1

(4 replies, posted in Gossip)

I'm registered on the LD website, but the timing never seems to work out.  This weekend I'm out camping with my wife...  A previous one I was on a ski vacation, before that was in University, and one was a busy time at work...

Maybe the next one...

Sponk wrote:

Mike: What graphics hardware do you use? It could be a problem with the new shader code which requires a newer OpenGL standard than the one used in the official Maratis (It uses the texture gather extension for faster soft shadows).

We could probe all graphics features in future and only enable the ones that will run correctly.

I use Intel HD 4000 on Ubuntu 14.04 (so graphics drivers are Mesa 10.1.3 which implements OpenGL 3.3).  Anyhow the new shader code does seem to be the issue - here's a paste of the error that comes up:

ERROR OpenGL : unable to compile shader
0:1(1244): error: no matching function for call to `textureGather(sampler2D, vec2)'; candidates are:
0:1(1247): error: type mismatch
0:1(1962): error: no matching function for call to `textureSize(sampler2D, int)'; candidates are:
0:1(1964): error: operands to arithmetic operators must be numeric
0:1(1971): error: operands to arithmetic operators must be numeric
ERROR OpenGL : unable to compile shader
0:1(1298): error: no matching function for call to `textureGather(sampler2D, vec2)'; candidates are:
0:1(1301): error: type mismatch
0:1(2016): error: no matching function for call to `textureSize(sampler2D, int)'; candidates are:
0:1(2018): error: operands to arithmetic operators must be numeric
0:1(2025): error: operands to arithmetic operators must be numeric
ERROR OpenGL : unable to compile shader
0:1(1352): error: no matching function for call to `textureGather(sampler2D, vec2)'; candidates are:
0:1(1355): error: type mismatch
0:1(2070): error: no matching function for call to `textureSize(sampler2D, int)'; candidates are:
0:1(2072): error: operands to arithmetic operators must be numeric
0:1(2079): error: operands to arithmetic operators must be numeric
ERROR OpenGL : unable to compile shader
0:1(1573): error: no matching function for call to `textureGather(sampler2D, vec2)'; candidates are:
0:1(1576): error: type mismatch
0:1(2291): error: no matching function for call to `textureSize(sampler2D, int)'; candidates are:
0:1(2293): error: operands to arithmetic operators must be numeric
0:1(2300): error: operands to arithmetic operators must be numeric
ERROR OpenGL : unable to compile shader
0:1(1419): error: no matching function for call to `textureGather(sampler2D, vec2)'; candidates are:
0:1(1422): error: type mismatch
0:1(2137): error: no matching function for call to `textureSize(sampler2D, int)'; candidates are:
0:1(2139): error: operands to arithmetic operators must be numeric
0:1(2146): error: operands to arithmetic operators must be numeric
ERROR OpenGL : unable to compile shader
0:1(1640): error: no matching function for call to `textureGather(sampler2D, vec2)'; candidates are:
0:1(1643): error: type mismatch
0:1(2358): error: no matching function for call to `textureSize(sampler2D, int)'; candidates are:
0:1(2360): error: operands to arithmetic operators must be numeric
0:1(2367): error: operands to arithmetic operators must be numeric
[ Info ] Render version : 3.0 Mesa 10.1.3 in draw

Sorry, entities show up in the side panel and a few bounding boxes appear, but no objects.  When I press play a separate window opens but is just white.

I'll try it again when I get home, see if there's anything I need to recompile or run it in the terminal to see what the errors are...

A few questions:

- Why FLTK?  Seems odd and looks a little archaic compared to other toolkits like Qt or GLFW.
- Why create a new editor rather than simply forking the current one and adding features to it?  The current editor is the nicest open source one I've ever used... 

Also, is it supposed to be compatible with existing Maratis projects?  (your Github FAQ says yes?)  Not working with the YoFrankie demo.

And finally, this page:  http://scary-squid.de/wordpress/?page_id=90  still says Maratis is under the MIT license... 

Oh, and is the engine you're distributing still under the zlib/png license or the GPL license?  Or is it just the editor (like the Maratis editor)?

5

(1 replies, posted in General)

The licenses are listed in the about/license link from the main page. 

The tl:dr is yes, its free to use for commercial games (when distributing binary code produced by the editor or created with the SDK).  The editor itself has a copy left license though, so if you distribute that you need to share the source.

6

(19 replies, posted in Editor)

I like the blue myself.  Still looks pretty slick in grey though.

7

(19 replies, posted in Editor)

Your mockup looks really good, looks like a nice improvement.

8

(2 replies, posted in Scripting)

Hi, quick question.  I'm not very familiar with Lua (I'm more familiar with C++), so I was just wondering if everyone has any insight into this.

Just what is the performance of calling functions using Lua, and doing various computations with Lua in Maratis?  I'm mostly curious as to how much you can get away with, AI computations for example, or if scripting should be used only for basic controls and the rest done in C++?

9

(5 replies, posted in Gossip)

Nice, started following you. 

And don't go to strait C, stick with C++.  It's higher level, and of course there's the old saying 'you only pay for what you use'.  C++ can be used just as simply and cleanly as C...

10

(11 replies, posted in Gossip)

Tutorial Doctor wrote:

My personal issue with modern games is that the top games are very formulaic and generally violent games. Parent's always lobbied for educational games, and it seems the most education you can get out of top modern games is how to snipe a guy from behind a wall. You learn how to blow up this guy that keeps shooting you. You learn how to steal cars etc.

Less violent and more philosophical (and educational) games would be nice, but unfortunately to a certain degree human nature and history is a violent one, and this comes across in all media - including games.  For instance, two of my wife and I's favourite TV shows are 'Game of Thrones' and 'Vikings', both of which are decidedly very violent - depicting rape, wholesale murder, torture, etc...  Vikings in particular is based on a violent period in our history. 

The game I'm writing will attempt to be more philosophical, a sort of adventure-style game that offers opportunity for exploration, but I do wonder if it'll be possible for me to avoid depicting violence.  The entirety of human history has been filled with violence, I'm not sure it's possible to get away from.