Topic: Use of maratis3d in commercial iOS app, publishing to Apple AppStore

Can I use maratis3d in commercial iOS app?
What licenses/acknowledgements should I include in my app docs or show in app page in AppStore?
Are there any apps in AppStore that use maratis3d?

Re: Use of maratis3d in commercial iOS app, publishing to Apple AppStore

Hi,

yes you can use Maratis in commercial app.
You are not forced to include licenses terms, but a "made with Maratis" or a maratis logo would be very appreciated (your decision)

logos : http://www.maratis3d.org/download/logo/

There is one game in AppStore (2010) :
http://itunes.apple.com/fr/app/save-our … 23470?mt=8

Also this app (using only MCore) :
http://itunes.apple.com/fr/app/nomadboo … 24049?mt=8

Re: Use of maratis3d in commercial iOS app, publishing to Apple AppStore

Thank you for very fast reply!
Is there any constraints / limitations in iOS version of Maratis compared to desktop version?
I have noticed that Maratis3D uses scripts somehow. Couldnt that be a reason for rejection in AppStore?
I asked this because there is only one app (as I realized) in App Store that uses maratis3d.
Is there any issues or problems with performance of engine on iOS ?

Sorry for my English, I will try to improve it.

Last edited by Petr (2012-08-29 12:57:59)

Re: Use of maratis3d in commercial iOS app, publishing to Apple AppStore

There is a limitation in the number of lights, the default pixel shader use only the closest light (on desktop it's the 3 closest), it's a limitation you can overpass if you create your own shader, but that set a limit to have a good frame-rate on iOS.

The fixed renderer mode is the same normally.

For the script, it cannot access system informations (what could be a rejection problem), it only access the engine functionalities.