Glad to hear everything worked out! I was worried that there might have been an OpenGL issue, but I guess that wasn't the case.
Let us know what you think of Maratis!
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Maratis forum » Posts by sunnystormy
Glad to hear everything worked out! I was worried that there might have been an OpenGL issue, but I guess that wasn't the case.
Let us know what you think of Maratis!
Thanks for sharing your specs, Jillinger3Dee!
It looks like you have a computer that's roughly 3 years old, and it contains the first generation of HD graphics that Intel ever made! Since the HD Graphics chipset inside your card only supports OpenGL 2.1, that may be what's causing the problem.
If you're going to get more serious about 3D game development, I think purchasing a new machine will end up being your first priority. Regardless of whether or not you choose to use Maratis (or any other game engine for that matter), a newer, better rig will really make a big difference.
As I've linked in my blog, there are some decent laptops that you can get for under $400. At that point, the hardware all becomes relative.
If you need any further assistance, please let us know!
You're going to find less responsiveness from the JMonkey community. In fact, that's what drove me to using Maratis in the first place!
If it's just a computer issue, then using JMonkey won't make any difference because of the fact that it runs on top of LWJGL/JOGL, which means that it's still trying to tap into your graphics processor.
I have a blog that I run where I've linked some cheap new laptops with great integrated GPUs. You can find it here: "http://osgdp.wordpress.com".
In the meantime, would you mind providing your computer's system specifications so that we can help troubleshoot the hardware problem? This could turn out to be a simple fix if we just had a little more information.
Hey, Sponk! Long time no see.
I was fooling around on my Linux machine when I stumbled upon your "Maratis Manager" application.
How are you? Tell me more about this new editor of yours!
Peace.
I posted a link to LuaSQL in the General category, which is a Lua-based persistent store that can utilize multiple database types.
You would simply write the needed data to the database and then load it in your next scene. This would supplement the modular design paradigm that the engine currently uses.
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LuaSQL post: http://forum.maratis3d.com/viewtopic.php?id=945
Hey Danielson,
That sounds great! I have both a Raspberry Pi and a Beaglebone Black, and I'd love to help test when you feel your fork of the engine is at that point.
I think that it's important to include this as a project build setting due to the affordability of ARM SoCs and the ability for consumers to basically create their own game console using them.
Let me know if there's anything I can do to help, and please keep me posted on whatever progress you make.
Thanks!
-SS
Has there been any movement in this area? What would need to be done in order to get native ARM Linux support for the engine?
Hello!
Sometimes when I post a response, or a new topic, the text of the post gets cut off. I have to copy-and-paste my original post and edit the incomplete one in order to work around the issue.
Has anybody else experienced this?
Hey, Vegan.
I wouldn't knock the OUYA quite yet. The Tegra SoC it uses is still quite formidable. The controller also utilizes a nice Bluetooth DSP for sending and receiving signals to-and-from the console.
As somebody who owns a Raspberry Pi, Beaglebone Black, and has a vested interest in ARM-based SoCs, I think the OUYA is a nice piece of hardware, and there's no reason to dismiss it in any way. What's even cooler is the fact that we'll soon have 64-bit ARM CPUs to tinker with, which opens up a whole new world of energy-efficient computing possibilities.
The Apple ecosystem is certainly "stable", but it is also "pay-to-play", which I don't like. I think open-source technology is the natural direction for our industry to go, as it makes everything more accessible for developers and end users.
I'm sorry that you're going to have to upgrade your machine in order to use the latest tools... have you considered just purchasing a MacBook Air? Or the 13-inch MacBook Pro? Both of those are just a little over $1,000, and would give you access to everything you need to continue doing iOS Development/Publishing for the immediate and near future.
I know it's a little pricey, and I definitely feel you. The Mac I'm using is from late 2007, and the cost of new hardware is why I haven't upgraded yet. When I'm not using this machine, I'm using a new Lenovo I recent got which runs Debian "Jessie", so I sort of have one foot in, one foot out.
Anyway, let us know what you decide to do. I always like to hear other peoples' perspectives on technology and what they think.
Cheers!
Btw, I'm already working on a port for Android. Just haven't had time to finish it as I've been refactoring some other stuff.
Awesome, man. Let us know when you finish it. I've got a Nexus 7 that I wouldn't mind using for testing.
Looks cool.
Is the development environment cross-platform? I think that would be the selling point for me.
Hello!
A little while ago I posted some ideas on some plugins I wanted to make, and now I don't think it's necessary thanks to some libraries that have already been developed to assist with Lua programming:
1. LuaSockets (http://w3.impa.br/~diego/software/luasocket/)
-This will assist developers who want to integrate TCP/UDP, SMTP, HTTP, or FTP protocols within their Maratis applications.
2. LuaSQL (http://keplerproject.org/luasql/)
-This will assist developers who want an integrated DBMS within their Maratis application. It interfaces with several different Database architectures (i.e. MySQL, SQLite, Oracle, PostgreSQL). Note that you'll have to have that Database type installed on your machine in order to get it to work.
Both are MIT licensed (like Lua), and I think the only caveat with LuaSQL is that they'd like some kind of mention inside of your project's documentation (which I totally don't mind doing).
Since I've just learned about these myself, if anybody tries using them, I'd love to hear your feedback. Cheers!
Another thing to note is that you need to have an active iOS Developer account in order to build and test the application on your device. Apple is very strict about code-signing regulations.
Android would be a lot less cumbersome. >_>
EDIT: I am now using Debian
Yay! Let me know what you think.
Hey Vegan!
I currently work as an iOS Developer, and I think you can still publish if you're targeting 6.1.
Outside of the iTunes App Store, I don't think there's a distribution channel unless you're willing to cater to Jailbroken iPhones.
Speaking of which, are we considering porting the engine to Android? That would give us an open alternative to Apple. : )
Hey Sponk,
Did you get my email? I used the one from your website. Let me know what you'd like to do about getting the packages into the Debian Repositories.
-SS
I appreciate your sense of humor about it, Anael.
I understand this is a cosmetic issue, and that most of the folders are already referenced by the engine for various things. It's fine.
Now that I think about it, I feel like an idiot for mentioning it.
I apologize if this seems silly.
Is there a way we could change the naming convention for the "meshs" folder so that it's either "mesh" or "meshes"? "Meshs" is not proper English. Was there a reason that name was chosen?
Yeah, I'm wondering if there's some kind of symlink issue with the version of Maratis that was downloaded inside the Manager and the one I originally installed through your Debian packages.
I can do some more digging later tonight. I'll also look further into the plugin functionality. Thanks for your help.
Alrighty. So I've played around with the Manager a bit, and now, every time I open a project (double-clicking on the ".mproj" file without using the Manager), I just get a blank scene graph. Any "mproj" files (even the ones that were working before) just go to a blank scene. Any ideas?
Also, could you explain how the "create plugin" process is supposed to work? Thanks.
Sent. The subject line of the email is: "This is sunnystormy from the Maratis forums". Just so you know.
Yeah, I second the Debian notion.
I sent you a PM, Sponk, about taking the steps needed to get into the Debian Repositories (don't know if it worked or not). Let me know when you'd like to get started on that.
Hi, Anael. Thank you very much for posting those code samples. It looks like this may take a while because the libtheoraplayer API is only built for Windows and Mac OSX/iOS (at least, that's what's indicated on the site). I think (because I'm a Linux user) I'm going to have to build my own Theora video API from scratch.
When I make some progress, I will be sure to let you know. Thanks again.
Sorry to double-post, but I haven't gotten a response yet:
I was looking over the documentation, and I'm still trying to figure out how to map the OGG Theora video data as a texture onto a game object passed through Lua into the C++ interface. Mind giving me a point in the right direction, Anael?
Thanks.
Hey, Sponk. I managed to get the file issue resolved by creating the maratis-manager dotfile inside of my home/$USERNAME directory. I also had to create the "history.conf" file inside and modify its permissions with a "chmod 777".
When I load a "mproj" file from within the manager, though, it doesn't open the Maratis Editor. Is that what it's supposed to do?
Let me know.
Maratis forum » Posts by sunnystormy
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