Hey!
Is MGuiv2 currently in a state where it could be used to render in-game UI elements and menus?
I need simple functionality concerning input fields, push buttons and basic window management.
Is this possible with the new MGui?
Sponk
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Maratis forum » Posts by Sponk
Hey!
Is MGuiv2 currently in a state where it could be used to render in-game UI elements and menus?
I need simple functionality concerning input fields, push buttons and basic window management.
Is this possible with the new MGui?
Sponk
Hey ShadowDragon!
Nice to see you choosing Maratis over other, proprietary engines
May I invite you to visit the Maratis IRC channel?
You can find it in #maratis on irc.freenode.net
Have fun
Sponk
Hey ReubenUnicruz!
I think all logic and physics runs at 60Hz so getting the framerate would be quite useless.
What in fact is useful is the average frame rate of the graphics.
I already implemented this feature in my game plugin and will port it to the standard engine.
Sponk
I have already read that article but thanks
I currently have Ubuntu 14.04 64bit but I think this is an issue with my openSUSE installation and not with the Ubuntu installation.
My current workaround is an artificial delay in my game plugin so everything works fine again.
Sponk
It seems that this is a bug in openSUSE since it also happens on Manjaro and Arch GNU/Linux.
I will slow everything down so it is playable on most GNU/Linux systems.
Sponk
Can someone please retest this version? I fixed many bugs on Ubuntu that were not there on openSUSE.
Sponk
EDIT: Still the same link
Hey,
I think this issue is about Ubuntu and not about Maratis since this problem is only experienced using Ubuntu.
I tried the binary release and the SVN version. Both give the same result.
Sponk
Hey community!
I recently installed Ubuntu for testing purposes and found, that all my Maratis games run twice as fast as they should
Not the FPS count is bigger. onSceneUpdate and the C++ update functions are called too often.
What could cause such a bad behaviour?
Sponk
Thank you!
I will create some other models and textures as needed but it is enough for now
Sponk
Hey Anaël!
I want to make a 3D Jump'n'Run game similar to Super Mario64.
May I use some assets from the Jules example project for that?
It would fit perfectly
Sponk
Ah, ok.
Thank you for clarifying that.
I think the engine should give at least a warning when this function is called with invalid parameters and the wiki page should not just say
"object : object to operate on"
since this is quite a small description (so small that it does not tell you anything about this parameter).
Everything works now as expected! Thank you for your help!
Sponk
I found something. If you use a camera from another scene it will not render. That means that:
guiScene = getScene("guiScene")
enableCameraLayer(getObject(guiScene, "Camera0"), guiScene)
does not work whereas
enableCameraLayer(getObject("Camera0"), guiScene)
will render at least something. You'll see no lights though.
Sponk
EDIT: I found a workaround. Everything is now in the main scene and rendering correctly.
Ok, I tested the (built-in) camera layer thing on Windows and came to the same result. It just does not render.
Can anyone confirm that?
Sponk
This example works without any problems.
I know. I used the headers from the SVN version I used to compile the editor/player so everything should be ok.
They are "new" because it was from the latest SVN version I downloaded for a fresh compilation.
Sponk
Ok, I have now reinstalled everything and was able to stop the crashes. I think it was because the executable file of the editor was corrupt on my old disk and produced some unwanted behavior. Now everything runs without crashing (with the same headers).
The layer is not being rendered though.
Sponk
EDIT: I created a new project without C++ plugin to test this
EDIT 2: It does not work with the "new" headers as well...
PS: 100 posts! YAY!
Sorry that I answer so late. My hard drive died and I had to purchase a new one. I reinstalled everything and restored my data from my backup drive (I made a backup one day before the crash )
anael: As I have no choice now, I will reinstall Maratis from SVN
Sponk
Thank you for pointing this out
It was a fast hack I used to compile the code on Windows with a different SDK version and forgot to revert it later.
The includes are the most recent ones from SVN. I'm getting the updates on a daily basis via my little helper tool.
Well, I will see what changed in the engine since when it worked. Maybe a regression somewhere. Who knows
Sponk
EDIT: I think it is a bug in the engine since I can't use the standard enableCameraLayer anymore without crashing the application (Linux and Windows).
I'm calling this method from MGame::draw which falls back to the standard method when post processing is not available or enabled.
You can find the stable and working code here:
https://github.com/Sponk/post-effects-p
Plugin/src
Sponk
PS: I did not change update in any serious way. Just handling some window resize events and flushing stdout before calling MGame::update
Thank you, but this did not work either. I tried to switch to the scene with
level->setCurrentSceneId(m_CameraLayersFX[i]);
and after drawing switching back. It renders the active scene only. That means, if I enable the gui scene for example without reenabling the main scene, only the gui scene is being drawn.
Sponk
Hey community!
I was implementing a new camera layer system similar to the standard one for my post effects plugin.
I noticed that my old rendering code from a previous version does not work anymore (it did previously).
Currently it just renders the layer when selecting and then deselecting the scene in the editor.
My code: http://pastebin.com/YjZmdNEC
Well, everything else still works. The main scene is rendered correctly.
Sponk
Hey community!
I finally brought my postFX plugin to a (hopefully) stable state!
I first wanted to integrate this functionality into the Maratis main engine but decided to make a modular and customizable plugin instead.
You can find it here: http://scary-squid.de/en/show-product.p processing
You can operate the plugin completely with LUA code so no C++ needed to use it (well, you still have to compile the plugin).
There is a small glsl shader shipped with it which showcases some features. It is more or less a fast hack though.
Keybinding for the demo:
Up & Down arrow: More bloom & less bloom
Left & Right arrow: Bigger radial blur sample distance & smaller radial blur sample distance
Numpad 1: Bloom shader
Numpad 2: Radial blur shader
Have fun!
Sponk
We could register an association in germany. We would then be "Maratis e.V." or similar and operate just like the KDE project does.
I don't know if this is enough to apply to GSoC though.
Sponk
Edit: Post got cut off :-/
Update: I just uploaded a new version. I found many issues on my Debian installation and fixed them. I hope it works better now.
Debian/Ubuntu:
http://scary-squid.de/downloads/linux-t
anager.deb
openSUSE:
http://scary-squid.de/downloads/linux-t
x86_64.rpm
Sponk
sunnystormy: I got your mail and I will see what to do about it.
A few links:
http://www.debian.org/devel/
http://www.debian.org/intro/organization
http://www.debian.org/devel/join/
http://www.debian.org/doc/debian-policy/
I think we would need a sponsor with access to the repo to upload the packages. The first step for me would be to migrate to Debian on my desktop.
Sponk
EDIT: I am now using Debian
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