1,376

(8 replies, posted in General)

In this piece of code, you have to move the mouse and to click the mouse button.
What is your natural language ?

1,377

(8 replies, posted in General)

You can use isKeyPressed(MOUSE_BUTTON1), isKeyPressed(MOUSE_BUTTON2) and isKeyPressed(MOUSE_BUTTON3)
to know if there is left click, middle click or right clic.

Something like that :
(set your camera oriented toward Y)

if isKeyPressed(MOUSE_BUTTON3) then
    rotate(Object, {0, 0, -1}, dx*100)
elseif isKeyPressed(MOUSE_BUTTON1) then
    translate(Object, {dx*100, 0, -dy*100})
end

1,378

(8 replies, posted in General)

Hi,

yes, you can do that quite easily on script,
here is an example to rotate your object around the Z axis using the mouse :

(you can use the same idea to translate your object on X and Z for the pan)


-- get objects
Object = getObject("Object")

dx = 0.0
dy = 0.0

centerCursor()
mx = getAxis("MOUSE_X")
my = getAxis("MOUSE_Y")

-- scene update
function onSceneUpdate()

    -- rotate Object (X mouse)
    rotate(Object, {0, 0, -1}, dx*100)
   
    -- get mouse direction
    dx = getAxis("MOUSE_X") - mx
    dy = getAxis("MOUSE_Y") - my

    -- center cursor
    centerCursor()
   
    mx = getAxis("MOUSE_X")
    my = getAxis("MOUSE_Y")   
   
end

1,379

(1 replies, posted in External Tools)

You can find a free version of Visual cpp on Microsoft website,
if you want to compile plugins for Maratis on windows :

http://www.microsoft.com/express/Downlo … Visual-CPP

1,380

(59 replies, posted in General)

I'm also finding Blender quite efficient for terrain making, with sculpting and normal baking it's very powerful. You can also create your own shader to deal with multiple textures and even bake shadows.

1,381

(21 replies, posted in External Tools)

Did you set your Material as "CustomShader" and select the cartoon vert and frag shaders ?
http://www.maratis3d.com/wp-content/uploads/2011/01/05.jpg

You also need to add a texture in the first slot (used as ramp-texture by the cartoon shader):
http://www.maratis3d.com/wp-content/uploads/2011/01/06.jpg

Here is the blender export tutorial in case :
http://www.maratis3d.org/?p=277

1,382

(3 replies, posted in Engine)

Yes, a scene-ambient factor is very simple and will work for both fixed and shader pipeline for sure. It can probably be coded in less than 30 mins.

A light-ambient factor is more complicated because the light radius and the light position is affecting it, and I need to check if the fixed pipeline can support it in a consistent way.

1,383

(3 replies, posted in Engine)

There is a plan to add directional light, but it's not yet implemented in the renderer,
(mainly because of the shadow system, still not sure of the technique to use, perspective shadow buffer or other).

I don't have plans for ambient light, I usually prefer using the material emit, or an emit texture.
But an "ambient" variable can be added very easily in the light property, it will just need some homework first
to know how to do a consistent result between fixed pipeline and shading pipeline.

1,384

(47 replies, posted in Engine)

Very good !

I will be happy to have you in the team,
I'm sending you a mail.

Thank you,
Anaël.

1,385

(1 replies, posted in General)

Hi Gamemaker,
Mirabelle is a old student project that we made with other students in 2005,
with what was at the time my first version of Maratis (1.0). The game is not
compatible with Maratis 3, and will be hard to translate or modify.

It's just showing what was possible to do 6 years ago with a less advanced
engine. The game has been done in 3 months and 6 peoples.

1,386

(47 replies, posted in Engine)

Hi Ricardo,
thank you very much, it will be very nice to have your improvements in the source !
You can send me a SVN patch, or if you are interested in contributing regularly, I can create an account for you on SVN.

The two next steps to finish an ES1 version are :

- the inputs :
By feeding the MInputContext (MEngine::getInstance()->getInputContext()) with touch data)

- The sound loader :
Which need to be written using another lib or manually (libsndfile used in PC/MAC is under LGPL and cannot be used on iPhone because of license issues). I wrote a native image loader using iOS functions, but I'm still hesitating for the sound, iOS sound loading is not very clear.

Thanks,
Anaël.

1,387

(47 replies, posted in Engine)

smile wonderful !

1,388

(47 replies, posted in Engine)

Hi,

sorry, I just checked and I probably forget to commit it on svn,
I will send it again. Thanks for reporting.

[EDIT] That's done, check again on svn.

1,389

(1 replies, posted in General)

Hi,
Maratis engine is compatible with Android using the c++ Android NDK. Like for iPhone, it need some manual work to plug it into a native framework. In the future, it will be nice to implement an automatic Android publishing. I'm unfortunately missing time to do it alone.

Keep in touch with the website news (rss) http://www.maratis3d.org/?page_id=13

1,390

(9 replies, posted in General)

Rodolfo : I'm adding maximum tutorials than I can, for now I have been able to make one every month :
http://www.maratis3d.org/?page_id=53

I need people to participate. On this forum, Vegas started helping by writing scripting tutorials and 3d tutorials :
http://forum.maratis3d.com/viewtopic.php?id=72
http://forum.maratis3d.com/viewtopic.php?id=65
http://forum.maratis3d.com/viewtopic.php?id=59

1,391

(64 replies, posted in General)

I'm still searching a Linux contributor to port the dependency http://forum.maratis3d.com/viewtopic.php?id=74
I hope someone with Linux experience can help, if not, at some point I will try to put my hands on it, but I don't know when.

1,392

(9 replies, posted in General)

Sorry pima cotton, I'm not sure to understand your sentence ?

I just released a new example about GUI creation using the Game plugin system :
http://www.maratis3d.org/?p=563

Hop you will enjoy smile
Anaël.

1,394

(2 replies, posted in News)

Thanks,
it's corrected : http://www.maratis3d.org/download/marat … bl-257.zip

1,395

(2 replies, posted in News)

Blender 2.57 Release is out !
http://www.blender.org/

Maratis Exporter for Blender 2.57 can be found here :
http://www.maratis3d.org/download/marat … bl-257.zip

Enjoy !
Anaël.

1,396

(21 replies, posted in External Tools)

Maratis Exporter for Blender 2.57 Release :
http://www.maratis3d.org/download/marat … bl-257.zip

1,397

(2 replies, posted in Engine)

Hi,

I'm searching for a contributor interested in working on the Maratis linux-port,
it include the port of the Maratis MWindow class :

there is already 2 ports :

MSDK/MGui/Includes/MWindow.h
MSDK/MGui/Includes/WIN32/MWin32Window.h
                              /COCOA/MCocoaWindow.h
MSDK/MGui/Sources/WIN32/MWin32Window.cpp
                              /COCOA/MCocoaWindow.mm

Linux port will need to modify MWindow.h (adding an include)
and to create the port like this for example :

MSDK/MGui/Includes/X11/MX11Window.h
MSDK/MGui/Sources/X11/MX11Window.cpp

Like I used pieces of GLFW code for the cocoa port, it's probably possible to use some GLFW X11 code.
Here is a previous topic ont he forum for more information : http://forum.maratis3d.com/viewtopic.php?id=3


I will be very grateful if someone with Linux experience is ready to help in this way,
thanks a lot !

Anaël.

1,398

(21 replies, posted in External Tools)

good, let me know if it's working completly, I will change the "bl_info".
I will wait the official release to include the corrected plugin in the Maratis package as it can still change.

see you smile

1,399

(21 replies, posted in External Tools)

Hi oldbob,
can you try this version :

http://www.maratis3d.org/download/marat … 57-RC0.zip

As I was thinking, some python renaming as been done, I corrected using the official blender release candidate (2.57 RC0).
Thank you for testing.

1,400

(21 replies, posted in External Tools)

I will look at the 2.57 release candidate, they probably changed some function name in the python sdk or something like that.