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maratis 3d #357416
02/07/11 01:46
02/07/11 01:46
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline OP
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Pappenheimer  Offline OP
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Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Looks like a nice little engine.
Just didn't get how to "finish" a game to a bat or exe or such, jet.

http://www.maratis3d.com/

Re: maratis 3d [Re: Pappenheimer] #358276
02/10/11 09:45
02/10/11 09:45
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline OP
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Pappenheimer  Offline OP
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Bielefeld, Germany
Sorry for bumping up this thread again!

I think this engine is worth a second and third look.

It is easy to use - with the examples written in Lua you can get fast results in very few time.

It is still quite basic, but it is very well organized and lucid.

And, most important:
"The Engine has been tested on Windows, Mac and iPhone, and can be virtually used on every platform."

I know, I should learn to use the mighty Unity, but I have almost no time, while working with 3DGS. So this little engine is sort of a toy, because it starts immediately, I don't have to wait for loading any asset sets, and can start right on.

Re: maratis 3d [Re: Pappenheimer] #358354
02/10/11 21:20
02/10/11 21:20
Joined: Apr 2008
Posts: 2,488
ratchet Offline
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ratchet  Offline
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Interesting i really appreciate :
-Blender support
-Multiplatform

I have some questions :
-It is fast ? can it handle complex scene ? Does it have LOD or do you have to code some routines ?
-Does it have a GUI System ?
- Does it have level Loading/saving

Well i don't have time, but perhaps i'll give it a try laugh
specially if it can use directly Blender models.

Re: maratis 3d [Re: ratchet] #358380
02/10/11 22:51
02/10/11 22:51
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline OP
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Pappenheimer  Offline OP
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Posts: 5,900
Bielefeld, Germany
It doesn't use original blender files, but has an own blender exporter.
You shall build different parts of your level with different objects in blender, when exporting several objects as one mesh, the engine handles them at submeshes and only renders the required submeshes while hiding the others. I didn't test that, yet.
It has not much features, the given functions are still quite a few.

Still publishing pipelines to others than windows are missing (at least none with a free license).
There is a load level function, but no save instructions.
GUI:
Quote:
it's possible to do simple GUI with script with brutal force > linking GUI to camera

Or it's using the c++ SDK[...]


Re: maratis 3d [Re: Pappenheimer] #363128
03/11/11 04:13
03/11/11 04:13
Joined: Oct 2003
Posts: 827
22�21'24"N 114�07'30"E
Frederick_Lim Offline
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Frederick_Lim  Offline
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Posts: 827
22�21'24"N 114�07'30"E
Originally Posted By: Pappenheimer
I know, I should learn to use the mighty Unity, but I have almost no time, while working with 3DGS. So this little engine is sort of a toy, because it starts immediately, I don't have to wait for loading any asset sets, and can start right on.


If you have time to play that toy, you should spend you time to learn Unity.

Re: maratis 3d [Re: Frederick_Lim] #363139
03/11/11 07:26
03/11/11 07:26
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline OP
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Pappenheimer  Offline OP
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Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
What I say is - I can have a look into Maratis when I take a short break from my tasks - just _starting_ Unity - takes almost the time of that little break. wink
[When taking a deeper look, even starting with Unity isn't the best choice, because I still have projects pending with 3DGS - and - I have a big project plan that I should prototype first in 3DGS to illustrate, because nobody gets the idea just by my description. - But - on the other hand: Couldn't an engine like Unity offer some fast casual game making for the mobile phone market? - You see my lack of straight management! crazy ]


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