Thank you, maybe I can use it somewhere smile

2

(4 replies, posted in General)

Hey wini!

Building on Android is no standard feature afaik.
If you use Dahnielsons branch, you have to create a new CMake toolchain for the ARM toolchain that you get when installing the Android NDK.
Set some flags and see how far it gets when compiling stuff. You might have to replace some 3rdparty software with Android friendly ones, I don't know if everything will work out of the box. You also might want to turn off all executables and build the player/editor as well as MCore and MEngine static libraries. Dahnielsons branch uses SDL, which ships with ready made Android makefiles. You need to exclude it from the CMake build. If you got that, use ndk-build to compile the SDL version directly.

Then you need to write some code to a) Link all Maratis libraries + player statically into one .so file using the NDK with ndk-build b) To load this code into an Android app written in Java.

It should now run on any ARM based Android device. There is some additional magic involved in getting big data files for assets on Android which is necessary before this is a viable option for delivering a game (pack everything into the APK and unpack it at the first launch? Or download it from the web?).

This is all in all a heavy task, more so if you are a newcomer to Maratis (or any code base for that matter) which needs some coding to get it to work properly.

Cheers!

PS: I was using those toolchain files: https://github.com/Sponk/NeoEditor/tree … Toolchains for my own experiments
Disclaimer: I did not write those myself, read the credits in the file header for more information.

I wouldn't say that it makes code exchange too difficult since most of the API remained fairly similar. It is a matter of adding a few "M"s here and there, really nothing more.

I did this refactoring mainly for readability, not with the intention to make code exchange impossible.
It just was not in my head that re-merging code could be desirable so I did not think about that problem.

I might actually port back some code to Maratis, seeing how some people request Android support. I worked a little with Android in the past and got one version of Neo (before the refactoring took place) to compile and run on Android. It wasn't fast, it had graphics glitches on some devices but it worked. Another point where I could help is the Lua API which could be automatically generated for better coverage and structure.

By the way: I saw you did some unicode stuff in your "development branch". What middleware do you use for that?

Have a nice day!

Hey everyone!
I just released a new version of Neo, check it out if you are interested.
You can find my site here: http://www.neo-engine.de/
And the article about the release here: http://www.neo-engine.de/neo-0-5/

Cheers!

5

(3 replies, posted in Off-Topic)

Good to now that everything works again.
I hope you had no data loss

6

(3 replies, posted in Off-Topic)

Hey all!

I was browsing the web and noticed that the Maratis3D homepage (http://www.maratis3d.org) is offliine.
The message from the server is:

Fatal error: Allowed memory size of 16777216 bytes exhausted (tried to allocate 30720 bytes) in /home/www/anael/www/maratis/wp-includes/default-widgets.php on line 154

I thought it might be good to report this issue big_smile

The work on the new Neo release is finished now.
You can find the new version on my website: http://www.neo-engine.de/neo-0-4/

Have fun with it!

8

(5 replies, posted in General)

SMALERS: If you use this menu to save the images Blender will automatically change all internal paths to match the exported texture.

9

(5 replies, posted in General)

Hey SMALERS!

Your problem sounds like a texture issue. Did you unpack the textures from the .blend file before exporting?
You should save them to "<project>/maps" and you need to tell Blender that they are there.

Saving can be done using the "Image > Save as Image" option in the Blender UV/Image editor view.
Hope this helps big_smile

EDIT: Post got cut-off again -.-

A new daily build is online!

Changes include: Initial implementation of post effects and a post effects configuration dialog and multiple input improvements to prevent input lag. This version also includes an experimental crash dialog that shows a stack trace for easier bug-reporting.

This is the first daily build that is cross compiled for Windows using MingW. Please tell me if it works for you!

You can download the binaries on my website (as always big_smile): http://scary-squid.de/wordpress/?page_id=83
Have fun!

Hey sunnystormy!

I'm very fine, thank you for asking big_smile

I wrote the "Maratis Manager" some time ago to overcome some usability problems with the Maratis editor like opening recently accessed projects and updating the editor from SVN.

Somewhat later I decided to experiment with FLTK a little and started to integrate Maratis with it.
Well, this experiment started growing and evolved into the Neo editor you can download today.

You can find more info here: http://scary-squid.de/wordpress/

Feel free to test it big_smile

Check out the most recent daily build!

I changed quite a lot under the hood for better joystick support and fixed some bugs in the Lua API.
Also the drag'n'drop feature now works as expected. Only the assimp integration is missing but I don't think that it's a good idea to do that. You should convert non-native meshes manually.

You can download the development version on my website: http://scary-squid.de/wordpress/?page_id=83

Have fun!

Spaces are not nice. But Windows likes to use them...

You problems with the key input is about a timing problem between the update thread and the rendering thread. If the rendering takes too long then the update will not be called often enough for your input to get through.

I will do the drag'n'drop thingy exactly like you say. Sounds reasonable to me big_smile

Yeah, it checks for the file extension. If it is unknown then it loads it as a sound. I need a way to tell file types better apart.
Any ideas?

Akira_san: Could be implemented. The same for level files.

Please retest. It should work now.
Btw: I included your new input method big_smile

And you can reparent objects by drag'n'drop now
The new binaries are online.

Ok, I did not test on Windows. I will see what's wrong with drag'n'drop and the launch issues.

About the input: That's exactly why all input is done by a Lua plugin: It is no big deal to do that! tongue

Ok, I will leave the warp feature this way for now big_smile

I fixed the input axis. It now rotates like it should (I compared it with default Maratis)
The cmd window should definitely not show. I don't know why it does...

I fixed the space issue when launching the player. I hope it works now tongue

What is completely new is the possibility to add meshes/sounds/fonts by dragging and dropping them into the scene view from your file manager (i.e. explorer on Windows).
Please tell me how well it works for you big_smile

All changes are available in the current daily build.

You can download the development version on my website: http://scary-squid.de/wordpress/?page_id=83
Have fun!

I uploaded a new daily build!

Akira_san: You can now duplicate groups. It won't actually clone all children though.

I additionally implemented a first version of a Maratis like input method. You can select it in the configuration dialog.
Please tell me if you notice any huge difference big_smile

I also experimented with the warp feature a little. Please give me some feedback how you like it now smile
(There are still some update issues. I'm on it.)

There are some glitches with the translation speed and rotation speed. I need to look into that. Also I did not have the time to check on the spaces problem. I will look into that this weekend.

For all who don't know: You can download the development version on my website: http://scary-squid.de/wordpress/?page_id=83

Vegas: I don't get the cmd window anymore. Please tell me if you do big_smile

Have fun!

Ok, good to know big_smile
I will experiment with that a little. Maybe I can fix it smile

Akira_san: You don't need newer graphics hardware or drivers. It works for me on a GL3.0 machine.
You need to recompile the game plugin with the headers and libs from the Neo SDK. Then everything works fine.

Vegas: About your project issue: Just press "Project->Update Player" when this happens.

That will copy the player executable and all needed files into your project directory.
Then you can execute it.

Hm... You could send me an example? I tested all Maratis examples from the website and they worked, both in the editor and in the player.

Grouping is as simple as assigning a group as the parent of an object. It is only for organization and not necessary in any way.

There already was a discussion about the warp feature in GitHub. It currently only sets the position which should be ok for now. The idea is to calculate the position on the surface of a sphere which completely encloses the selection.

You have to reclick the 3D scene since it loses focus when double clicking in the list. To interact with the scene you have then to re-focus the graphics view in the middle. I do that automatically now when setting the position.

Thanks for your wav file! I tested it and found that the editor/player does not crash. Instead it had some glitches while playing. To work around this you could either convert it to ogg or make the sound mono. I'm working on this bug.

EDIT: You try to use a 32bit float encoded file. OpenAL only supports 16bit PCM files at max. Convert your file and everything should work.

The new version is still uploading right now. You will be able to grab it tomorrow.

The prefab system needs much more testing but I think you're right big_smile

I made some snow btw.
http://scary-squid.de/wordpress/?wpcproduct=snow-prefab *click*

Hm. The player window should not have the cmd window.
Did you try "Project=>Update Player"? Maybe you use an old version for your project.

The nameless frame (Which has a name now big_smile) should normally display all output from your game. Even those done using print in Lua. It stops responding since it waits for data from the game which halts when the Window is not selected. I did not find any solution for that problem yet. We would need non-blocking I/O for that which it could easily be done on Linux but not on Windows and others. Maybe I will do the update stuff in a different thread. Let's see how that works out.

More exact profiling will be in the editor itself. I'm working on an in-editor play feature. The problem here is the structural difference between the editor and the player. You can take data about rendering times or script execution precisely but overall speed will not match the player.

With the load/save plugin menu you can save object configurations to a file which you can load in other scenes/levels or even projects to reuse your work. Note that you have to copy all needed assets when using it in another project. I used it to create a smoke particle system for easy drop in into projects: http://scary-squid.de/wordpress/?wpcpro … oke-prefab

Well, you can't see any sound file because the wildcard was not working. I don't know why but I fixed it.
Could you send me the sound file causing the crash? Because all files I tested worked without problems.

About your particle system: You need to set "LifeDivergence" to a high enough value. I found that about 1/3 of the life time is useful for this. Those values are given in ms btw.
You can control the speed with the "SpeedMultiplier" value. Set it to 0.1 or smaller and you will have a much lower velocity.

I hope this helps smile

There is a new daily build online.
It contains optimizations for skyboxes, a warp to object feature when double clicking it and a preview when selecting a camera in the scene.

Have fun with it!

Akira_san: Yes, I should make more documentation about everything. The code is currently a fast moving target so I don't think that it's just right to start with it now.

Tutorial Doctor: What problems did you experience? If there are serious bugs they need to be fixed!

Discussions about themes are subjective. There is hardly any perfect solution for everybody big_smile

I don't think that it looks like win95. It probably could, but it doesn't by default.
By the way: You can customize colors and the scheme used. Do so if you don't like the default theme (You might need a daily build for that).

Then again: It's not about the looks of your tool that makes a great game! People won't say: "The game must be good because the editor looks so nice". I know that the UI does not look as sexy as some OS X tool but it does not need to. It needs to be functional.