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Posts found [ 876 to 900 of 1,487 ]
And something like that ?
Sound0 = getObject("Sound0")
SOUND = {obj = Sound0, impact = 0}
function play_impact(sound)
if sound.impact == 0 then
playSound(sound.obj)
sound.impact = 1
end
end
function stop_impact(sound)
sound.impact = 0
end
function onSceneUpdate()
if isCollisionBetween(Car, Ground) then
changeCurrentCamera(Camera1)
deactivate(Text0)
deactivate(Text1)
camcycle = 1
play_impact(SOUND)
else
stop_impact(SOUND)
end
end
Hello ! Welcome !
What a nice post, it's good to see you like it
I'm waiting to see your game project,
Cheers
A nice add-on for creating light maps of entire scenes (source: BlenderNation) :
http://code.google.com/p/blender-addons-by-mifth/
Yes, a spot cannot be more than 89.9 because it cannot be more than 180 degrees (fact 90x2 = 180° total angle)
Wait, I taught there was only one light in your scene,
if there is more than one I think I know what is going on,
in Maratis each entity use only the closest light around :
For desktop it's the 4 closest lights, but on iOS because it slower, it's only the closest.
So that's why you can see a different behavior than on Maratis editor.
Try to use less number of light for ios, or to be sure the lights radius don't overlap too much.
I updated the ios example to allow npk.
It can load xml files as before or it can load a npk file transparently.
For using npk, you will need the mproj file and the npk file with the same name in the same folder
ex : MyGame.mproj and MyGame.npk
can you check that your camera is looking at the objects and that the clipping is correct,
also, just try the light with a big radius (in case)...
You are not using a custom shader with the mesh or something like that ?
Do you have at least one camera in the current scene ?
was your game files in the project directories meshs/ maps/ etc ?
I'm seeing what I can do, there is some small problem on iOS,
continue working with the mesh xml, later you will just have to replace the xml by the bin, it's transparent,
I'll let you know.
Hi, in fact xml mesh are transform to binary when the project is published and packed to a npk file.
But we didn't update the ios example to load from npk, you remind me.
To read npk it needs :
- MFileManager/MPackageManagerNPK
- MLoaders/MBinMeshLoader
Hey, I think it's "MOUSE_BUTTON1" not "MOUSE_BUTTON_1"
(http://wiki.maratis3d.org/index.php?title=Keys)
Very nice
For the text you can also use MOText manually I think, but there might be a little trick for drawing it if it's not in a scene (not sure).
Looks nice
Are you doing an in-game GUI system ?
There is multiple way to do it, you can use RayHit by sending a ray starting from the touch position,
or you can use collision detection :
- move a cube (collision physics as a ghost) depending on the touch position.
- detect if there is a collision with other objects (also set as ghost) : http://wiki.maratis3d.org/index.php?tit
ionBetween
Yes, for mobile you normally have to use build-in feature only, at least for iOS. For Android I'm not sure, as it is a linux-based system, a desktop lib might work.
There is no build-in variable for fps, you have to count the frames every seconds,
you can do that in MGame::draw for example, increment a number every frame and when 1 sec is done you'll have fps.
But I'll try to add this feature by default soon.
update is called 60 times/sec
I think the problem is in your algorithm,
and should you not do :
MVector3 newPosition = initialPos + dpos;
instead of :
MVector3 newPosition = parent->getPosition() + dpos;
Also, to get ticks, use engine->getSystemContext()->getSystemTick() instead of gettimeofday (more portable)
If you want to draw 2d, you might also need to disable depth-test and face-culling.
Hi,
you have to set the viewport and the matrix, like with openGL :
void set2dMode(unsigned int width, unsigned int height)
{
MRenderingContext * render = MEngine::getInstance()->getRenderingContext();
render->setViewport(0, 0, width, height);
// set ortho projection
render->setMatrixMode(M_MATRIX_PROJECTION);
render->loadIdentity();
render->setOrthoView(0.0f, (float)width, (float)height, 0.0f, 1.0f, -1.0f);
render->setMatrixMode(M_MATRIX_MODELVIEW);
render->loadIdentity();
}
(used in the post process example : http://www.maratis3d.com/code/post-process/MyGame.cpp)
To draw text on top of your game you can use a text object (MOText) in a separate scene.
In cpp like this : http://www.maratis3d.org/?p=563
Or in script (it's a new feature) : http://wiki.maratis3d.org/index.php?tit
ameraLayer
You can communicate from lua to c++ (and so for objective c I suppose)
For example by creating your own script function :
int exampleFunc(void)
{
MEngine * engine = MEngine::getInstance();
MScriptContext * script = engine->getScriptContext();
if(script->getArgsNumber() == 2)
{
int firstArgument = script->getInteger(0);
int secondArgument = script->getInteger(1);
// do a simple addition
script->pushInteger(firstArgument+secondArgument);
return 1;
}
return 0;
}
MyGame * game = NULL;
void StartPlugin(void)
{
// get engine
MEngine * engine = MEngine::getInstance();
// add script function
MScriptContext * script = engine->getScriptContext();
script->addFunction("testFunction", exampleFunc);
// set my game
game = new MyGame();
engine->setGame(game);
}
void EndPlugin(void)
{
SAFE_DELETE(game);
}
There is also examples to download here : http://www.maratis3d.org/?page_id=53
Cool ! can we see a screenshot ?
how is the performance ?
Nice, thanks,
I'll try to modify all examples to use M_UINT to be cross platform.
Posts found [ 876 to 900 of 1,487 ]
Maratis forum » Posts by anael
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