926

(10 replies, posted in General)

Hi,

a lan would need to use an external library in c++, maybe someone know a good lib for lan ?

For splitscreen, it's possible in c++ with a custom MGame : draw function
or in script with render to texture : draw two cameras in two different textures

927

(6 replies, posted in Bug report)

yes, the windows version still have the lower cpu usage thing,
I'll just recompile all plateforms this week-end or next week

928

(4 replies, posted in General)

The simpler is to use scons : "python scon.py"
But if you need to compile with xcode projects, try compile in this order : MCore, then MEngine, then Maratis

929

(4 replies, posted in General)

What version of xcode do you have ?
I don't understand what is your error, is it when you compile from the xcode project ?

Did you try using scons ? > with a command line, in /trunk/dev/ type "python scons.py"

930

(2 replies, posted in Scripting)

right now there is only the core,
I'll see if we can add other libs.

931

(6 replies, posted in Bug report)

Ok found,

I added '-Os' to the compiler flags, scons was in fact building non-optimized for osx and linux,
this fix will also make a much faster linux release.

The next beta will be better when I have time to compile it.

932

(6 replies, posted in Bug report)

Ok, I made some tests with a heavy physics scene on OSX.
There is something very strange, with a version complied directly with xcode the scene runs fine, but with a version compiled with scons from a command line the scene lags because of the physics.

I guess there is a compile option or something different with bullet that makes it slow when compiled with scons...
Someone have an idea ?

933

(6 replies, posted in Bug report)

The last osx version is the good one, I didn't had time to update the linux and windows thought.
The only difference I can see is that we updated bullet physics in-between, or I'm mistaken somewhere with the lower cpu thing.
We need to investigate that

934

(35 replies, posted in News)

the iOS code is on svn : http://code.google.com/p/maratis/source/checkout

935

(2 replies, posted in General)

Hi and welcome,
there is no snapp yet, but it's a good suggestion,
how a good system of that sort should be ? grid align ? bounding-box align ?

936

(12 replies, posted in Engine)

I think I probably badly tried to optimize the runScript function by adding :

if(m_isRunning)
{
    clear();
    init();
}

it's a mistake as m_isRunning is false the first time it should just be :
clear();
init();

and accessory init() don't need to be called in MScript constructor,
just like you said.

937

(4 replies, posted in Tutorials/Examples)

The screen resolution and the full screen is not done in the package, it's a command line information, for example you can run the game from a .bat file, the system is :

for windows : MaratisPlayer.exe "projectName" width height fullscreen
for unix : ./MaratisPlayer "projectName" width height fullscreen

exemple for embeded project 1024x768 with fullscreen : MaratisPlayer.exe "" 1024 768 1

938

(12 replies, posted in Engine)

I'm trying to look at it this evening,
I used the system in a work production, so I guess it's more a bug that I added after or something that I moved who broke it.
I'll go back to you, sorry, I'm still not home but in another part of France.

939

(12 replies, posted in Engine)

I didn't had time to look at it yet,
the thing is the custom function are in fact not added to the lua state,
so it don't need to be called before init normally, but maybe a bug is there.

If I remember (but I need to check to be sure), custom functions just feed a map used by a special lua function
that itself run the custom function from the map.

940

(2 replies, posted in General)

Hi,
you can start by reading this, you'll find the basic menu shortcuts and manipulation,
only thing that you might need if you don't have is a mouse with a middle button/wheel :

http://www.maratis3d.org/?p=343

941

(12 replies, posted in Engine)

you should call addFunction in the start plugin call, at the same place you add behaviors.
It's maybe that.

cool, thanks : )

943

(18 replies, posted in Showcase)

Cool smile

I saw that you use the box mesh a lot,
to have a more precise collision for the ground, try to make a mesh in blender that is subdivided to not have too large triangles, and in Maratis, use the "triangle-mesh" collision type instead of "box".

944

(35 replies, posted in News)

I updated the osX version : http://maratis.googlecode.com/files/Mar … ta-OSX.zip
tell me if it's ok : )

Hi, ok I understand now, arguments can only be pushed after 'lua_getglobal',
the begin/end two steps call makes sense, and callFunction won't need the numArgs parameter.

Feel free to commit that directly, thank you : )

946

(35 replies, posted in News)

ok, so I will disable the lower cpu usage thing, it's too unstable, it doesn't work good on every platform...

947

(35 replies, posted in News)

Almighty, can you try this one ? :
http://www.maratis3d.com/download/Maratis.app.zip

948

(35 replies, posted in News)

Is it also running it slow for other people like for Arclord ? Is it slow only on windows ?
Arclord, is it slow with specific scenes or always ?

949

(35 replies, posted in News)

By the way, there is a new example showing how to use render-to-texture easily, and with post-processing, using only one line of script (and of course the post-processing shaders) :

http://www.maratis3d.org/download/render-to-texture.zip

950

(24 replies, posted in Engine)

yes, it would be good to have a simple lod system,
at least an option in the blender exporter that can export the mesh with reduced detail automatically.

What would work right now is to export one mesh from blender with multiple objects (each object being a different level of detail).
In maratis, the multiples blender objects are sub-meshs (MSubMesh), you can then access one sub-mesh, it's displays (MDisplay) and hide/unhide (display->setVisibility) depending with LOD you want to show

---

Another solution can work from script, you create a material animation in blender with your multiple objects, you do for example :
frame 0 : material object 1 with alpha 1, the others objects with alpha 0
frame 1 : material object 2 with alpha 1, the others objects with alpha 0
etc

Then, from script, changing the animation will change the LOD.
(limitation : this works only with static object)