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		<title><![CDATA[Maratis forum - Google Code Shutting Down]]></title>
		<link>http://forum.maratis3d.com/viewtopic.php?id=1115</link>
		<description><![CDATA[The most recent posts in Google Code Shutting Down.]]></description>
		<lastBuildDate>Wed, 13 May 2015 00:34:00 +0000</lastBuildDate>
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			<title><![CDATA[Re: Google Code Shutting Down]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=7537#p7537</link>
			<description><![CDATA[<p>Great, I will fork from your repository and make some pull request later.</p>]]></description>
			<author><![CDATA[dummy@example.com (jurgel)]]></author>
			<pubDate>Wed, 13 May 2015 00:34:00 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=7537#p7537</guid>
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			<title><![CDATA[Re: Google Code Shutting Down]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=7536#p7536</link>
			<description><![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>]]></description>
			<author><![CDATA[dummy@example.com (anael)]]></author>
			<pubDate>Tue, 12 May 2015 15:23:40 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=7536#p7536</guid>
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			<title><![CDATA[Re: Google Code Shutting Down]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=7534#p7534</link>
			<description><![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>]]></description>
			<author><![CDATA[dummy@example.com (anael)]]></author>
			<pubDate>Sat, 02 May 2015 18:17:30 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=7534#p7534</guid>
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			<title><![CDATA[Re: Google Code Shutting Down]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=7533#p7533</link>
			<description><![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>]]></description>
			<author><![CDATA[dummy@example.com (jurgel)]]></author>
			<pubDate>Sat, 02 May 2015 13:59:51 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=7533#p7533</guid>
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			<title><![CDATA[Re: Google Code Shutting Down]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=7532#p7532</link>
			<description><![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>]]></description>
			<author><![CDATA[dummy@example.com (anael)]]></author>
			<pubDate>Sat, 02 May 2015 12:24:41 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=7532#p7532</guid>
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			<title><![CDATA[Re: Google Code Shutting Down]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=7508#p7508</link>
			<description><![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>]]></description>
			<author><![CDATA[dummy@example.com (anael)]]></author>
			<pubDate>Wed, 15 Apr 2015 08:12:21 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=7508#p7508</guid>
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			<title><![CDATA[Re: Google Code Shutting Down]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=7507#p7507</link>
			<description><![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>]]></description>
			<author><![CDATA[dummy@example.com (jurgel)]]></author>
			<pubDate>Wed, 15 Apr 2015 03:39:37 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=7507#p7507</guid>
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			<title><![CDATA[Re: Google Code Shutting Down]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=7506#p7506</link>
			<description><![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>]]></description>
			<author><![CDATA[dummy@example.com (anael)]]></author>
			<pubDate>Tue, 14 Apr 2015 15:29:23 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=7506#p7506</guid>
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		<item>
			<title><![CDATA[Re: Google Code Shutting Down]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=7505#p7505</link>
			<description><![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>]]></description>
			<author><![CDATA[dummy@example.com (jurgel)]]></author>
			<pubDate>Tue, 14 Apr 2015 12:12:08 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=7505#p7505</guid>
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			<title><![CDATA[Re: Google Code Shutting Down]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=7504#p7504</link>
			<description><![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>]]></description>
			<author><![CDATA[dummy@example.com (anael)]]></author>
			<pubDate>Mon, 13 Apr 2015 21:09:12 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=7504#p7504</guid>
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		<item>
			<title><![CDATA[Re: Google Code Shutting Down]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=7501#p7501</link>
			<description><![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>]]></description>
			<author><![CDATA[dummy@example.com (anael)]]></author>
			<pubDate>Fri, 10 Apr 2015 07:57:40 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=7501#p7501</guid>
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		<item>
			<title><![CDATA[Re: Google Code Shutting Down]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=7500#p7500</link>
			<description><![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>]]></description>
			<author><![CDATA[dummy@example.com (Tutorial Doctor)]]></author>
			<pubDate>Fri, 10 Apr 2015 03:50:59 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=7500#p7500</guid>
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			<title><![CDATA[Re: Google Code Shutting Down]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=7499#p7499</link>
			<description><![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>]]></description>
			<author><![CDATA[dummy@example.com (jurgel)]]></author>
			<pubDate>Thu, 09 Apr 2015 06:05:18 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=7499#p7499</guid>
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			<title><![CDATA[Re: Google Code Shutting Down]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=7498#p7498</link>
			<description><![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>]]></description>
			<author><![CDATA[dummy@example.com (anael)]]></author>
			<pubDate>Wed, 08 Apr 2015 16:10:24 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=7498#p7498</guid>
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			<title><![CDATA[Re: Google Code Shutting Down]]></title>
			<link>http://forum.maratis3d.com/viewtopic.php?pid=7497#p7497</link>
			<description><![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>]]></description>
			<author><![CDATA[dummy@example.com (jurgel)]]></author>
			<pubDate>Wed, 08 Apr 2015 15:15:11 +0000</pubDate>
			<guid>http://forum.maratis3d.com/viewtopic.php?pid=7497#p7497</guid>
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