About Maratis

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==Main features==
 
  
* Editor based environment
 
* Light and powerful Engine (MCore + MEngine), portable, both previous and next generation (fixed pipeline and shader based pipeline)
 
* Per pixel lightning, custom shaders (GLSL), normal map, dynamic shadows, animated meshes...
 
* Blender exporter, native mesh format with animation (materials, textures, shaders, armatures)
 
* 3d formats import through [http://assimp.sourceforge.net/main_features_formats.html Assimp] (Collada, OBJ, MD3...)
 
* Multilayered uvMaps (custom multitexture, baked light map, etc)
 
* Bullet physics, 3D sound, font system (can load TTF)
 
* Standard image and sound format (TGA, JPG, PNG, WAV, AIF, OGG…)
 
* Lua scripting language
 
* C++ SDK
 
 
== Editor ==
 
 
* Simple and intuitive editor, what you see is what you get
 
* Plugin system
 
* Scene and objects edition
 
* Undo / Redo system
 
* Play testing (play the game inside the editor)
 
* Very powerful Behavior System
 
* Automatic assets updating (for meshes, textures, shaders, sounds, etc)
 
* Automatic Packaging and publishing (using [http://code.google.com/p/npk/ npk])
 
 
== Engine ==
 
 
* Simple and clear C++ code, portable
 
* Used as the main SDK
 
* Virtual contexts and loaders (graphics, sounds, file formats)
 
* Virtual renderer system (fixed pipeline, shader based, custom)
 
* Data managment (Static and Dynamic)
 
* Virtual Game class System (to focuse on game code or to cutomize the game pipeline)
 
* Support embedded systems (OpenglES, iOS...)
 
* and more...
 

Revision as of 23:06, 4 February 2014

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