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- <strong id="title">Open Game Studio</strong>
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- <h2 class="news_item_title">
- <a href="scripting-research.html">Scripting research</a>
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- <p class="news_item_date">
- 2017-08-16 00:00
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- <p><img src="../../images/2017-08-scripting-research.png" alt="Textbook with a text" /></p>
- <p>This article describes scripting research in July 2017.</p>
- <p><strong>Our first goal of using a scripting language was to have a platform-independent code that runs unchanged on every supported platform.</strong>. . .</p>
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- <a href="openscenegraph-cross-platform-guide.html">OpenSceneGraph cross-platform guide</a>
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- 2017-07-17 00:00
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- <p><img src="../../images/2017-07-openscenegraph-guide.png" alt="OpenSceneGraph sample application in desktop and mobile" /></p>
- <p>This article summarizes the work we did to produce OpenSceneGraph cross-platform guide.</p>
- <p>June marked the finish of <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide">OpenSceneGraph cross-platform guide</a> with the publishing of the last (initially planned) tutorial. The tutorial describes <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide/tree/master/1.10.SampleWeb">how to build and run sample OpenSceneGraph application in Web</a> using Emscripten.. . .</p>
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- 2017-06-08 10:00
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- <p><img src="../../images/2017-06-08-ios-refactoring.png" alt="Earth and a rocket" /></p>
- <p>This article describes problems we faced during the creation of iOS tutorial in May 2017.</p>
- <p><a href="https://twitter.com/OpenGameStudio/status/826816343433498627">This February</a> we managed to get simple model rendered under iOS in just a few days. We expected to finish iOS tutorial in no time. However, the reality reminded us: it's easy to come up with a hackish demo that works for one person, but it's hard to create a concise example that works for everyone.. . .</p>
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- <a href="osg-sample.html">OpenSceneGraph sample</a>
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- 2017-05-12 00:00
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- <p><img src="../../images/2017-05_osg-sample.png" alt="Rocket in the distance" /></p>
- <p>This article describes creation of the tutorials for building sample OpenSceneGraph application under Linux, macOS, Windows, and Android in April 2017.</p>
- <p>Previous tutorials described how to install OpenSceneGraph under Linux, macOS, Windows and render a model using the standard <strong>osgviewer</strong> tool. This time we worked on a <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide-application">sample OpenSceneGraph application</a> that would run under Linux, macOS, Windows, and Android.. . .</p>
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- <a href="its-all-fine.html">It's all fine</a>
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- 2017-04-07 00:00
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- <p><img src="../../images/2017-04_its-all-fine.png" alt="Flight of a rocket" /></p>
- <p>This article describes creation of the first four OpenSceneGraph tutorials in March 2017.</p>
- <p>The <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide/">first four OpenSceneGraph tutorials</a> explain how to create a cube model with Blender and display the model under Linux, macOS, or Windows using OpenSceneGraph tool called osgviewer.. . .</p>
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- <a href="lets-go.html">Let's go</a>
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- 2017-03-16 00:00
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- <p><img src="../../images/2017-03_lets-go.png" alt="Gagarin's words" /></p>
- <p>In this article we describe our progress in January and February of 2017: rendering under iOS/Web and a new tutorial tool.</p>
- <p><strong>Rendering under iOS/Web</strong></p>
- <p>To our surprise, we got a simple red cube rendered under <a href="https://twitter.com/OpenGameStudio/status/826816343433498627">iOS</a> and <a href="https://twitter.com/OpenGameStudio/status/829731986264698881">Web</a> pretty fast: in early February. However, this is only the beginning of this year's challenge to support Android, iOS, and Web platforms. There's a long and bumpy road ahead of us as we need a lot more on each platform before we can claim a success: visual effects, Python scripting, data archives.. . .</p>
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- <a href="the-year-of-challenges.html">The year of challenges</a>
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- <p class="news_item_date">
- 2017-01-25 00:00
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- <p><img src="../../images/2017-01_the-year-of-challenges.png" alt="Rocket launch at Baikonur" /></p>
- <p>This article describes our plans for 2017.</p>
- <p>Our past plans suggested we would have Android platform support by this time. However, we have a long way to go, before we can declare Android support. See for yourself:. . .</p>
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- <a href="2017-happy-new-year.html">Happy 2017</a>
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- <p class="news_item_date">
- 2016-12-31 00:00
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- <p><img src="../../images/2016-12-31_happy-new-year.png" alt="Christmas tree" /></p>
- <p>Okay. It's been a hard year for everyone in the team. And it's almost over. Praise it ends! Praise the new one!</p>
- <p>It may seem, that our progress stalled. Three years ago we announced the beginning of a new project (two to be precise), and now we still working on the engine and editor, haven't even started creating the actual game.. . .</p>
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- <a href="2016-november-recap.html">November 2016 recap</a>
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- <p class="news_item_date">
- 2016-12-15 00:00
- </p>
- <div class="news_item_contents">
- <p><img src="../../images/2016-12-15_2016-november-recap.png" alt="Construction of a building" /></p>
- <p>This article describes the start of MJIN library separation into modules.</p>
- <p>Once we built OpenSceneGraph for Android, it became obvious that some MJIN functionality is not suitable for Android. For example, UIQt provides a basis for OGS Editor UI. Since OGS Editor is a desktop application, we don't need UIQt for Android.. . .</p>
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