigned int Movement::getVariablesNumber(void){
    return 6;
}

MVariable Movement::getVariable(unsigned int id)
{
    switch(id)
    {
    default:
        return MVariable(&quot;NULL&quot;, NULL, M_VARIABLE_NULL);
    case 0:
        return MVariable(&quot;animated&quot;, &amp;animated, M_VARIABLE_BOOL);
    case 1:
        return MVariable(&quot;rotationSpeed&quot;, &amp;m_rotationSpeed, M_VARIABLE_FLOAT);
    case 2:
        return MVariable(&quot;movementSpeed&quot;, &amp;m_speed, M_VARIABLE_FLOAT);
    case 3:
        return MVariable(&quot;flySpeed&quot;, &amp;m_flySpeed, M_VARIABLE_FLOAT);
    case 4:
        return MVariable(&quot;movementPattern&quot;, &amp;m_pattern, M_VARIABLE_STRING);   
    case 5:
        return MVariable(&quot;CycleMovement&quot;, &amp;cycle, M_VARIABLE_BOOL);

    }
}


/////////////////////////////////////////////////////////////////////////////////////////////////////////
// Events
/////////////////////////////////////////////////////////////////////////////////////////////////////////

// update function (called by MGame class by default)
void Movement::update(void)
{
    MEngine * engine = MEngine::getInstance();
    MGame * game = engine-&gt;getGame();

    // check if the game is running, removing thif test will enable In-Editor update (like for the lookAt behavior)
    if(! game-&gt;isRunning())
        return;

    // get the associated parent object (who is using this behavior)
    MObject3d * parent = getParentObject();

    // lets rotate the parent object around the z axis, using our custom &quot;rotationSpeed&quot; variable
    if(animated){
    patternLenght=strlen(m_pattern);
    printf(&quot;%d&quot;, patternLenght);
    parent-&gt;addAxisAngleRotation(MVector3(0, 0, 1), m_rotationSpeed);
    if(i&lt;patternLenght){
    // a pattern string of wasd moves the object using rotationSpeed and moveSpeed
    if(m_pattern[i]==&#039;w&#039;){
    MVector3 oldPosition=parent-&gt;getPosition();
    MVector3* trnPosition=new MVector3(0,m_speed,0);
    MVector3 newPosition=oldPosition + *trnPosition;
    parent-&gt;setPosition(newPosition);
    }
    if(m_pattern[i]==&#039;a&#039;){
        parent-&gt;addAxisAngleRotation(MVector3(0, 0, 1), m_rotationSpeed);
    }
    if(m_pattern[i]==&#039;d&#039;){
        parent-&gt;addAxisAngleRotation(MVector3(0, 0, -1), m_rotationSpeed);
    }
    if(m_pattern[i]==&#039;s&#039;){
        MVector3 oldPosition=parent-&gt;getPosition();
        MVector3* trnPosition=new MVector3(m_speed/2,0,0);
        MVector3 newPosition=oldPosition + *trnPosition;
        parent-&gt;setPosition(newPosition);
    }
    i++;
    }
    else if(cycle)
        i=0;
    
    }
}</code></pre></div><p>Movement.h</p><div class="codebox"><pre><code>/////////////////////////////////////////////////////////////////////////////////////////////////////////
// MovementGamePlugin
// Movement.h
// 
// Code : Anael Seghezzi edited by Giuseppe Alfieri
/////////////////////////////////////////////////////////////////////////////////////////////////////////

#ifndef _MY_BEHAVIOR_H
#define _MY_BEHAVIOR_H

#include &lt;MEngine.h&gt;


class Movement : public MBehavior
{
public:

    // constructors / destructors
    Movement(MObject3d * parentObject);
    Movement(Movement &amp; behavior, MObject3d * parentObject);
    ~Movement(void);

private:
    
    // custom variables
    bool animated;
    float m_rotationSpeed;
    float m_speed;
    float m_flySpeed;
    char  *m_pattern;
    bool cycle;
    
public:

    // destroy
    void destroy(void);

    // get new
    static MBehavior * getNew(MObject3d * parentObject);

    // get copy
    MBehavior * getCopy(MObject3d * parentObject);

    // name
    static const char * getStaticName(void){ return &quot;Movement&quot;; }
    const char * getName(void){ return getStaticName(); }

    // variables
    unsigned int getVariablesNumber(void);
    MVariable getVariable(unsigned int id);

    // events (virtuals from MBehavior class)
    void update(void);
    void runEvent(int param){}
};

#endif</code></pre></div>]]></description>
			<author><![CDATA[dummy@example.com (firelite)]]></author>
			<pubDate>Tue, 14 May 2013 22:45:01 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?id=666&amp;action=new</guid>
		</item>
	</channel>
</rss>
