201

(3 replies, posted in Showcase)

Hi ! welcome !

it's very effective, simple and yet very immersive. Nice soft movements, nice sound and ambiance.
It's good to see a complete game <3

I find it a bit too dark overall, the fog is good, maybe the near objects could be lighter to offer more contrast.
The controls can be simplified I think, but my keyboard is 'AZERTY" and not 'QWERTY' so that's one reason.

Congrats,
thank you for sharing !

202

(19 replies, posted in Engine)

I found something. If you use a camera from another scene it will not render. That means that:
guiScene = getScene("guiScene")
enableCameraLayer(getObject(guiScene, "Camera0"), guiScene)
does not work whereas
enableCameraLayer(getObject("Camera0"), guiScene)

enableCameraLayer needs to receive a camera from the current scene,
and to see something it should be the current camera (the one that is active in the scene).

203

(19 replies, posted in Engine)

what happen when you run the "Render to texture" example : http://www.maratis3d.org/?page_id=53

204

(19 replies, posted in Engine)

MCommon and MGui are compiled as static libraries, because for now the SDK only exposes MCore and MEngine.
Otherwise sons uses visual studio's compiler, so you can use the generated MCore.dll and MEngine.dll to build a game plugin with visual studio IDE.

MGui will be exposed when the code is stable enough.

205

(19 replies, posted in Engine)

thanks

206

(19 replies, posted in Engine)

EDIT 2: It does not work with the "new" headers as well...

you know that you have to use the exact same headers and libraries that was used to compile Maratis,
otherwise it is normal that it crashes.

207

(19 replies, posted in Engine)

hi smile

perhaps it's for the same reason i got some X11 related errors
( if i understand correctly, nothing x11 related should compile on windows ? )

yes, X11 is only for unix systems.

also, do you guys think is it possible to compile the new MGui from the experimental branch and use it with the standard Maratis build ?

Maratis editor code need to be ported, because I changed the structure of MGui.
But you can use the new MGui in your game plugin as a standalone library, be just aware that it is still a work in progress.

there was a discussion about it here : http://forum.maratis3d.com/viewtopic.php?id=788

208

(10 replies, posted in Scripting)

Hi,

like ulbex said, you can code in c++, follow the tutorial from the first link,
of course, you need a compiler installed on your system to compile the c++ code into a dynamic library.

209

(33 replies, posted in General)

Hi,

I fixed some compilation errors related to CLANG and OSX Maverick : https://code.google.com/p/maratis/source/detail?r=223
for the current Maratis svn version and for your cmake version.

Now with cmake/xcode, when compiling I just have some errors with DevIL,
first I found that the header search paths where apparently missing, but sill something is wrong.

210

(19 replies, posted in Engine)

I compiled the latest version from svn on mac, and the lua enableRenderToTexture and  enableCameraLayer worked.

You should double check that the SDK includes and the MCore.dll/lib and MEngine.dll/lib are the same version, because it sounds like a library address access crash.

If I have some time I'll compile your plugin to see what happens.

211

(19 replies, posted in Engine)

Hi Sponk,
I'm having a look at it, it's totally possible.

VeganDev :

I admit some parts of the story are a bit borderline but I don't see any offensive language here, it's a script and quite standard to the industry, story writing is a substantial part of game design. There is a warning, so don't open the post, but if you think Epic and Unity forums are better, I suggest you use these forums instead.

I personally encourage non violent games, but contemporary films, novels and video game production are using similar story structures, and sometime violent actions to describe something.

Don't be so negative and stop trolling this forum, I'm sure you have better things to say.

This post is closed.

213

(19 replies, posted in Engine)

I don't see something obvious popping out,
did you update the SDK includes in your "Includes/" directory ?

I noticed the lines :

#ifdef WIN32
    MVector4 clearColor = *camera->getClearColor();
#else
    MVector3 clearColor = camera->getClearColor();
#endif // WIN32

This is not system dependent, "camera->getClearColor();" was returning a pointer in previous version of the SDK
but it was modified to return a copy, the same thing was done for other objects.

214

(19 replies, posted in Engine)

what do you call inside MGame::draw and ::update ?
I taught it was a conflict with the current frame buffer but could it be the update of the scene ?

215

(19 replies, posted in Engine)

try this at the beginning of Render :

unsigned int currentFrameBuffer = 0;
render->getCurrentFrameBuffer(&currentFrameBuffer);

and replace :

render->bindFrameBuffer(0);

by :

render->bindFrameBuffer(currentFrameBuffer);

216

(1 replies, posted in Engine)

Hi,
I had a fast look at it and it's very interesting.

Just so you are aware, some months ago I started a rewrite of MGui in the Experimental branch of Maratis SVN :
https://code.google.com/p/maratis/sourc … 2FIncludes
(with some important compatibility breaks and the isolation of the GUI code from data management)

I also started to replace all internal platform code by using the new version of GLFW :
https://code.google.com/p/maratis/sourc … 253Dclosed

217

(4 replies, posted in General)

on windows scons compiles using visual studio compiler (just the command line) so you still need a version of visual studio installed.

After some search it seems that stdint.h is not installed with all versions of visual studio. VS 10.0 seems to have it.

218

(4 replies, posted in General)

do you mean "stdint.h" ?

Just copy stdint.h in the default visual studio include directory,
something like : "C:\Program Files\Microsoft Visual Studio 10.0\VC\include"

What version of visual studio are you using ?

219

(2 replies, posted in Plugins)

Smart !

220

(2 replies, posted in General)

You can render the view of a specific camera into a texture in real-time,
for example, in a sport game you can show the point of vue of a camera in a tv screen.

It can also be used to apply post-effect, if the mesh using the texture is linked to a shader.
ex : http://www.maratis3d.org/?p=678

And for gui or split screen yes.

221

(7 replies, posted in General)

Dahnielson wrote :
Btw, the CS department at my university use to run their own version summer of code (basically paying students to work on projects they propose as long as the work can be used to show of and in marketing the university) so I hope to have my Maratis application accepted and being able to contribute full time during the summer.

That would be great, because you are doing a very good job.

222

(7 replies, posted in General)

Indiegogo could be used to finance a specific project, donation based.

For example an open source game project using maratis like what blender did with elephant dream or big buck bunny, as I'm not sure people will be ready to support pure software development only.

For my part, it could allow me to prioritize this time over other professional work (as I need to pay my rent),
of course the project need to attract enough donators to succeed, a good project, a good campain etc.

It's a tought.

223

(7 replies, posted in General)

I will try to apply to this : http://sfconservancy.org

224

(7 replies, posted in General)

The problem is that we need an organisation to host the project which we don't have.

We could maybe ask a third party organisation like http://www.copyleftgames.org/ to host a Maratis summer of code project.

225

(7 replies, posted in General)

Dahnielson : I saw in your github that you made a lot of work on native image loaders and sound loaders, that's awesome smile
Is OpenAL Soft working as expected ?