101

(8 replies, posted in General)

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.

102

(8 replies, posted in General)

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"

103

(4 replies, posted in Gossip)

This week-end is Ludum Dare, an accelerated game development event, do you feel adventurous ?

http://www.ludumdare.com/compo/about-ludum-dare/

104

(3 replies, posted in General)

great ant0n smile

105

(2 replies, posted in General)

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).

106

(4 replies, posted in General)

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.

107

(64 replies, posted in News)

YoFrankie is a good test file to start with : http://www.maratis3d.org/download/YoFrankie.zip

108

(64 replies, posted in News)

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 !

109

(64 replies, posted in News)

Xone > I found a bug in Bullet : https://github.com/bulletphysics/bullet … t-50972842
I uploaded a fix, can you try again ?

110

(64 replies, posted in News)

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 ?

111

(5 replies, posted in General)

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.

112

(5 replies, posted in General)

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.

113

(64 replies, posted in News)

Does anyone with a mac tried the OSX build ?

114

(11 replies, posted in General)

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 smile

115

(64 replies, posted in News)

Thank you Vegas !

by the way, it is Akira_san's tutorial.

116

(64 replies, posted in News)

Thank you for your help bryce !

117

(64 replies, posted in News)

Thank you !
The links are listed on top + OSX

Please test and let us know if it's working smile

118

(64 replies, posted in News)

Thank you Akira_san ! but the links are not working.

119

(64 replies, posted in News)

Thank you ishands ! smile

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 ?

120

(11 replies, posted in General)

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.

121

(64 replies, posted in News)

Akira_san : normally you don't have to clean for minor modifications.

122

(64 replies, posted in News)

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.

123

(11 replies, posted in General)

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.

124

(64 replies, posted in News)

Almighty Laxz : do you have xcode installed ?

125

(2 replies, posted in Scripting)

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