Maratis
Events
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Utrecht NL   29, Jun — 30, Jun
Brighton GB   10, Jul — 13, Jul
Brighton GB   10, Jul — 13, Jul
Cambridge GB   13, Jul — 17, Jul
San Diego US   19, Jul — 23, Jul
Latest comments
by Junkrat
12 hours ago

Awesome 😍😍

sir!! where can i get this kit for free .. i dont have money to spent on it !! please give me any source or link...

by Danielle T. Hebert
17 hours ago

Hi It is very nice article to read and i like this. Thank you for sharing this wonderful idea to us Have a nice day Give more ideas and article about this Thank you :https://medium.com/@yenhang1811

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
Still have questions?