Maratis tries to open OSX text editor,
it was working before but they changed the permission rules with the newer versions of OSX.
In the future we'll just ambed a third party text editor, we won't use OSX text editor.
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Maratis forum » Posts by anael
Maratis tries to open OSX text editor,
it was working before but they changed the permission rules with the newer versions of OSX.
In the future we'll just ambed a third party text editor, we won't use OSX text editor.
Yes there is a problem on windows 8 it seems, and I don't have access to this OS.
Anybody there that can reproduce the bug ?
The theme was : Entire Game on One Screen
waw that was hard...
I finally got something done, I just sent my entry in compo (solo) :
http://ludumdare.com/compo/ludum-dare-3
;uid=45582
Yes I started working on the concept, I hope I can finish something !
This time I dare !
Ludum Dare 31 starts this week-end, 5 december :
http://ludumdare.com/compo/
I hope I can finish something in time.
you can smooth the movement of the camera.
Instead of setting the camera position to the ray hit directly :
cam_pos = ray_hit
Do something like :
smooth = 0.1 -- a number between 0 and 1
cam_pos = cam_pos + (ray_hit - cam_pos)*smooth
Hi,
you can create behaviors (MBehavior) and custom Game class (MGame) with plugins.
But the editor cannot be changed now (work in progress).
Hi,
you could send a ray from the camera position to the player position,
if the ray hit something it means there is a possible occlusion.
Till the ray hit something you can move the camera position in the direction of the player.
When there the ray doesn't hit anything you can move the camera back to normal.
The one with support for shadow is "standardDSEN".
Search for "computeShadow" in "standardDSEN.frag" > that's how shadow mapping works in Maratis.
Yes,
in this example, there is one shader with shadow support : http://www.maratis3d.org/?p=548
(You can look a the shader code to see how it is implemented)
Most probably, windows 8.1 corrects a bug in windows 8.
Could be related to OpenGL, but it's hard to say without a error message, it could be virtually anything.
What you can try owever is to compile Maratis in Debug mode.
Hi cygorx,
the physics engine keeps it's own data in memory for the collision mesh, so it's not easy to update the mesh every frame to match the mesh's animation.
It's preferable to transform the object dynamically in lua (or c++) instead of using bones animation and skinning.
Something like that :
object = getObject("object")
object_startPos = getPosition(object)
t = 0
-- Scene update
function onSceneUpdate()
z = math.cos(t*0.1)*2 -- move up and down
setPosition(object, object_startPos + vec3(0, 0, z))
t = t+1
end
To apply it to multiple objects easily, you can use object programming : http://wiki.maratis3d.org/index.php?tit ng_example
good to hear,
thank you for the update, there is so many hardware and software today...
I hope you will like Maratis.
See you around
I think we are still linking to openAL 32 bit,
you should try to install a 32 bit version of openAL.
Same thing was fixed here : http://forum.maratis3d.com/viewtopic.php?id=1007
Hi,
- for windows.h try installing the platform SDK : http://www.microsoft.com/en-us/download x?id=11310
- for MEngine.h, add Maratis SDK include directory to the additional include path in your visual studio project, so the compiler can find the header files.
other tips : https://developer.valvesoftware.com/wik der_VS2005
Hi Jillinger3dee,
do you get any error message before the crash ?
is it running on the computer used to build ?
Try this :
- install visual c++ 2008 redistributable :
http://www.microsoft.com/en-us/download
aspx?id=29
http://www.microsoft.com/en-us/download
x?id=15336
- update your 3d drivers
hi smallers,
you can mix the animations in Blender if the models share the same armature.
The simplest way is to copy the keyframes of one model and paste it into the timeline of the other model.
Right now you can use a third party library called from a maratis c++ game plugin,
for example knet : http://forum.maratis3d.com/viewtopic.php?id=640
Do you mean nothing happens in Blender, or nothing happens in Maratis ?
For Blender : be sure to be in GLSL mode
For Maratis : be sure to export the mta and mma files when exporting your mesh from blender, and don't forget to create an animation :
Hi fohara,
yes it's a good suggestion, I'm just waiting to finish a stable version of the new experimental branch.
Hi ArielRiv,
best is to use :
engine->requestLoadLevel("levels/myLevel.level");
Thank you zester and Vegas !
Vegas :
Tweaking the object mass in the editor : doesn't change anything, the object always fall at the same speed in game
It's normal, in reality all objects fall at the same speed, they are just slowed down by air friction depending on their shape, not their mass. That's why in the moon (no air) an iron ball and a feather hit the ground at the same time.
Thanks zester, did it run ?
cool you are welcome,
enjoy.
Let me know how your project goes.
Maratis forum » Posts by anael
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