1,451

(1 replies, posted in External Tools)

Thank you,
that's good, I tried it one time.

1,452

(5 replies, posted in General)

I will work on a custom shortcut system, so you will be able to change it, I think as your mouse is special, the middle button is not sent the same way to the system.

1,453

(5 replies, posted in General)

Do you have a middle mouse wheel button that can be pressed ?
or is it something like that : http://www.ebizcuss.com/picts/I379604.jpg

Turn around : Middle mouse button "Pressed" + mouse move
Pan : CTRL + Middle mouse button "Pressed" + mouse move

I should think to an alternative for people without mouse wheel.

1,454

(0 replies, posted in News)

Hi,

development has been moved from sourceforge to google-code,
you can get last version of Maratis code using svn,

checkout : http://code.google.com/p/maratis/source/checkout

Thanks to Erwin Coumans for his suggestion.

A plus tard,
Anaël.

1,455

(0 replies, posted in News)

Current Maratis package is now ready for Mac OSX !

I would like to thank Davide Bacchet (dbacchet) for his huge work
on creating a scons build system and reworking the folder structure,
last version can be find in svn « trunk/dev ».

Anaël.

The original article can be found here :
http://www.maratis3d.com/?p=419

Hi,
thanks, I found it,
it will be corrected in the next release (windows bug only).

Anaël.

davide bacchet already helped me doing this, everything is on svn since this morning, we are still working on it but the visual projects in trunk/dev/ are working, and the dependencies are in 3rdparty/

1,458

(3 replies, posted in Scripting)

Ok, bug corrected, release is online.

1,459

(1 replies, posted in Scripting)

In the property tab of Sponza, you need to enable physics, then select triangles in the shape menu.
Only thing to keep in mind for triangle collision, is that you need to not scale the mesh.

1,460

(2 replies, posted in General)

There is not automatic publishing yet, but you can publish your game using MaratisPlayer.
You just need to copy manually your files :

   > create an empty directory
   > copy MaratisPlayer.exe with all the dll inside
   > copy your maratis project with all the files inside
   > create a .bat file and write "MaratisPlayer.exe myProject.mproj"

if you want to specify the resolution and fullscreen you can add to the bat :
"MaratisPlayer.exe myProject.mproj 1024 768 1"

1,461

(5 replies, posted in External Tools)

Hi, thanks to test it,

I never tested with NLA, I don't now if it works, normally it should,
but for your problem, it's maybe because you are animating objects directly.

There is no support for object animation in the current python script, you need to have an Armature, if you want to animate one object, just create an armature with one root bone.

1,462

(3 replies, posted in Scripting)

You right thanks,
I found the bug, this keys was not updated,
I will update the release zip tonight.

1,463

(0 replies, posted in Bug report)

Jacob wrote :

When I try to launch the program, it only shows the gui, I cannot click on anything and really slows my computer. I only extracted the zip for windows and tried running /bin/marantis.exe
I am running windows XP.

1,464

(1 replies, posted in General)

Hi,

for GUI, it depend what quind of GUI,
it's possible to do simple GUI with script with brutal force > linking GUI to camera

Or it's using the c++ SDK (Game plugin, see WaterGameDemo) where you can draw a gui layer (wish is in a different scene with an ortho camera for example).

Render to texture is implemented, you can do it with c++ SDK.
For video, it's already possible to use a 3rd party lib and send the video to a texture.
With libtheora for exemple : http://www.theora.org/

In the future I'll try to implement lib theora by default.

1,465

(1 replies, posted in Gossip)

Ho yes, thank you !
I'm french so it's not always easy for me to write in english (platform is plateforme in french).

I'll correct that.

1,466

(9 replies, posted in Gossip)

Yes, static linking is required on iPhone.

For iOS, to avoid licence issue, it's necessary to use a different Image loader and sound loader,
as on Maratis, data loading is virtual, it can be done using the cocoa file loader functions, or using libpng, libjpeg, libogg etc

Except if you plan to make a GPL iOS application, in this case you can link DevIL and sndlib statically.

1,467

(59 replies, posted in General)

Hi gamemaler,

for now I don't have imediate plan for terrain support, my priority is on tutorials and doc,
you can of course export terrain from blender but it will be static triangles (so less optimized than a terrain algo).

If in Blender you split your mesh in multiple objects and export as 1 mesh it can work good (it will create sub-mesh in the mesh format wich are drawn only if visible).

You can use normal mapping to add visual relief if you want to limit triangles.
You can also bake lighmap in blender and use the texture as Emit texture.


I know it's not easy to know where to start, tutorials are my priority,
I'm trying to find some funds to be able to spend more time but I'm not waiting it to start.

For now, the best is to look at the examples wich are included in the release,
and the links wish are there : http://www.maratis3d.com/?page_id=53

1,468

(11 replies, posted in Gossip)

What do you think about an open tutorials project, funded by donations and sponsoring ?
Open-source code and Creative Commons content. It will be probably very difficult to fund, but
it can be done little by little.

I'm listing here some ideas :

> Introduction, creating a small game step by step :
  - Idea, Sketching
  - Project creation
  - Textures, Blender modeling, export
  - Level design, physics
  - Simple scripting
  - Publishing

> Advanced modeling and animation (Blender/Maratis) :
  - Bones, Material and texture animation
  - How to bake light map

> Advanced rendering:
  - Shader pipeline : Create custom shaders
  - Fixed pipeline : Use multitexture effects ? (for old computers and GLES1 phone compatible)

> SDK introduction, how to create a Game plugin :
  - Game class creation
  - Simple Behavior code and usage

> Create a 2D game (ortho mode)

> Making a post process effect (shading)

> Split screen and multiple camera

> Create a Game GUI


What quind of things would you like to see if something like that can happen ?

1,469

(64 replies, posted in General)

Nice !
You should contact dbacchet (forum member), he's working on a scons build script for OSX and windows,
you can share your work as OSX and linux build using gcc.

1,470

(5 replies, posted in External Tools)

The best, of course : http://www.blender.org/
And how to export Maratis mesh : http://www.maratis3d.com/?p=277

1,471

(5 replies, posted in Bug report)

Ok, good if it's in fact working,

I'm tring to find time and support to make some tutorials, for now you can look at "WaterGameDemo" exemple,
it is creating fish MBehavior and custom MGame class that are apeiring in Maratis (you can change the fish speed from editor for ex).

If you create plugins, you can share it in the forum if you want, it's really good if you do but you are not forced.

1,472

(5 replies, posted in Bug report)

Ok, thanks for the report,
What quind of pc/3d card do you use ?
Is the console window showing something ?

For the close button, yes I disabled it in the editor to avoid closing accident,
you need to do File >Quit (if you can access it) or CTRL+Q.

For MaratisPlayer.exe, it's normal if it's black, it is used with a command line to specify a project to open,
for exemple try running this :

Examples/WaterGameDemo/runWithPlayer.bat

Maybe try to update your 3d card drivers, it worked for someone else.
I will move the topic to "bug report" after some time.

1,473

(9 replies, posted in Gossip)

I'll contact you by mail.

For CMake, I never used it, so yes I'm interested smile

1,474

(64 replies, posted in General)

The first reason was that I heard about GLFW too late and I wanted to keep the compatibility of the MWindow class.
GLFW was also having missing features, or for some things too much features.

That's true that it is possible to do a MWindow class calling directly GLFW functions and not just pieces of code, it's a tought I had at some point.

1,475

(64 replies, posted in General)

smile it would be nice,

I'm not using GLFW in fact, I used pieces of GLFW code to do the OSX port.

Here is the thing, there is already 2 ports of the MWindow class :

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

And like I used pieces of GLFW Cocoa code, it's probably possible to use some GLFW X11 code.