1

(1 replies, posted in Engine)

As a first trial with Maratis I've shaped a simple scene: a ground plane and a sphere. When I start the game, the sphere falls to the ground, just as expected. But if falls a bit too fast. So I scale the entire scenery by factor 10: size of the ground plane, size of the sphere, height of the sphere and of course the camera distance. The senery now appears exactly like the small scenery but the sphere falls down very slow, too slow in this case.

Ok, that seems to be logical since the time can't be scaled, only the geometry. It might be possible to accelerate the motion by setting the z component of the gravity vector to a higher value but that influences the acceleration, not the speed. To get the appearance of "real speed" the scenery should have a realistic size. Is there any clue, e.g. in respect to the amount of blender units for a familiar object (house for example)?

2

(9 replies, posted in Bug report)

libc6 2.13

Blender 2.62 runs on this machine without difficulty

I've compiled the sources from the svn trunk: the same error message

3

(9 replies, posted in Bug report)

A segfault at the end of a program might indicate that a destructor is called twice. That can happen when a class destructor calls the destructors of all child classes, e.g. in an external library. And if you use such a child class and terminate it explicitly in your main program you have this situation. I'm not sure that all systems report this error, and normally it has no negative effects. Nevertheless it's not proper programming.

But this is only my assumption.

4

(15 replies, posted in General)

Nistur wrote:

I can't remember anything particularly taxing in tuxracer you couldn't just do in lua, apart from the menu maybe. Great game though

Ok, a nice game, especially for children. Simple rules and appealing ambience. But really great? I think, the program lacks some very important attributes. Here some more information.

- Except some kinds of rough trees, which are simply drawn with alpha textures, there are no objects in the scene. No buildings, no 3d trees, no stones and walls, no bridges, no obstacles, no other creatures etc. Such objects can be built with Blender, of course, but to use them in your own program you must convert the Blender output to an appropriate format. Doing this in C or C++ is much effort and you must have a lot of knowledge about 3d formats - too much for me.

- Even the character (Tux) is not a well-shaped object, it is completely built of spheres and ellipsoids. All parts of the body are icospheres with a lot of faces! That's not good. Shaping additional characters by using spheres is very intricate, much more than shaping them with Blender (see above).

- The physics engine comes from the first version of Tuxracer, written by Jasmin Patry 1999. It contains no collision code. There seems to be a collision with the ground but that's not right. In fact Tuxracer calculates the height at the current position and corrects the position when the character is diving into the ground. Height calculation is easily possible since the ground mesh is a regular (!) net of triangles.

For a better game we need collision with the ground, but most urgent is the collision with objects like bridges, ramps, rocks etc. Writing collision code is a great challenge, too great. Using bullet? Perhaps, I dont't know. Using a game engine with integrated collision? That's my question here.

- Finally the rendering. In Tuxracer there is a quadtree, but it is old and inefficient code. Each kind of texture is handled in a particular loop, and many different textures (e.g. > 8) slow down the race considerably. But it's faster than rendering the scene in a "brute force" way. Another disadvantage of the old algorithm: adjacent terrain tiles are blurred, the code lacks a nice blending.

You see, that's the situation. Sometimes I think, the best would be to give up the projekt. On the other hand, this classic game is too important to let it die. I'm going to start the last attempt.

5

(9 replies, posted in Bug report)

Release

6

(15 replies, posted in General)

Thank you for the posts. Finding out that other people have similar problems and experiences helps enormously. To speak about my own experiences: I don't know how many people have suggested to use Ogre. Some years ago I tried to install it, on Linux, of course.

Ogre needs lib A, B, C
A needs lib a, b, c
c needs lib aa, bb, cc
bb needs ...

After some days of downloading, compiling and installing libs the last dependencies:

xxx needs yyy, but in the latest version.
The latest version was not compatible with my glibc.
I asked the Ogre people: What to do ?
Answer: Your system is 2 years old, update it.

That time I used Debian, it was hard work to install and configurate the system to get it proper and expedient. Such a system grows over the months and I wasn't ready to put it at risk. Not for Ogre.

------------

Ok, there are a lot of reasons to use Maratis, though it is not complete yet. Now I could continue to ask: Is this possible? How does that work? And what about ...? Let me compress all the questions to a single question:

Your are familiar with Maratis, so do you believe that it will be possible to code Tuxracer with Maratis? Possibly you know Tuxracer, and if not, you can download the current Bunny-Hill version from my website:

http://www.txhome.de/tux/bunnyhill/down … nload.html

Why not going on coding the game with C++? Answer: There's no collision handling. The position, velocity and orientation of the character is merely corrected in each frame and it cannot collide with any object. The code has reached a limit.

7

(9 replies, posted in Bug report)

Oh, not to forget: On Ubuntu 11.10 MaratisEditor reports a segfault at terminating. That need not be a serious error, probably a little discrepancy in a destructor?

8

(9 replies, posted in Bug report)

No, not more than the reported error messages.

The computer is quite normal, with a x86 processer, a NVidia graphic card, with a running OpenGL etc. On this system I developed the C rewrite of Tuxracer. And OpenAL is installed, too (libopenal1). It's a 32bit system.

An my second computer I've Ubuntu 11.10 installed. I tried it on that machine, too. It runs !
A little problem with MaratisGame (starting without a game). I couldn't quit and had to stop the program with kill -9 xxxx.

Reinhard

9

(4 replies, posted in General)

... and my next question. As far as I know Maratis uses Bullet. I don't know Bullet, but for Tuxracer it's important that the physics have an ODE-solver implemented. Otherwise the time measurement on different computers can't be correct. Is there a built-in ODE-Solver?

10

(15 replies, posted in General)

Indeed, it might help. I'm tired of looking and asking around for the best lib or engine. What I really need is a good collision detection and a proper interface to react on collisions. And I need to link own C code.

Reinhard

11

(9 replies, posted in Bug report)

I prefer programming on a Linuy system, and so I downloaded your Linux test build. But unfortunately it doesn't work. My System is Ubuntu 9.04. I tried to start the 2 binaries, but nothing happend. By starting the prog from a terminal I got the following errors:

./MaratisEditor: symbol lookup error: ./MaratisEditor: undefined symbol: _ZGVZN9MaratisUI11getInstanceEvE10m_instance

./MaratisPlayer: symbol lookup error: ./MaratisPlayer: undefined symbol: _ZGVZN11btMatrix3x311getIdentityEvE14identityMatrix

Is there a list of requirements for Linux builds?

12

(15 replies, posted in General)

At the moment I've to decide which libraries or engine to use - if any. So I'm evaluating the possibilities, but the size of the feature list ist not the most important criterion. Example: Crystal space is an extremely powerful engine and contains all (!) options I need (and more). But it's a monster. I had to install about 40 Linux packages and to compile 3 big libraries, und at last it doesn't work. A long list of error messages. The forum is as complicated as the code, and I found no way to register. After all I have to mind that the users of my game have to do the same install procedure. No, that's not practicable. Maratis seems to be clearer.

13

(15 replies, posted in General)

Another question before I start my Tuxracer trial: Many procedures like steering, braking, animations, speed, sliding sounds etc. depend on the ground texture. Ice for example is faster but needs a larger turning radius than snow or rock. Therefore you must be able to detect the kind of texture at all points of the scenery. Is that possible?

14

(3 replies, posted in External Tools)

Oops, I think, something is wrong with me today. I tried to install the add-on that came along with the program package. Now, with the right add-on, it works.

Thank you and excuse me.

15

(3 replies, posted in General)

Oh, I don't know what happened with my message, but your answer was right. The scenes in Tuxracer are very large (about 500,000 or more faces) and the render algorithm should be optimized. The limitation of the view range might help for the time being, combined with clever fog settings.

However, anytime a good LOD algorithm should be implemented in my opinion. Which program module does the rendering work? Or does Maratis use an external rendering code?

hello,

just as I said in the subject. I followed exactly the Blender export tutorial but the add-on didn't appear in the list. I use Blender 2.62. Is it right to select the zip file?

17

(3 replies, posted in General)

Hello,

this is my first visit on this forum and I hope it will not be the last. That depends on the answer to my question.

I intend to continue the development of Tuxracer, the wellknown game with the cute penguin. The project