Maratis
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York US   26, Mar — 29, Mar
Boston US   28, Mar — 1, Apr
Anaheim US   29, Mar — 1, Apr
RALEIGH US   30, Mar — 1, Apr
Latest comments

Those animations look amazing!! Great job!

Very cool review of the making of Spellbreak. Would be even more cool to see some videos inside UE4 showing how they do a few very specific things unique to them.

This was so helpful for me. I'm hoping to adapt your tutorial to pull off something similar comparing modern satellite imagery with historical maps. No topo, so my steps should be simpler, but I'm a novice with Blender and you've really helped. Thanks!

Maratis
Content
Tools
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Maratis is a portable, simple and visual game development tool designed for artists and developers. The Engine has been tested on Windows, Mac, Linux and iOS and can be used virtually on any platform. Maratis is Free and Open-source. Use a simple Lua scripting langage or have access to the full Engine in C++.

Main features

Maratis1

– 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 meshs…
– Blender exporter, native mesh format with animation (materials, textures, shaders, armatures)
– 3d formats import (Collada, obj, md3…) through Assimp
– 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

feature01

– 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 meshs, textures, shaders, sounds, etc)
– Automatic Packaging (using npk) and publishing

Engine

feature02

– 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…

Questions
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