1

(24 replies, posted in Engine)

+1 with better engine render features
and as it was suggested before, multi plugin / editor plugin features so we could add stuff to the default editor
everyone could make plugins and we could have a big plugin library

2

(64 replies, posted in News)

i'm testing the new version for windows x64
edit: so it's apparently the same  as win32 , and i don't see a need  for uploading a new version

3

(64 replies, posted in News)

I would be happy to help too, but i have limited time and knowledge on some matters ( Scons, cmake , 64 bits etc)
it took me almost a week part time to make a vs2012 build http://forum.maratis3d.com/viewtopic.php?id=943^

edit: yes indeed: it's quite a collection of hardware to gather hmm i do have a x64 pc tough , so i might be able to test releases / suggest improvements if needed ^^

4

(19 replies, posted in Editor)

it's really awesome , the console  is a very good idea
does it means that some users could work on code proposals for interfaces in the future ? some users would love that

5

(4 replies, posted in Scripting)

I see, it requires some more researches indeed

6

(4 replies, posted in Scripting)

perhaps you can also add constants for up down right and left vectors ?
it's useful for making lookat functions with quaternions

7

(19 replies, posted in Engine)

Thanks guys !

Anael:  indeed it would be great to have cmake as the official multiplatform build system
if it can help , please find here  some potential improvements to add , it's not much really
http://pastebin.com/AJ4in1Y4
i made a vsstudio solution from  Dahnielson's cmake files and had it working only by making those changes


here is the full solution https://code.google.com/p/maratis-vsstudio2012-build/
( possibly interesting for folks who just want to compile MaratisPlayer for windows and don't know cmake etc )

8

(19 replies, posted in Engine)

ok , i now have a working visual studio 2012 build of Maratis

before i upload it ,  i would have two questions :

1) do you guys think it would be possible to  update  the cmake files with some corrections regarding visual studio ? 
that way , vsstudio users could contribute to Maratis builds and easily make apps for Windows store ^^

i don't know cmake , but i could make a list of everything i had to change to make it work
also, it could be cool to add a "precompiled" .lib folder to the Maratis repository
that way , adding all the dependencies in visual studio wouldn't be needed

2) i'd like to add some stuff to my build of MaratisEditor , but would prefer not to have to redo everything once we switch to MguiV2 i had no time to explore MGui for now , but is MGuiV2 very different ? would it be a lot of work to port everything to V2 ?

9

(19 replies, posted in Engine)

np, can't wait to have it working ^^
a small question :
when i'm building Maratis using scons , i don't see any MGui.dll or MaratisCommon.dll , does it means
those projects have to be compiled as .lib and then linked to MaratisPlayer and MaratisEditor?

10

(19 replies, posted in Engine)

just to say i successfully compiled MGui ( not the experimental one yet )
also , preprocessor definitions are working with WIN32 instead of Win32
so i added a tiny change to MWindow.h
http://pastebin.com/zNQaLKEb
it also works if adding Win32 to preprocessor definitions of the MGui project file ( Config properties/C/C++/Preprocessor)

11

(19 replies, posted in Engine)

hi Anael smile

is Maratis editor interface built using MGui ? (edit: yes it is )
if so , i guess it would be difficult to add new windows or menus and have them working with MGui v2
but i'll see if i can add some stuff even if i'd have to update it afterwards

unfortunately i don't know Cmake , but it could be interesting if cmake builds could be updated to work with vs2012 ^^
perhaps it will be easier to update them once there'll be a "recent" vs2012 build working

12

(19 replies, posted in Engine)

successfully compiled MEngine and MaratisCommon
however ,  some questions concerning MGui

preprocessor definitions are ignored by visual studio,
so in mWindow.h,

this doesn't seems to work

#ifdef Win32
    #include "WIN32/MWin32Window.h"
#elif __APPLE__
    #include "COCOA/MCocoaWindow.h"
#elif linux
    #include "X11/MX11Window.h"
#endif
#endif

MWin32Window.h is not included, so i would have to manually include mWin32Window.h and it would be bad to commit that , and i think there are many preprocessor definitions anyway
if anybody knows how to have them working it would be great

perhaps it's for the same reason i got some X11 related errors
( if i understand correctly, nothing x11 related should compile on windows ? )
http://pastebin.com/0Fq85Dhz

anyway , i removed those files from the solution and it works great

also, do you guys think is it possible to compile the new MGui from the experimental branch and use it with the standard Maratis build ?

13

(10 replies, posted in Scripting)

you don't know what you're missing but okay...

14

(10 replies, posted in Scripting)

right now you have to compile all your c++ code in a game.dll , you can check those tutorials
http://www.maratis3d.org/?p=500

i would recommend sticking to lua for multiplatform compatibility:
you wouldn't have to recompile everything for windows/osx/android etc , and recompiling lua scripts is very fast
( very nice when you're designing a game )

despite it's ugly syntax , lua is apparently quite powerful
you can include multiple files via dofile command ( just like any other language )
and make classes
http://wiki.maratis3d.org/index.php?tit … in_Maratis

it's a good " game design oriented " language

15

(19 replies, posted in Engine)

was able to generate vs2010 projects and compile the dependencies ,
however there are many unresolved external errors with all the Maratis .sln projects...

MCore compiles fine if i redo an empty vc project and add all the files , and link to .lib , .h  folders and so on
it's a little bit more difficult with MEngine but i guess i can make it work

the problem is if a big change is made (i'm still working on the actual branch , not the experimental branch)
the vs files would have to be updated separately from the cmake files

i also tried to make files for codeblocks + mingGW but cmake can't generate solution files :

Maratis 3.21.0
CMake Error at 3rdparty/openal-soft/CMakeLists.txt:145 (MESSAGE):
  Your compiler does not seem to have C99 inline semantics!

                               Please update your compiler for better C99 compliance.

16

(19 replies, posted in Engine)

and i'm now trying to use Danielhson's cmake files , it worked great generating Vs2010 project files! however i can't seem
to be able to compile mcore , as it can't find dirent.h

( fatal error C1083: can't open include file : 'dirent.h' : No such file or directory )
would somebody have any clues on this ??

also , do you guys think it's possible to compile the experimental branch of Maratis using Danielhson's cmake files ?
i would love to work on some features for the editor , but it would require working with the branch everybody is working on

17

(19 replies, posted in Engine)

i'm now using Lumooja's build , it haves working project files for vs2012 and i guess it's no problem compiling with 2013
didn't had any success building for android tough

http://forum.maratis3d.com/search.php?a … ser_id=642

18

(19 replies, posted in Engine)

thanks a lot guys!! l

19

(19 replies, posted in Engine)

Hey Sponk smile

thanks for the help , i was able to compile Maratis using Scons ( it's even faster than visual studio )
but how to work with an IDE using scons as a compiler ? it's a bit difficult to work on the sources without a project viewer , or messages when compiling hmm

i'd be happy to take some time to put those visual studio files up to date, but i'm affraid i do not have the skills to do that

at one point, i tought it was because the bullet/assimp libraires included in the source would'nt be up to date, ( it's silly because it compiles perfectly with scons ) 
so i used .lib and .h files from a public bullet version , however the problem remained the same hmm

20

(19 replies, posted in Engine)

______________________________________________________
Maratis visualStudio 2012 build 

https://www.dropbox.com/s/8hmu4hiczpq0g … 012.rar?m=
https://code.google.com/p/maratis-vsstudio2012-build/
______________________________________________________


hello , i'm new using Maratis
but despite several attempts , i can't compile Maratis using visual studio ,2010 or 2012
i end up having many unresolved external errors with bullet and assimp

i tried to disable incremental linking , but it didn't solved anything
i was able to compile using scons , but having an ide would be great

here are the errors:
(edited to use pastebin ) http://pastebin.com/aRk3eWSk