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	<title type="html"><![CDATA[Maratis forum - Google Code Shutting Down]]></title>
	<link rel="self" href="http://forum.maratis3d.com/extern.php?action=feed&amp;tid=1115&amp;type=atom"/>
	<updated>2015-05-13T00:34:00Z</updated>
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	<id>http://forum.maratis3d.com/viewtopic.php?id=1115</id>
		<entry>
			<title type="html"><![CDATA[Re: Google Code Shutting Down]]></title>
			<link rel="alternate" href="http://forum.maratis3d.com/viewtopic.php?pid=7537#p7537"/>
			<content type="html"><![CDATA[<p>Great, I will fork from your repository and make some pull request later.</p>]]></content>
			<author>
				<name><![CDATA[jurgel]]></name>
				<uri>http://forum.maratis3d.com/profile.php?id=522</uri>
			</author>
			<updated>2015-05-13T00:34:00Z</updated>
			<id>http://forum.maratis3d.com/viewtopic.php?pid=7537#p7537</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Google Code Shutting Down]]></title>
			<link rel="alternate" href="http://forum.maratis3d.com/viewtopic.php?pid=7536#p7536"/>
			<content type="html"><![CDATA[<p>I published the current (experimental) code of Maratis 4 on github - linked to Maratis tiny C library - with the base code of the new editor :</p><p><a href="https://github.com/anael-seghezzi/Maratis-Tiny-C-library">https://github.com/anael-seghezzi/Marat &#133; -C-library</a></p>]]></content>
			<author>
				<name><![CDATA[anael]]></name>
				<uri>http://forum.maratis3d.com/profile.php?id=2</uri>
			</author>
			<updated>2015-05-12T15:23:40Z</updated>
			<id>http://forum.maratis3d.com/viewtopic.php?pid=7536#p7536</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Google Code Shutting Down]]></title>
			<link rel="alternate" href="http://forum.maratis3d.com/viewtopic.php?pid=7534#p7534"/>
			<content type="html"><![CDATA[<p>The adjustment is quite small, I&#039;m surprised how simple it is.<br />First thing to check is the window/events system, but when using glfw or sdl there is no problem (sdl is better supported though), then the main loop need to be parsed a bit differently. There might be some modifications to do for file parsing but I didn&#039;t test it.</p>]]></content>
			<author>
				<name><![CDATA[anael]]></name>
				<uri>http://forum.maratis3d.com/profile.php?id=2</uri>
			</author>
			<updated>2015-05-02T18:17:30Z</updated>
			<id>http://forum.maratis3d.com/viewtopic.php?pid=7534#p7534</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Google Code Shutting Down]]></title>
			<link rel="alternate" href="http://forum.maratis3d.com/viewtopic.php?pid=7533#p7533"/>
			<content type="html"><![CDATA[<p>That&#039;s cool, even though I know nothing about voronoi <img src="http://forum.maratis3d.com/img/smilies/big_smile.png" width="15" height="15" alt="big_smile" /><br />So, anything can be compiled with emscripten or there are some adjustment to make it work?</p>]]></content>
			<author>
				<name><![CDATA[jurgel]]></name>
				<uri>http://forum.maratis3d.com/profile.php?id=522</uri>
			</author>
			<updated>2015-05-02T13:59:51Z</updated>
			<id>http://forum.maratis3d.com/viewtopic.php?pid=7533#p7533</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Google Code Shutting Down]]></title>
			<link rel="alternate" href="http://forum.maratis3d.com/viewtopic.php?pid=7532#p7532"/>
			<content type="html"><![CDATA[<p>Some update on github : <a href="https://github.com/anael-seghezzi/Maratis-Tiny-C-library">https://github.com/anael-seghezzi/Marat &#133; -C-library</a><br />And a first web experiment compiled to asm.js with emscripten : <a href="http://maratis3d.org/js/m_voronoi/m_voronoi.html">http://maratis3d.org/js/m_voronoi/m_voronoi.html</a></p>]]></content>
			<author>
				<name><![CDATA[anael]]></name>
				<uri>http://forum.maratis3d.com/profile.php?id=2</uri>
			</author>
			<updated>2015-05-02T12:24:41Z</updated>
			<id>http://forum.maratis3d.com/viewtopic.php?pid=7532#p7532</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Google Code Shutting Down]]></title>
			<link rel="alternate" href="http://forum.maratis3d.com/viewtopic.php?pid=7508#p7508"/>
			<content type="html"><![CDATA[<p>On x64 platform it should be by default, because SSE is a part of x64 standard, you may need to use &quot;-O3&quot; flag though.</p><p>But on 32bit it&#039;s not, so you need to add a compiler flag, on gcc it&#039;s &quot;-msse2&quot; (&quot;-O3&quot; may be needed too like above).</p><p>&quot;-ffast-math&quot; flag can also improve it. But it&#039;s potentially unsafe.</p>]]></content>
			<author>
				<name><![CDATA[anael]]></name>
				<uri>http://forum.maratis3d.com/profile.php?id=2</uri>
			</author>
			<updated>2015-04-15T08:12:21Z</updated>
			<id>http://forum.maratis3d.com/viewtopic.php?pid=7508#p7508</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Google Code Shutting Down]]></title>
			<link rel="alternate" href="http://forum.maratis3d.com/viewtopic.php?pid=7507#p7507"/>
			<content type="html"><![CDATA[<p>Hmm, I don&#039;t know if the compiler could do auto compile to SSE instructions. What compiler flags should I use? Or it&#039;s on by default?</p><p>It&#039;s a great then <img src="http://forum.maratis3d.com/img/smilies/big_smile.png" width="15" height="15" alt="big_smile" /><br />Nice info. Thanks.</p>]]></content>
			<author>
				<name><![CDATA[jurgel]]></name>
				<uri>http://forum.maratis3d.com/profile.php?id=522</uri>
			</author>
			<updated>2015-04-15T03:39:37Z</updated>
			<id>http://forum.maratis3d.com/viewtopic.php?pid=7507#p7507</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Google Code Shutting Down]]></title>
			<link rel="alternate" href="http://forum.maratis3d.com/viewtopic.php?pid=7506#p7506"/>
			<content type="html"><![CDATA[<p>Normally the compiler will use SSE instructions when the code is linear and simple to vectorize like the raytracing functions (I tried to use intrinsic on the ray-triangle code but there was no speedup compared to the compiler).</p><p>But in maratis mesh tools, it was a good speed-up : (see void blendMatrices)<br /><a href="https://code.google.com/p/maratis/source/browse/branches/Experimental/Sources/MSDK/MEngine/Sources/MMeshTools.cpp">https://code.google.com/p/maratis/sourc &#133; hTools.cpp</a></p>]]></content>
			<author>
				<name><![CDATA[anael]]></name>
				<uri>http://forum.maratis3d.com/profile.php?id=2</uri>
			</author>
			<updated>2015-04-14T15:29:23Z</updated>
			<id>http://forum.maratis3d.com/viewtopic.php?pid=7506#p7506</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Google Code Shutting Down]]></title>
			<link rel="alternate" href="http://forum.maratis3d.com/viewtopic.php?pid=7505#p7505"/>
			<content type="html"><![CDATA[<p>Great, looks like an optimized code.<br />I still think to implement SSE function for matrix or vector math function though.<br />It won&#039;t be portable, but it will cut down the number of instruction.</p>]]></content>
			<author>
				<name><![CDATA[jurgel]]></name>
				<uri>http://forum.maratis3d.com/profile.php?id=522</uri>
			</author>
			<updated>2015-04-14T12:12:08Z</updated>
			<id>http://forum.maratis3d.com/viewtopic.php?pid=7505#p7505</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Google Code Shutting Down]]></title>
			<link rel="alternate" href="http://forum.maratis3d.com/viewtopic.php?pid=7504#p7504"/>
			<content type="html"><![CDATA[<p>I published a first version of the tiny C code we were talking about :<br /><a href="https://github.com/anael-seghezzi/Maratis-Tiny-C-library">https://github.com/anael-seghezzi/Marat &#133; -C-library</a></p><p>Still need to link it completely with MCore to publish the rest.</p>]]></content>
			<author>
				<name><![CDATA[anael]]></name>
				<uri>http://forum.maratis3d.com/profile.php?id=2</uri>
			</author>
			<updated>2015-04-13T21:09:12Z</updated>
			<id>http://forum.maratis3d.com/viewtopic.php?pid=7504#p7504</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Google Code Shutting Down]]></title>
			<link rel="alternate" href="http://forum.maratis3d.com/viewtopic.php?pid=7501#p7501"/>
			<content type="html"><![CDATA[<p>Yes, it&#039;s in the wind like pure old school 2d, a voxel is just a 3d pixel, it means &quot;volumetric pixel&quot;,<br />it often looks like cubes, but in fact it is more like a stack of bitmaps (the stack being the Z dimension),<br />and because it&#039;s packed and aligned, it can be traversed very fast, using ray-casting or ray tracing.</p><p>When parsed directly it can render as cubes (like minecraft) or smoothed cubes depending of the filtering,<br />but it can also be converted to triangles using &quot;marching cubes&quot; and create smooth surfaces.</p><p>voxels are also used to accelerate the parsing of a scene for raytracing, like a fixed size octree.</p>]]></content>
			<author>
				<name><![CDATA[anael]]></name>
				<uri>http://forum.maratis3d.com/profile.php?id=2</uri>
			</author>
			<updated>2015-04-10T07:57:40Z</updated>
			<id>http://forum.maratis3d.com/viewtopic.php?pid=7501#p7501</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Google Code Shutting Down]]></title>
			<link rel="alternate" href="http://forum.maratis3d.com/viewtopic.php?pid=7500#p7500"/>
			<content type="html"><![CDATA[<p>What is sorta crazy is I was just thinking of a style I wanted to do that I called a 3D 8bit style. Found the keyword was &quot;voxel&quot;</p><p>Found this software:</p><p><a href="https://voxel.codeplex.com">https://voxel.codeplex.com</a></p>]]></content>
			<author>
				<name><![CDATA[Tutorial Doctor]]></name>
				<uri>http://forum.maratis3d.com/profile.php?id=2493</uri>
			</author>
			<updated>2015-04-10T03:50:59Z</updated>
			<id>http://forum.maratis3d.com/viewtopic.php?pid=7500#p7500</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Google Code Shutting Down]]></title>
			<link rel="alternate" href="http://forum.maratis3d.com/viewtopic.php?pid=7499#p7499"/>
			<content type="html"><![CDATA[<p>It&#039;s great if we can add voxel renderer in current engine, so user can choose FixedRenderer, StandardRenderer, VoxelRenderer, and maybe DeferredRenderer later.</p><p>I don&#039;t understand how your code works <img src="http://forum.maratis3d.com/img/smilies/smile.png" width="15" height="15" alt="smile" />, I&#039;ll look some reference to implement voxel based renderer which is compatible to CPU rendering then.</p>]]></content>
			<author>
				<name><![CDATA[jurgel]]></name>
				<uri>http://forum.maratis3d.com/profile.php?id=522</uri>
			</author>
			<updated>2015-04-09T06:05:18Z</updated>
			<id>http://forum.maratis3d.com/viewtopic.php?pid=7499#p7499</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Google Code Shutting Down]]></title>
			<link rel="alternate" href="http://forum.maratis3d.com/viewtopic.php?pid=7498#p7498"/>
			<content type="html"><![CDATA[<p>Voxel based rendering could be done with the base code, as other things, not as a full-feature engine though, something for little games or educational purpose. Well that&#039;s just an idea.</p><p>In fact I did some test some months ago in Maratis standard renderer : <a href="https://code.google.com/p/maratis/source/browse/branches/Experimental/Sources/Common/Renderers/Standard/MStandardRenderer.cpp">https://code.google.com/p/maratis/sourc &#133; nderer.cpp</a></p><p>It&#039;s commented, but if you look at MStandardRenderer::updateVisibility<br />there is some test code to draw the voxels of the scene in software. The idea is to compute a low-res occlusion culling map on the cpu to avoid the overhead of hardware occlusion culling. It&#039;s not complete yet, but it renders voxels from a mesh.</p>]]></content>
			<author>
				<name><![CDATA[anael]]></name>
				<uri>http://forum.maratis3d.com/profile.php?id=2</uri>
			</author>
			<updated>2015-04-08T16:10:24Z</updated>
			<id>http://forum.maratis3d.com/viewtopic.php?pid=7498#p7498</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Google Code Shutting Down]]></title>
			<link rel="alternate" href="http://forum.maratis3d.com/viewtopic.php?pid=7497#p7497"/>
			<content type="html"><![CDATA[<p>Did you mean voxel based rendering? It&#039;s cool if we could create voxel based game engine, but I don&#039;t know anything about it yet. If you have a specific plan for voxel based rendering, just let me know.<br />We can&#039;t combine the current code and we have to start from scratch if we want to implement it, because it&#039;s different on every aspect though.</p><p>After a bit of googling it looks promising for the future, as it can perform real time ray tracing, but I concern about sparse voxel octree creation per frame if we want dynamic scene, and there isn&#039;t many resource out there for further implementation, so this is required much research.</p><p>This is interesting and can make Maratis unique from others I think.</p>]]></content>
			<author>
				<name><![CDATA[jurgel]]></name>
				<uri>http://forum.maratis3d.com/profile.php?id=522</uri>
			</author>
			<updated>2015-04-08T15:15:11Z</updated>
			<id>http://forum.maratis3d.com/viewtopic.php?pid=7497#p7497</id>
		</entry>
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