You should definitively make a bug report to Blender and send your file with it :
https://developer.blender.org/maniphest
/type/Bug/
Now, I'll suggest you try an older version of Blender in case it's a new bug.
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Maratis forum » Posts by anael
You should definitively make a bug report to Blender and send your file with it :
https://developer.blender.org/maniphest
/type/Bug/
Now, I'll suggest you try an older version of Blender in case it's a new bug.
Hi,
4 textures of 512x512 + 1 texture of 4096x4096 is not so enormous,
are you sure your Blender scene is clean of other textures in memory ?
It could be a memory issue with Blender, try 2 things :
- After working for a while, if it starts slowing, stop painting and save your file, close Blender and re-open it.
- Try changing the preferences of Blender : File > User Preferences > Editing > "Undo" : set the "Memory Limit" and reduce "Steps"
This week-end is Ludum Dare, an accelerated game development event, do you feel adventurous ?
You can bake the displacement in Blender before exporting,
or you write a custom vertex shader to do displacement on the fly (using the vertex color or a texture).
A convex hull is a simplified gemoetry,
it create a pure convex volume.
You read about it here :
http://www.digitalrune.com/Support/Blog
ation.aspx
For a precise Ghost, you can use "Triangles" but it's slower than convex hull.
YoFrankie is a good test file to start with : http://www.maratis3d.org/download/YoFrankie.zip
Ok so there was some additional setup to do with bullet, now it should really be ok on SVN.
I'm waiting for additional feedbacks before launching a new compilation wave.
Who tested what everybody ? Please give us more feedback to be sure everything is ok !
Thank you all !
Xone > I found a bug in Bullet : https://github.com/bulletphysics/bullet
t-50972842
I uploaded a fix, can you try again ?
Xone > Thank you, I also experience something very strange with the physics, and it doesn't happen when I'm running from xcode. Does it happen also in windows ?
Its good to know, but i thought, that the "Image based lighting, MRT rendering and deferred shading" is a big plus, for today standards.
These are not part of the library, you can do it with bgfx and there is examples to show how to do it, but you still need to implement it like with opengl or directx.
Bgfx is a very good library,
I actually exchanged some mails with the author one year ago, it's something worth considering.
The port may or may not be easy to do, we can probably create a MRenderingContext Bgfx port, but right now we don't have the need. The question will arise if we want a directx port, here it will be a good idea to implement it.
Does anyone with a mac tried the OSX build ?
Thank you Akira_san,
yes I think it's too tricky, the new Maratis editor is starting to take shape anyway, best to continue in this direction.
Thank you for the feedbacks
Thank you Vegas !
by the way, it is Akira_san's tutorial.
Thank you for your help bryce !
Thank you !
The links are listed on top + OSX
Please test and let us know if it's working
Thank you Akira_san ! but the links are not working.
Thank you ishands !
I guess we can start with at least all the platform in 32 bits and add the 64 bit version when it's ready.
I will build one OSX version tonight,
Akira_san and ublex can you send us a link ?
Thank you Akira_san, you can ask if it's possible to plug an external 3d game engine in c++, and what it will require if it's not implemented yet.
Akira_san : normally you don't have to clean for minor modifications.
Thank you ulbex, for now I need help for building releases using Scons, because it's hard for me alone to find hardware to compile and test Maratis for Windows, Mac and Linux 32 and 64bit.
Yes, I seriously considered it before starting the recode of Maratis editor, but there is multiple issues.
I didn't find any clear information about how to plug an external game engine in Blender, Ton posted a note to express the need for it, but I don't think it's ready. There is a mechanism in python to access the viewport but it won't be easy to plug a c++ engine, share the openGL context etc. We could fork Blender code directly, but I really doubt the amount of work will be reduced.
I still consider it a possibility and an open question.
If someone here knows more about it or is ready to study the question, and/or contact a Blender dev, let us know.
There is also an effort from Sponk to start a fork of a different editor for Maratis. Of course I would prefer to focus all the efforts in the same direction, so it's interesting to study the question of the editor.
Almighty Laxz : do you have xcode installed ?
You can add a LookAt behavior to an object in the editor,
and in script you can access the behavior variables : http://wiki.maratis3d.org/index.php?tit
orVariable
Maratis forum » Posts by anael
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