Any way to do this (especially via code, but even in Blender to get the idea)?
I've set the emitColor and left untouched the others components but it looks like I need something which explicitly tells that I don't want the object to react to light.

@Tutorial Doctor
I see.

Yes if you don't already know the wiki syntax you would have to take the time to learn that so yes, it's other time spent. It's not difficult though. But really, never edited Wikipedia? tongue I've learnt there.

153

(13 replies, posted in General)

Sometimes when I post my content is cut out at more or less the half.
So I have to go back in previous pages and Firefox is friendly enough to give me back my text.
Then I go forward and I edit my post and hopefully this time it doesn't get cut.

I'm the only one having this problem?
Can this be corrected? It can get very annoying.

154

(8 replies, posted in Scripting)

Argoon wrote:

About getProjectedPoint(object, point) i did saw it has also getUnProjectedPoint(object, point) but there's no real tutorial on the forum (if you can call it that) that shows how to use the first

I did this http://wiki.maratis3d.org/index.php?tit … ng_GUIDemo but it's C++ not Lua. It uses that function.
BTW the function itself it's very simple, you have a point in your scene, let's say where your game character is, let's say it's P(50,50,0). You do

MVector3 position = camera->getProjectedPoint(MVector3(50,50,0));

and what you get is the screen 2D coordinates stored in the variable "position". Z is of course not counted.
As simple as that.
If then you want to display something (a text for example) at such position, it's a bit trickier since Maratis don't have a 2D GUI "engine" yet, but you can use my tutorial linked above to see how to do it with the current version.

Tutorial Doctor, that's nice.

Tutorial Doctor wrote:

If I can get a smooth workflow going (I am really close), then I can make a BEGINNING to END Maratis tutorial.

Try not to "overdo" though, it's better to make indipendent tutorials/examples for specific things and "release" them soon, you can't cover really everything anyway so you may feel like something is always missing. You can always make a "mega-pack" in the future. If you put your daily discoveries in the Wiki in a readable form that will be better than holding everything for the "ultimate tutorial". I see that you're learning Blender and all the other things that encompasses Maratis, so every new thing you learn you could make a wiki page. Just IMHO. smile

A room can be a mesh. A big terrain with some houses could be a single mesh loaded as an entity. Performance issues.
Generally you create separate entities for the houses, but that's not always the case. In Ogre3d, for example, you have the "static geometry" object which can be made of a lot of meshes linked togheter at the game startup and the result is a single very big object (entity), and it's optimized with GPU techniques, since it's static there's no need to do some processing stuff so it's a single big object which "stays there". It's one entity.
Another example, you can just model a big environment in blender and load it as a single mesh and so as a single Maratis entity.
Maratis doesn't actually have things like "static geometry" and in some tutorial pages it's specified that it's better to render the scene in smaller parts, so I may edit the wiki maybe.
But in general, an entity can be anything.

heartseed wrote:

you are the one that created this given you noted you had just done some tuts.

You can use the "History" link in the wiki on every page to see the contributions for that page.

After having done some specific tuts I was thinking of making something more generic, an overview of Maratis source/editor/structure, as was suggested, but I have no idea how to go about that.
Open to suggestions.

158

(8 replies, posted in Engine)

Tutorial Doctor wrote:

So DirectX and OpenGL are APIs huh? wow. I get it now.

??
They are graphic libraries. Which of course have an API, which is just the interface that you use to access the libraries.
http://en.wikipedia.org/wiki/Applicatio … _interface

159

(8 replies, posted in Engine)

I can't see any reason why you should need Assembly.
It definitely helps to understand C++ though, since the almost-low-level nature of C++.
But you have to know how GPU works, DirectX or OpenGL (or anything else you may use), and knowing C++ perfectly (which will takes some years of using it to master, at least IMHO).
Also having a good idea of how a rendering engine and a game engine works, and certainly Maratis source code can help with this.
It's a VERY hard and long task, BTW, and people who know the stuff generally say that it's better to make games than starting a vaporware-prone game engine, unleass you REALLY need it and can't get another one to do what you need. Which is also my opinion. Unless you are anael and have success! big_smile

160

(4 replies, posted in Tutorials/Examples)

It would be cool because since the code in the wiki is meant to help users, it should be easy to read.

161

(20 replies, posted in General)

Tutorial Doctor wrote:

This is actually a present case. I'm trying to make a Character Selection menu, and I can't see the functions on the wiki

What functions? Yours is a very specific task which is not meant to be implemented in the engine. It's something you have to code yourself; in the wiki you could find examples but not functions that does it automatically.

162

(4 replies, posted in Tutorials/Examples)

That will be a pain lol.

163

(6 replies, posted in Scripting)

I think what you need is called "blending animations". I don't think it's supported yet.

I've tried

<syntaxhighlight lang="C++">
</syntaxhighlight>

but it doesn't work, maybe it's not supported?

165

(20 replies, posted in General)

heartseed wrote:

The example you used to chide me over 'not needing further examples' , was absolutely INSULTING to me. Was that on purpose I wonder , if so tha't s really unnecessary , and very immature. You should have known better!

Was not meant to insult. As an hobbist programmer I find most functions of maratis self-explanatory, that's all. If I'm not able to do something in Maratis it's because it's very likely that I can't do that in other engines as well.
This is the point I was making. But this doesn't mean that we can't make extended examples of course. That will be useful to less experienced programmers.

heartseed wrote:

If you go here, : http://wiki.maratis3d.org/index.php?tit … umentation , its adundantly clear, that almost NONE Of it is documented,,all blank pages.

Yes, but as anael was saying maybe it's better to put down some examples (e.g "how to create a free camera") instead of just writing down all the API functions which will be a bit reduntant. "setPosition() sets the position of the object" is pretty stupid, while "to make a free camera you could do that and that" may be more valuable as a help resource. This is the entire point I was trying to make, sorry if it sounded like an insult. I was just trying to understand with the help of you users what was the best way to make the wiki.

Have a look at this first tries of mine and see if going on with this direction could be of any help:
http://wiki.maratis3d.org/index.php?title=MObject3d
Notice the example code in "2.4 Position".

Free camera tutorial (maybe it's better to do things like this since the API will be A LOT of work and maybe less useful?):
http://wiki.maratis3d.org/index.php?tit … ree_camera

Tutorial Doctor wrote:

On documentation:
True, it does need a little more documentation, or at least a pdf file with what IS available on a wiki. But I might do that myself anyhow (at least the lua part).

If you could do some examples/tutorials for Lua in the wiki that would be cool, since I'm planning to do the C++ part.
Here you go:
http://wiki.maratis3d.org/index.php?tit … _.28Lua.29
tongue

167

(20 replies, posted in General)

I agree, the most important things are examples and tutorials.
Basically this http://wiki.maratis3d.org/index.php?title=User_manual is where more work should be put into.
Description of functions could be made for the most important ones (e.g., setActive, setPosition, addNewEntity), correlated with examples.
This way, from manuals/tutorials you can do: "for more info check "addNewEntity() page".

168

(20 replies, posted in General)

Tutorial Doctor wrote:

Thanks for that link heartseed! I don't know c++, but I want to just see how it is set up.

It's me who has provided the link. LOL ^^
Actually I've only linked that because heartseed named doxygen. If you want to look at the source code then you should bookmark this:
http://code.google.com/p/maratis/source … dev%2FMSDK
It's up to date and you can actually see the content of the .cpp files.

@heartseed
Sorry but if you don't know C++ you will have a hard time doing anything even if a documentation is provided.
For example, if you're not sure how pointers work, you couldn't use certain functions anyway. Unless the wiki is VERY verbose and contains A LOT of examples. But that would be too much work and IMHO not really necessary, because if you want to do complex games you are supposed to know C++ (in the case of Maratis) and programming in general.

I was considering (if I find the time and the will) to write something in the wiki so I think this discussion could be useful to understand which level of information/help people need.
But IMO if you (impersonal you) think you could do good things with Maratis without knowing C++ or having a good understanding of programming in general then you're wrong.

heartseed wrote:

given lua docs are mostly nonexistant as well.

To me it seems that http://wiki.maratis3d.org/index.php?tit … tions_list is almost complete; some pages have also examples. All functions are mostly self-explanatory due to their name.
So IMO one should be able to develop with no big problems using scripts.

BTW the Maratis source code is so simple and clear that writing a wiki which tells you "the function getMaterial() is a function that gives you a pointer to a material" seems pretty useless to me. The "m_type" for which I've opened this topic is an exception for obvious reasons.

So, I'm asking, what do you/anael/committers think about this and what's the level of details/information/help/examples you expect from the wiki?

169

(20 replies, posted in General)

Thanks.

@Tutorial Doctor & heartseed
You can always register in the wiki and edit it yourself! smile

heartseed wrote:

Doxygen could be used , but that would require ( FAIK) someone to go through api and create the doxygen structure before running it, to generate the docs.

Don't know if that's up to date, but: http://www.maratis3d.org/engine_docs/index.html

170

(20 replies, posted in General)

What's that. It's just an "int".
It should have some "enum" so one can guess what it is.

171

(7 replies, posted in General)

Ok I've found an old account credentials browsing on my HDD. ^ ^ Gonna post some stuff.
However I don't know how to:
-edit own issues (guess you can't)
-change Defect/Enhancement type (guess you can't)

172

(7 replies, posted in General)

Problem is I hate google asking for your cell phone.
I would prefer something like http://www.mantisbt.org/

I've had a look at the first pages and I must say you did a very good job; comparing programming with everyday stuff is the best way to make people understand the logic behind it. Bravo!
I know some people who see programming as magic I could give that to read big_smile

174

(5 replies, posted in Gossip)

Looks cool, thanks.

175

(7 replies, posted in General)

No you can't do anything with plugins either: MObject3d is missing the enableShadow() method.
If someone confirms I'm correct I'll post in the feature request topic.