1,001

(10 replies, posted in Engine)

There is also dlsym and GetProcAddress, it doesn't need the header and can be simplified by a macro.

But I was not thinking of the possibility of distributing the header, why not, with this we don't need to do anything as the header can contain functions or class like the user wants, there is just the risk to use the header when the plugin is not loaded.

1,002

(10 replies, posted in Engine)

But it means you have to distribute the header of the plugin with the binary, how do the compiler know "findPath" otherwise ?

1,003

(10 replies, posted in Engine)

Yes, it is also a good test for the plugin system.

For the plugins access, there is some ways like function pointer or virtual class,
the challenge is for a clear way to do it, specially for passing arguments.

For example, a path-find plugin would need to share a function to get a path from a start point and a end point,
like "bool findPath(MVector3 start, MVector3 end, vector<MVector3> * path)"

How to have this clear and simple ?

function pointer dictionary ?
using a standard call like "bool func(...)" could be used like :

bool (*findPath)(...) = dictionary->getFunction("findPath");
if(findPath)
    findPath(start, end, &path);

or a virtual class ?

1,004

(10 replies, posted in Engine)

The lib looks quite light, but it could be a plugin yes, I don't think it requires any additional tool in the editor. But it might also be a "standard" feature, I'm not sure yet.

The plugin system can already improve the script functions list, the only small problem is to find a way to access loaded plugins functionalities from another plugin in c++, for that I need to add a transparent system to access remote plugin functions (like actually done in lua). I still don't have a pretty way to do it.

1,005

(10 replies, posted in Engine)

Hi,

I found an interesting open-source library on google-code : http://code.google.com/p/recastnavigation/
and I would like to implement it by default, it can create automatic navigation mesh and then find optimal path for IA.

Will it interest you to have this feature ?

1,006

(2 replies, posted in Tutorials/Examples)

cool !

1,007

(2 replies, posted in Bug report)

Hi and welcome,
first for the drag, it is CTRL + Middle mouse button pressed.

For the rest, it looks like a driver issue, try to update your nvidia drivers to be sure to have OpenGL,
it worked for other people.

If only fixedrender is showing it means that OpenGL shader system is not found,
so the majority of effects will be disable, only SponzaFPS demo should work correctly.

1,008

(37 replies, posted in Engine)

Hi, that's interesting,
I'm a bit in a rush with the work but I will study it soon,
thank you man,

See you soon,
Anaël.

1,009

(2 replies, posted in General)

Hi, good to see you,
welcome !

1,010

(1 replies, posted in Editor)

thank you !
I'll apply that, true that it was missing.

1,011

(1 replies, posted in Bug report)

Hi !
that's cool, thank you for sharing !
I will apply the patch as soon as possible.

For now we are sticking on '3rdparty' to be sure to offer a code that cross-compile on maximum of systems without having to install too much stuff.

Welcome there, don't hesitate to ask questions or talk about your experience with Maratis smile

1,012

(1 replies, posted in News)

Hi,

there is now a wiki for the documentation : wiki.maratis3d.org
We started writing engine and script informations and list all previous tutorials.

There is just a small problem, despite all the anti-spam features installed there is already a lot of spam
so I had to disable public account creation, you have to send me a mail if you want one account and I will activate it : )

Thank you for your help.

Anaël.

1,013

(10 replies, posted in Gossip)

ok, I understand, sorry, it was not my aim to embarrass you but to open a discussion. Next time I'll contact you directly.

1,014

(10 replies, posted in Gossip)

By the way, I just came back to France smile

1,015

(10 replies, posted in Gossip)

I'm sorry it looks like that, it was not the aim, I really appreciate your help and was not suggestion you didn't. We are all giving our time to the community by love, I'm not waiting any minimum work from anybody. Really, I'm aware of the efforts of everybody, and there is no competition or anything.

I opened this discussion to inform all of you that I was going to be disconnected for a time and that additional help was welcome.

1,016

(6 replies, posted in Engine)

Hi,

morphing is different than animation blending, it is used to animate vertex position for special effect like facial expression.
Animation blending is not super difficult to do but like all the other feature it requires time and budget I'm struggling to find. I'll add it to the wiki. When the TODO list is big enough I might try to start a donation campaign to be able to stop my other work for one or two month to focuse only on Maratis, lets see, it's difficult to organize.

1,017

(4 replies, posted in General)

Soft bodies still need to be plugged to Maratis, for now it only support rigid bodies.

1,018

(2 replies, posted in General)

Hi, welcome !

I understand your request, but to benefit a maximum of people the forum language is English (I'm French for example), the other reason is that it is difficult to review and administrate multiple language forums.

But your request made me think, and I'd like to install a multi-language system for the wiki, to be able to translate the documentation and tutorials in other languages. If you or people you know can start translating the wiki in Spanish it would be a great benefit for everybody, I unfortunately don't understand Spanish to help starting.

I'll let you know when I find a solution for multi language wiki.
Thank you.

1,019

(6 replies, posted in Gossip)

I understand,
for this kind of situation, you can probably find contact of actors online, and do mail audition.

But, for the final recording, you cannot ask each person independently to record themselves without having bad surprises.
You need at least to record everybody using the same mic and then do a volume calibration (the "mix" if I translate the French).

What I would do if I was in your situation is searching for a close university doing audio-visual studies to find a student to do the recording, they usually have good material and sometime because of their teachers or their student projects, they have contacts with actors.

1,020

(6 replies, posted in Gossip)

Hi,
very good to hear about your project, good luck with that !

I have some experience in sound and voice recording for games and films with contacts (in France only), if you want I can ask informations about the cost.

But basically, what is the most expensive is the studio recording (same if you need special sound design), actors are affordable and non-professional can be very good. Non professional recording can however ruin your game.

1,021

(6 replies, posted in Engine)

Hi,

I tried again scons on my window and I don't have errors, but I'm still on windows XP AND using visual studio 2005,
are you using vista or 7 ?

There is maybe path system or user authorization that doesn't work the same as xp.

Just in case if you can read this : http://groups.google.com/group/mongodb- … ff4d?pli=1
> Be sure that python and scons are both 32bit or both 64bits.

And about visual 2010, Microsoft is not supporting the transition from previous versions very well,
I guess some settings need to be updated manually, but I don't have a version of visual 2010, nobody there tried ?

1,022

(5 replies, posted in News)

Hi, nice,
good idea !

thanks
smile

welcome smile

I responded to a similar question before, with a piece a code to force load a mesh even if the mesh is already used :
http://forum.maratis3d.com/viewtopic.php?id=36

Hi,

meshs are instances, so if you want to heavily manipulate a mesh for a single entity, you can make a copy of the mesh and link it to the entity.

But for animation you don't have to do that, if you use entity->changeAnimation(animId) the mesh will be animated just before drawing, so even if multiple entity use the same mesh, they will play different animation.

You can even use material animation to change mesh materials without duplicating the mesh (you can animate all the colors and the uv offset).