51

(1 replies, posted in Editor)

1: My tests shows that the object must be on the center(0,0,0) before export or Maratis exporter will move the pivot to 0,0,0 in the Maratis Editor. That should be fixed.
2: When exporting different objects ( selecting all of them), Maratis exporter should have a check[join all meshes], if not export as separated ones.
So objects with different materials(selected) are exported join together on Win7.

52

(0 replies, posted in General)

Will Maratis - Android port bring change? Will having the ability to export your Maratis made game to Android platform bring any change to the engine? Will it bring more indie game developers, that want to build to Android and Ouya? What is your take on that and have you got experience with publishing to Android tablets? Right now i had to go and learn Unity3d because there is a free Android publish, since i want to make android games and while looking at the Ouya forum there is a lot of direction toward different 2d engines for unexperienced users, but what if the Maratis had such an export. What do you think about that? Will you be able to create commercial project and earn money? I see a lot of users of BGE to want Android support. On the unity forum a member posted his income from his mobile game. link -> http://forum.unity3d.com/threads/my-ind … ts.238927/

53

(3 replies, posted in General)

I missed that from the doc...

strange, but on my work PC Standart Render not working and Fixed Render works.

Thats interesting, what video card do you have? So, then what is the equivalent of the BGE(blender game engine) GLSL mode?

54

(3 replies, posted in General)

What is the difference between Standard and Fixed render?

55

(15 replies, posted in Showcase)

To have a AO and baked shadows youll need a new texture slot and gonna have to set the blend mode to multiply, and thats not yet added! This video is a good example -> https://www.youtube.com/watch?v=br0_PK6 … QZCB3DCfuw

56

(30 replies, posted in Showcase)

Yeah really nice! It uses a lot of tables too...

57

(64 replies, posted in News)

Maybe the compiler need to be set to compile for all platforms, i dunno. Made some new vid: https://www.youtube.com/watch?v=VQmmNcM … e=youtu.be

58

(5 replies, posted in Gossip)

Some nice free addon to easy bake -> http://blenderartists.org/forum/showthr … bake-tools

59

(64 replies, posted in News)

Ive made a test video: https://www.youtube.com/watch?v=8Vl-sEy … e=youtu.be

60

(24 replies, posted in Engine)

Some more features:
Show Profile, the idea is to display on screen information about debug and performance, like show fps, draw-calls, objects on screen, triangles, etc... Perhaps some lua api could be added to display the info in-game. Example here -> http://wiki.blender.org/index.php/Doc:2 … nd_Profile

Editor: View shading->Wireframe, Shaded, Textured.
Editor: Snap to grid.

Engine render: Object Batching->static/Dynamic. Useful for scene optimization. Example-> https://www.youtube.com/watch?v=iWD5CvG … ywdVcir9mA

Build-in image filters: Bloom, Glow... Bloom as a start would be nice. Example-> https://www.youtube.com/watch?v=buTJMln8rq4

Offscreen Rendering: An optimization for the image filters, example here-> http://www.shivaengine.com/developer/wi … _Rendering

New Behavior: Camera shake.
New Behavior: Navmesh and Steering for enemy AI.

61

(64 replies, posted in News)

Perhaps a test file is needed. My test shows, that a cube with pivot point that is not in the center of the char could make the object go into some direction.

62

(2 replies, posted in General)

Not at all. I know what you mean. Thats why Maratis have a behavior system, where a premade cameras could be added.

63

(11 replies, posted in General)

Check this out, someone is making a game engine and its using blender as the editor -> https://www.youtube.com/watch?v=j0pHoH9eTZA

64

(1 replies, posted in Scripting)

The scripts have the function - onSceneUpdate(). I understand the meaning behind it, but why no info about it in the wiki lua docs?

65

(5 replies, posted in General)

I see, thx for the info.

66

(5 replies, posted in General)

Its good to know, but i thought, that the "Image based lighting, MRT rendering and deferred shading" is a big plus, for today standards.

67

(5 replies, posted in General)

From this forum posts http://www.godotengine.org/forum/viewto … p;start=10 the author of BGFX says a lot of good things about it:

Major differences between other rendering engines is that bgfx is not trying to be engine, but rather just rendering library (bring your own engine). It doesn't do lighting, it doesn't do shadows, object culling, loading assets, or any of higher level concepts.

it has API thread, and rendering thread, or all can be single-threaded on platforms that don't support it. And it's all implemented inside library so running multi-threaded or single-threaded is completely invisible to user of library.

Actually that's the whole point of bgfx. bgfx is made to be portable without sacrificing performance. For example, if you made game with bgfx for mobile (using GLES2 backend) and used ETC2 textures for you content, and you want to port your game to desktop and use DX11, you don't need to change anything about those textures, because bgfx internally handles them properly. So even DX11 doesn't support ETC2 textures, it will display them correctly. That allows you to do port as quickly as possible, and then deal with content if that's necessary. It works the same in other direction too. For example you compress something with DXT5 and mobile GPU doesn't support it, texture will be uncompressed and used that way.

bgfx uses single shader source which is written in GLSL style syntax, and then it gets translated to ESSL, HLSL, GLSL, etc

bgfx philosophy is to be graphics API agnostic. So if someone wants DX9 for any reason, like shipping games on XP in 2015, they can do that.

68

(5 replies, posted in General)

Bgfx is a Cross-platform rendering library. The link is here -> https://github.com/bkaradzic/bgfx
Bgfx supports:
    Direct3D 9
    Direct3D 11
    OpenGL 2.1
    OpenGL 3.1
    OpenGL ES 2
    OpenGL ES 3
Platforms:

    Android
    asm.js/Emscripten
    iOS
    Linux
    Native Client
    OSX
    Windows

What do you think about this renderer? What about replacing the Maratis render with an external one? The benefits means that no more maintaining the render. Support for HDR, Lod, shadowvolumes, Image based lighting, MRT rendering and deferred shading. Your opinions?

69

(5 replies, posted in Gossip)

Yeah, its really nice.

70

(11 replies, posted in General)

Looking forward to it.

71

(11 replies, posted in General)

And here from a blender developer:

You don't give much information, so I can only say in general terms - these kinds of integration projects aren't easy.

So try figure out your minimum-viable-product, If you can get a basic level of integration working. Then you can iterate and improve as needed.

Suggest you focus on blender as a level editor for your engine, rather then trying to execute the game engine as a plugin in the same process (sharing OpenGL context, passing keyboard events etc... can become tricky).

72

(11 replies, posted in General)

@anael, i got some response on the forum:
If you want specific answers like that I think you're going to have to give a much more specific description of what you want to do and how you want it to behave.

73

(64 replies, posted in News)

@Arclord, are you on WinXP too? Can you try to compile?

There is a getClone(object), but no destroyClone() or deleteClone(). What if i want to delete the clone object? The idea is first you make a clone for the bullet or etc.. And then after you hit the target the clone gets deleted from memory.

Thank you, that helps. I think, that explanation should go to the wiki too. smile