276

(2 replies, posted in General)

anael wrote:

Hi, is it possible you opened the example from a previous release with the new release ?
as it use a dll or a dylib, it need to be rebuild for each new release.

EDIT EDIT EDIT: I redownloaded and installed to c:\3d\maratis, instead of default where you see it below, andits rerunning just fine. UGH, it may have been some odd permission errors, though I never saw any.

cheers
gm
--------------------------

Hi again,

I don't think so, as I just downloaded maratis , you can see where it resides on my hdd:
C:\Users\gamemaker\Downloads\Maratis-3.02-win32\Maratis-3.02-win32\Examples\WaterGameDemo

I rebooted , and while this demo ran fine after initial install, it no longer works, so I guess logical thing to do is remove and redownload and see what happens. I wonder if its something to do with windows 7 or my virus scanner altering the file..who knows. I'll report back if this fixes it.

thx
gm

277

(1 replies, posted in General)

Seems logiaL to just go with #maratis < yes on freenode>, named after this website/engine.

Come there, I give you OP immediately.

cheers
gm

278

(2 replies, posted in General)

water demo is simple but interesting...but I tried to run it again, and it opens CMD window..then closes after a few seconds, with no error..??

thx
gm

279

(8 replies, posted in Engine)

hi there all,

A simple question really; I was just wondering what initiative you had to make your own engine ( fielding questions to verify its worth starting with ? )  given so many exist and are incredible. Were there none at the time you started martis, that you felt were good enough ?

Thank you so much
gm

280

(59 replies, posted in General)

Hi there,

Thanks so much for reply, and I shall indeed give the sub-mesh thing a try.

smile
cheers
gm


anael wrote:

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

281

(59 replies, posted in General)

Hi there,

You've put alot of work into this, and thx for that, including the more than generous license.

I was wondering if you had any plans of adding terrain support, or if it already exists as a
export from blender possibly ?

Terrain is mandatory for what I'm doing atm.

I checked, but saw no mention of it, unless I missed it.

One last thing..I checked out some docs, but hardly anything is explained.

Solo project I get that, and little time to work fullltime on it no doubt,
but how is anyone to  know where to even start ? wink)



cheers
leebo