76

(2 replies, posted in Editor)

Maratis tries to open OSX text editor,
it was working before but they changed the permission rules with the newer versions of OSX.

In the future we'll just ambed a third party text editor, we won't use OSX text editor.

77

(9 replies, posted in Gossip)

Yes there is a problem on windows 8 it seems, and I don't have access to this OS.

Anybody there that can reproduce the bug ?

78

(9 replies, posted in Gossip)

The theme was : Entire Game on One Screen

http://ludumdare.com/compo/wp-content/compo2/407933/45582-shot0.jpg

79

(9 replies, posted in Gossip)

waw that was hard...
I finally got something done, I just sent my entry in compo (solo) :
http://ludumdare.com/compo/ludum-dare-3 … ;uid=45582

80

(9 replies, posted in Gossip)

Yes I started working on the concept, I hope I can finish something !

81

(9 replies, posted in Gossip)

This time I dare !

Ludum Dare 31 starts this week-end, 5 december :
http://ludumdare.com/compo/

I hope I can finish something in time.

82

(3 replies, posted in General)

you can smooth the movement of the camera.

Instead of setting the camera position to the ray hit directly :
cam_pos = ray_hit

Do something like :
smooth = 0.1 -- a number between 0 and 1
cam_pos = cam_pos  + (ray_hit - cam_pos)*smooth

Hi,

you can create behaviors (MBehavior) and custom Game class (MGame) with plugins.
But the editor cannot be changed now (work in progress).

84

(3 replies, posted in General)

Hi,

you could send a ray from the camera position to the player position,
if the ray hit something it means there is a possible occlusion.

Till the ray hit something you can move the camera position in the direction of the player.
When there the ray doesn't hit anything you can move the camera back to normal.

rayHit : http://wiki.maratis3d.org/index.php?title=RayHit

85

(4 replies, posted in Gossip)

The one with support for shadow is "standardDSEN".
Search for "computeShadow" in "standardDSEN.frag" > that's how shadow mapping works in Maratis.

86

(4 replies, posted in Gossip)

Yes,
in this example, there is one shader with shadow support : http://www.maratis3d.org/?p=548
(You can look a the shader code to see how it is implemented)

87

(8 replies, posted in General)

Most probably, windows 8.1 corrects a bug in windows 8.

Could be related to OpenGL, but it's hard to say without a error message, it could be virtually anything.
What you can try owever is to compile Maratis in Debug mode.

88

(1 replies, posted in General)

Hi cygorx,

the physics engine keeps it's own data in memory for the collision mesh, so it's not easy to update the mesh every frame to match the mesh's animation.

It's preferable to transform the object dynamically in lua (or c++) instead of using bones animation and skinning.

Something like that :

   object = getObject("object") 
   object_startPos = getPosition(object)

   t = 0

   -- Scene update
   function onSceneUpdate()
       
      z =  math.cos(t*0.1)*2 -- move up and down
      setPosition(object, object_startPos + vec3(0, 0, z))
       
      t = t+1

   end

To apply it to multiple objects easily, you can use object programming : http://wiki.maratis3d.org/index.php?tit … ng_example

89

(8 replies, posted in General)

good to hear,
thank you for the update, there is so many hardware and software today...
I hope you will like Maratis.
See you around smile

90

(1 replies, posted in Bug report)

I think we are still linking to openAL 32 bit,
you should try to install a 32 bit version of openAL.

Same thing was fixed here : http://forum.maratis3d.com/viewtopic.php?id=1007

91

(2 replies, posted in Plugins)

Hi,

- for windows.h try installing the platform SDK : http://www.microsoft.com/en-us/download … x?id=11310

- for MEngine.h, add Maratis SDK include directory to the additional include path in your visual studio project, so the compiler can find the header files.

other tips : https://developer.valvesoftware.com/wik … der_VS2005

92

(17 replies, posted in Bug report)

Hi Jillinger3dee,
do you get any error message before the crash ?
is it running on the computer used to build ?

Try this :

- install visual c++ 2008 redistributable :
http://www.microsoft.com/en-us/download … aspx?id=29
http://www.microsoft.com/en-us/download … x?id=15336

- update your 3d drivers

93

(7 replies, posted in General)

hi smallers,
you can mix the animations in Blender if the models share the same armature.

The simplest way is to copy the keyframes of one model and paste it into the timeline of the other model.

94

(1 replies, posted in Scripting)

Right now you can use a third party library called from a maratis c++ game plugin,
for example knet : http://forum.maratis3d.com/viewtopic.php?id=640

95

(2 replies, posted in General)

Do you mean nothing happens in Blender, or nothing happens in Maratis ?
For Blender : be sure to be in GLSL mode
For Maratis : be sure to export the mta and mma files when exporting your mesh from blender, and don't forget to create an animation :

http://www.maratis3d.com/wp-content/uploads/2011/01/12.jpg
doc : http://www.maratis3d.org/?p=277

96

(2 replies, posted in General)

Hi fohara,
yes it's a good suggestion, I'm just waiting to finish a stable version of the new experimental branch.

97

(1 replies, posted in Engine)

Hi ArielRiv,
best is to use :

engine->requestLoadLevel("levels/myLevel.level");

98

(64 replies, posted in News)

Thank you zester and Vegas !

Vegas :

Tweaking the object mass in the editor : doesn't change anything, the object always fall at the same speed in game

It's normal, in reality all objects fall at the same speed, they are just slowed down by air friction depending on their shape, not their mass. That's why in the moon (no air) an iron ball and a feather hit the ground at the same time.

99

(64 replies, posted in News)

Thanks zester, did it run ?

100

(8 replies, posted in General)

cool smile you are welcome,
enjoy.

Let me know how your project goes.