thanks!! I will also try, it looks very interesting!
2 2011-03-13 14:06:27
Re: simple cube in blender (3 replies, posted in External Tools)
It works! and perfectly!
thanks for the hint Anael,
and thanks for the imageshark link, Vegas
now the cube is exported consistently to what I see inside blender, as you can see in the image:
(http://img849.imageshack.us/i/cubecomparison.png)
thanks!!
3 2011-03-12 16:28:50
Topic: simple cube in blender (3 replies, posted in External Tools)
Hi,
I started playing a little with the blender exporter, and I 'm stuck in a very stupid problem...
If I try to export a simple cube, the shading in Maratis looks "smooth" at the vertices, producing a strange effect. One vertex is very bright, while the opposite is dark; and this happens also if I tile the cubes...
I suspect the problem is related on the way blender places the normals in the vertices (they are not aligned to the face normals). Any suggestion on how to export in order to get rid of this strangeness
thanks!!
Davide
P.S.
how can I upload some image, in order to better show the problem?
4 2011-03-09 21:43:34
Re: Linux Version? (64 replies, posted in General)
Hi, I added a very trivial linux support.
In the svn version, under trunk/dev, now it is possible to compile MSDK/MCore and MSDK/MEngine.
For the rest of the engine a X11 implementation of the gui system is required; if anybody can write one, please post a reply and share!
Davide
P.S.
I also added a precompiled version of libsndfile.so and openal.so under 3rdparty, but I did not tried if they link properly at runtime
5 2011-03-08 08:02:19
Re: Need a 32-bit Mac version (2 replies, posted in General)
Hi,
in theory it should work, but I did not tested it on a core duo.
If you have Xcode tools installed, can you please download the sources and try to build it from source?
Open a shell in the maratis/trunk/dev folder and type:
python scons.py
after a while in the
6 2011-03-05 19:54:35
Re: Linux Version? (64 replies, posted in General)
I checked the build system and right now it is throwing an exception if linux is detected (I configured that way as a reminder, 'cause the place where the exception is launched is the first one that needs to be modified).
I have no experience for creating the X11 backend, but I can manage to have all the dependencies in 3rdparty working; in the next days I will setup a virtual machine with ubuntu and work a little on this. Then, when a x11 backend will be available we can integrate it
Bye!!
7 2011-03-05 08:10:32
Re: Linux Version? (64 replies, posted in General)
Hi,
If somebody is making progress with the linux version, please let me know, so I can modify the build scripts to make them compatible also with linux.
Linux is not my platform of choice, so I cannot test it continuously, but if some users out there will start using the engine there, it will be great
Davide
8 2011-03-04 20:23:09
Re: Video tour and game plugin tutorial (1 replies, posted in News)
very good movie! Hope it will be the first of a series
Davide
9 2011-02-25 11:21:53
Topic: materials and meshes (1 replies, posted in Engine)
Hi,
I'm asking this question in the forum so other people can benefit.
I'm trying to create a simple c++ app (starting the ManualUse example) to play a little with the physics and investigate on camera manipulators.
The app simply create a bunch of cubes and make them fall into a box
It has been very simple (with your help...) to setup the scene and make it running; but now I tried to assign a different color to each cube, setting the diffuse value
I tried with the following call:
box->getMesh()->getMaterial(0)->setDiffuse(0.6,0.5,0.4));
but this is affecting all the cubes, not only the one referenced by the *box entity pointer; the reason I believe is that one single mesh is used for all the cubes.
Is there a way to assign a different material to each entity, even if the entities refer to the same mesh?
thanks!!
10 2011-02-09 13:32:19
Re: Impressive work!! (9 replies, posted in Gossip)
Excellent Can't wait to try it out. Have you thought about packaging/building it for the iPhone?
I have no experience with the iPhone (although I have a developer license I never used...).
There are a couple of licensing issues to be solved first: dev-il and libsndfile can only be linked dinamically in non-gpl projects, and if I remember well, targeting the iphone the static linking is required. Correct me if I'm wrong please
Of course, I'll help in any way I can.
Ivan
thanks!!
11 2011-02-09 10:23:29
Re: Linux Version? (64 replies, posted in General)
Hi Merkoth!!
I (almost) finished the scons build system; I think that asap it will be pushed in the source repository.
For the time being I took care of windows and osx, if you could contribute with Linux it would be great!
thanks!
Davide
12 2011-02-09 10:17:01
Re: Impressive work!! (9 replies, posted in Gossip)
Hi Igalic
I am, personally, a big fan of build systems (in particular scons) and I use them *especially* or small size projects, since with a few lines I can create projects that at the end will be maintained automatically. But I agree 100% with you saying that it's only my opinion and depends a lot on the way everyone is used to work.
What I believe is that if you work alone on a project, then using an IDE it's easies, but working in a team an the same IDE is always a pain. And the same for external dependencies
I put in place a set of scons scripts for building maratis and all the external dependencies, it took me a couple of days and now it builds on both OSX and Windows; the only requirement is to have python installed on the system, and in the osx case it's already there. Now I'm working on packaging everything in a bundle for the app and in a framework for the core/engine libs
About your experience with OSX and especially iphone, if I encounter any problem, can I ask you for some suggestions? probably you already found solutions for the problems I can get in
thanks!!! Davide
13 2011-02-04 11:47:53
Re: Impressive work!! (9 replies, posted in Gossip)
I'm not an expert in specific osx programming, 'cause usually (especially for my work activity) I develop with the multiplatform concept in mind. But If you can send me a set of xcode projects to build and test, and give me a little assistance if needed, I would be happy to investigate the dylib issue you're having.
Beside of that, another question... do you use any kind of build system for maratis or do you rely on visualc/xcode projects only? I've a good experience with SCons (also Blender is using it) and a few with CMake and I can assure you that for multiplatform activities they make the life a lot easier... but maybe you're already using one of those.
My first step with maratis, would be to integrate such a build system. could you be interested? (I cannot dedicate a lot of time, but a few hours per week I should be able to work on it)
14 2011-02-04 08:49:15
Topic: Impressive work!! (9 replies, posted in Gossip)
My Compliments to you for your work!
It's a while I've been searching for a portable engine/framework with a good design, and this seems definitely the case!
One question: is somewhere available an example on how to instantiate a simple window with the engine only (no gui/editor functionalities for the time being)? I would like to experiment a little and try to create a simple scene completely in c++
Thanks!!
Davide
P.S.
beside the VC projects, do you have available the xcode ones too? I'm working on both win and osx