526

(5 replies, posted in General)

can you send me the .mesh file by mail I'll check it ?

527

(5 replies, posted in General)

hi, what version did you use ? did you use the maratis mesh format or onother format ?
normally you can use multiple armatures, can you detail a bit more your model ?

Hi,

in lua you have to loop all objects yes,
or use rayHit :

point, object = rayHit(start, end)
name = getName(object)

We should add something better for that,
but you can do it in c++ with a plugin.

529

(1 replies, posted in Bug report)

Hi, found it, the state was ignored,
thank you for reporting,

Anaël.

Hi,

oups, yes I forgot to remove a "return" that I used for testing something :
https://code.google.com/p/maratis/sourc … LookAt.cpp

It's corrected.
Anaël.

mh, actually rayHit can only work with the current scene (because it uses the physics).
We should do something about that, there is a engine function doing raytracing manually that you can use in c++,
it should be ported it to lua.

532

(4 replies, posted in Engine)

Hi,
for the pointer thing, yes the example is a bit old, the engine was modified a bit,
some variables was sent as a pointer and it was removed.

If you corrected getScene and getClearColor (remove the *) it should work normally,
did you send the new game class to the engine ? :

MyGame * game = NULL;

void StartPlugin(void)
{
    // get engine
    MEngine * engine = MEngine::getInstance();

    game = new MyGame();
    engine->setGame(game);
}

void EndPlugin(void)
{
    SAFE_DELETE(game);
}

533

(4 replies, posted in Engine)

Hi,

you need to use the plugin system and customize the MGame::draw function (with a custom MGame class),
then using render to texture and a glsl shader.

An exemple here (doing blur) : http://www.maratis3d.org/code/post-process/

534

(3 replies, posted in General)

originally it's without '*' (svn version) :

writeFloatValues(file, "color", text->getColor(), 4);

but older code was *text->getColor(), so you maybe got a older code version.

anyways, what you wrote is also correct (but normally unnecessary as MVector4 returns a (float*)) :

writeFloatValues(file, "color", (float*)text->getColor(), 4);

535

(3 replies, posted in General)

Hi,

no the pointer adress are not safe to save, the data is inside the pointer, not the pointer itself.
If you want to save some data, you have to identity the data before. If it's the scene, you need to parse the scene, all the objects and save the objects values (position, rotation etc), you have to parse your game values etc.

As an exemple you can see how Maratis editor saves a level in xml :
https://code.google.com/p/maratis/sourc … elSave.cpp

You could call this to add a behavior dynamically in c++ :

    MBehaviorManager * behaviorManager = MEngine::getInstance()->getBehaviorManager();
    MBehaviorCreator * behaviorCreator = behaviorManager->getBehaviorByName("myBehaviorName");
    object->addBehavior(behaviorCreator->getNewBehavior(object));

537

(7 replies, posted in Gossip)

Nsmurf > yes tell me if you want an account it's on request (spam prevention)

538

(2 replies, posted in General)

done

539

(2 replies, posted in General)

Hi, that'a an idea,
we can start with a special forum section,
I'll let you know.

540

(7 replies, posted in Gossip)

yes documentation is number one on the list, I didn't find the time or the ressources yet, help is welcome if a good soul is passing by smile

541

(7 replies, posted in Gossip)

One thing that would be good is a system to create behavior more easily, or using a c++ just in time compiler integrated to Maratis (or at least a system building a dynamic library automatically from c++ code), or/and to create behaviors in lua (will need luaJit for speed).

An Android port along with a better publishing process,
the editor need some improvements from users feedbacks, better menus and ergonomy, user preferences etc.

Otherwise I think the engine is basically self sufficient for people not afraid to use a bit of c++.

Of course there is a lot of work in the code, I started refactoring the GUI system to make it safe to be accessed from a plugin, and I'd like to re-organize the code structure and the building system.

What Maratis is missing the most is more games showing what it is capable of, it would be nice to create open game projects like blender did with Yo-Frankie.

I'll try to add a function to get the game directory from script.

ok, found it,
thanks for reporting.

I guess you can use "file = io.open(filename, "r")" to read a file,
as for the path I'm not sure as I never tested it, it's a standard lua library that handle it and not Maratis.

545

(13 replies, posted in General)

good,

can you confirm me where you added the line so I can correct it on svn too,
only in lwoanimation.cpp or in other files also ?

Hi, I'm not sure to understand, is the terrain not correctly visible for some parts ?
Is it a bounding box problem ? send me a screenshot to give me a better idea.

In the meanwhile, try to clear the terrain matrix in Blender to be sure that the bounding box is ok :

http://www.maratis3d.com/tmp/blender.jpg

547

(11 replies, posted in Gossip)

hey, there is already a captcha system, plus a plugin that check a spam database to ban already known spam emails,
but unfortunately it doesn't stop it all, captcha are sometimes entered by real humans beeing paid to do so, and there is no way to automatize it... I tried multiple setups and didn't find better than what we have now, it's a pain.

548

(1 replies, posted in Gossip)

Hi all !

OSCON 2013 has been announced along with an open source award.
Maybe there is a small chance for Maratis ? Who knows. Do you want to help ?

Please fill this form :
http://www.oscon.com/oscon2013/public/sv/q/478

They seems to select more corporate or business open-source solutions,
but why not ?

Thanks a lot !
Anaël.

549

(7 replies, posted in General)

actually, the ios xcode project is for that,
it's missing some doc, but you can publish a Maratis game using this project just by changing the game data inside :

in "Ressource" :
- remove all file references (just keep the .plist file)
- import your own game project data

If your game is done in lua there is nothing else to do,
but if you used a game plugin in c++, then you also have to add your c++ code to the project and link it.

550

(13 replies, posted in General)

I did some research and it seems that Microsoft moved some std:: functions and broke the compatibility,
which would explain why it works with older versions of visual and why it works on linux and mac (gcc).

This functions (std:: bind1st, std::greater...) are used by assimp only,

try adding this line on top of "lwoanimation.cpp" and to other files having the same errors :

#include <functional>

I don't have visual studio 2012 installed so I cannot test it,
tell me how it goes and we'll update the code on svn.

(we could also put a bug report on assimp website)