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Thank you
If you don't want gui/editor, you can use MaratisPlayer.exe, you can also see it's code to see how to init Maratis engine in c++.
You can also completly take the hand using a Game.dll plugin (see WaterGameDemo), advantage is to have the Editor AND custom c++ code where you can shortcut everything.
For the xcode : Im still working on the OSX version, I have in fact only one unsolved problem, maybe you can help me if you know xcode programming. How to embed custom dylib into an app ? my app is only searching in /usr/lib and cannot link.
Ok, thank you,
it's crashing after "init mstandardrenderer shaders", so it means your card is not supporting the shaders,
it will maybe work if you update your drivers.
I will also find a solution to force the fixed renderer if shaders are not suported, it should not crash.
Thanks,
I did a mistake when I released the zip package,
I renamed the "maratis" script folder to "Maratis-Export"
The name of the folder need to be "maratis"
blender/scripts/addons/maratis/__init__.py
/export_maratis.py
If you rename "Maratis-Export" to "maratis" it should work,
I did the change in the installation zip.
Anael.
You can start by looking at the examples to see how scripting works,
if you want to first test the gameplay idea you can start to play with simple meshs, like boxes etc
Networking is not easy to start with, you will probably need to learn c++ or to team with
a programmer for that.
Step by step is good, first paper design (writing the rules, sketching...) then prototyping, and finally programming, network, modelling etc
Ok, as it's impossible for me to debug it, I made this special version of Maratis.exe with debug info :
http://www.maratis3d.com/download/MaratisTrackBug.zip (copy it in the Bin/ directory with the other exe)
If you can run it and tell me what is showing the terminal it will be really helpfull.
If it's a driver thing, you can try to update your graphic card drivers.
And maybe, but I don't think it's that, install OpenAL http://connect.creativelabs.com/openal/
alinst.zip
(if you do so, you will need to remove OpenAL32.dll and wrap_oal.dll from Maratis Bin/ directory)
Thank you for the report, i will have a look. It's maybe a driver thing, i don't know.
Is your system in Spanish or something ?
Is running MaratisPlayer.exe also crash ?
I moved the topic to bug report :
Can you see the terminal window (opening with Maratis), and is it showing something ?
What quind of graphic card do you have ?
Hi,
thanks !
Post process is not implemented as a one clic feature, but you can do it using the c++ SDK,
using the virtual MGame class and the draw() function.
You can then use render to texture and post process it with your own shader.
I'll post an exemple soon.
Android is running OpenGL and OpenAL ?
If yes, it should already work with the current virtual contexts like for iOS, but I never tested it.
Same thing as i said on top, you will need to do the window init and link the input events to maratis engine,
there will be maybe some tricks to do, but it's not much work.
If someone knowing Android can test it and share the init code, it will be nice
You know, the TODO list is not necessary followed in the order.
For tutorials, i'm working on it,
did you start reading the getting started : http://www.maratis3d.com/?p=343
and the blender export : http://www.maratis3d.com/?p=277
For now, you can look at the examples wich are easy to understand.
All the Engine code will compile but it will miss the MWindow class port,
it's not much to do (window creation, mouse and keyboard events...), but as I'm not knowing linux I'm searching a volunteer.
Main idea is to use some "GLFW" code, as i did for the MWindow mac port.
It's on the TODO list.
Hi Enzo,
thank you for trying Maratis,
and yes, of course you can create topics, you are the first, thanks
About your question, the engine (MCore + MEngine + MaratisCore) can already be used on iOS.
You will just have to manage yourself the cocoa window creation and link the inputs to the engine.
If you project is not open-source, you won't be able to link some libs that Maratis is using by default, like DevIL and libsnd, because the Iphone is not compatible with LGPL.
> In this case you will have to write a native Image and Sound loader, replacing DevILImageLoader and LibsndSoundLoader.
You can also try to contact this studio : http://www.medigames-studios.fr/
They own a private iOS publishing pipeline for Maratis.
Anaël.
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Maratis forum » Posts by anael
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