diff --git a/2017-11-22-2017-summary.png b/2017-11-22-2017-summary.png new file mode 100644 index 0000000..d7f3f60 Binary files /dev/null and b/2017-11-22-2017-summary.png differ diff --git a/2017-summary-ru.html b/2017-summary-ru.html new file mode 100644 index 0000000..d8cbf3d --- /dev/null +++ b/2017-summary-ru.html @@ -0,0 +1,143 @@ + + + + + + + Итоги 2017-го + + + + + + + + + + + + + + + + + + + + +
+ + +
+
+
+

Итоги 2017-го

+
+ +
Ср 22 Ноябрь 2017 + en + +

Screenshot

+

Настало время сделать ревизию наших достижений в 2017 году и проверить, насколько они следуют основной цели проекта Opensource Game Studio.

+

Краткая история

+

Проекту Opensource Game Studio уже 12 лет.

+

2005. Мы начали проект с фанатичного призыва к созданию самой лучшей игры. Видимо, сразу же после прохождения Half-Life 2 или Morrowind. 99.99% тех, кто хотел участвовать, отвалились в течение первых двух лет. Остались лишь два человека: Михаил (программирование) и Иван (всё остальное). Проект находился в стадии постоянного беспорядка, т.к. у нас не было ни чёткой цели, ни дисциплины. Неудивительно, что за этот период мы можем похвастаться лишь небольшим набором сумбурных демонстраций.

+

2010. Первый год признания нашего поражения. После принятия поражения мы поставили себе целью создать игру Маджонг. Мы также осознали, что для выпуска игры нам придётся работать каждый день. Работа по выходным не приносила результатов, т.к. она часто сталкивалась с необходимостью уделять время семье.

+

2012, 2013. Мы выпустили версии 1.0 и 1.1 Маджонга соответственно. Мы создали полноценную отполированную игру за 3-4 года, тогда как до этого 5 лет не могли сделать ничего вразумительного. Маджонг до сих пор остаётся нашей лучшей и единственной выпущенной игрой. Мы всё ещё гордимся им, и нам всё ещё нравится в него играть.

+

2015. Мы продемонстрировали первую версию нашего средства разработки. Мы приступили к его созданию сразу после выпуска Маджонга, т.к. решили сделать инструмент для экономии времени разработки следующих игр.

+

2016. Мы воссоздали игровую механику Маджонга с помощью нашего инструмента. Тем не менее, к тому моменту мы осознали, что разработка лишь под настольные компьютеры нежизнеспособна. Это понимание подтолкнуло нас к изучению мобильных платформ.

+

Последний год

+

2016, октябрь. Мы начали изучение мобильных платформ с создания простейшего приложения OpenSceneGraph, которое сможет работать на Android.

+

2017, январь. Мы получили версию Android и начали изучение iOS с Вебом.

+

2017, февраль. Мы запустили простейшее приложение везде: настольный компьютер, мобильные платформы, веб.

+

Изучение мобильных платформ и веба заняло у нас около пяти месяцев. Нам пришлось потратить это время по причине отсутствия какой-либо внятной документации по работе с OpenSceneGraph на разных платформах. После таких громадных трат времени мы решили сэкономить это время другим разработчикам и занялись созданием указанной документации.

+

2017, июль. Мы опубликовали инструкцию по работе с OpenSceneGraph на разных платформах, которая рассказывает в деталях о создании простейшего приложения OpenSceneGraph и запуске его на настольных компьютерах, мобильных платформах и вебе. Эта инструкция является нашим самым популярным проектом на GitHub.

+

2017, ноябрь. Мы выпустили простую игру "Память: Цвета" и инструкцию по созданию этой игры с нуля. Игра создана с помощью MJIN, нашего нового инструмента для разработки игр, этому инструменту всего лишь несколько месяцев.

+

На текущий момент MJIN лишь начинает развитие. Этому инструменту нужна настоящая игра, чтобы расцвести. Поэтому мы уже работаем над Маджонгом, который будет радовать вас и на настольных компьютерах, и на мобильных платформах, и в вебе. На этот раз мы постараемся сделать Маджонг быстрее.

+

Category: News + +

+ + + +
+
+ + + + + +
+ + + + \ No newline at end of file diff --git a/2017-summary.html b/2017-summary.html new file mode 100644 index 0000000..2220d81 --- /dev/null +++ b/2017-summary.html @@ -0,0 +1,144 @@ + + + + + + + 2017 summary + + + + + + + + + + + + + + + + + + + + +
+ + +
+
+
+

2017 summary

+
+ +
Ср 22 Ноябрь 2017 + ru + +

Screenshot

+

It's time to step back to see our accomplishments in 2017 and how they connect to the overall goal of Opensource Game Studio project.

+

Brief history

+

Opensource Game Studio project is 12 years old now.

+

2005. We started the project with a fanatic call to create the best game ever. Probably right after finishing Half-Life 2 or Morrowind. 99.99% of those who wanted to participate weathered during a couple of years leaving only the two of us: Michael (coding) and Ivan (the rest). +The project was in a constant turmoil because we had no clear purpose and discipline. Thus, we only got a handful of demonstrations during that period.

+

2010. The first year for us to admit we failed big time. After accepting the failure, we have set Mahjong game as our initial target. We also realized that if we want the game out, we must work every day. We didn't get anywhere by working on weekends because they often collided with family time.

+

2012, 2013. We released Mahjong 1.0 and Mahjong 1.1 correspondingly. We created a complete, polished game in 3-4 years after failing to provide anything of value during previous 5 years. To this date, Mahjong is the best and only game we released so far. We're still proud of it because it still feels great.

+

2015. We showcased the first version of our game toolset. After releasing Mahjong, we decided to spend time on building toolset that would allow us to develop games faster.

+

2016. We recreated Mahjong gameplay with our game toolset. However, we quickly realized that desktop only game toolset is a dead end. It led us to research mobile platforms.

+

Last year

+

2016, October. We started mobile platforms' research by making simple straightforward OpenSceneGraph application run under Android.

+

2017, January. We got the Android version working and started iOS and Web research.

+

2017, February. We made the sample application work everywhere: desktop, mobile, web.

+

Researching mobile and web took us about five months. We spent that much time because there was no documentation on how to run OpenSceneGraph across platforms. We had to step in and create said documentation.

+

2017, July. We published OpenSceneGraph cross-platform guide, which describes how to create a simple OpenSceneGraph application and make it run on desktop, mobile, and web. To this date, this is our most popular GitHub repository.

+

2017, November. We published simple Memory: Colors game and the guide on how to create the game from scratch. The game is powered by MJIN, our new cross-platform game toolset that we started this summer.

+

Currently MJIN toolset is in its infancy. MJIN needs a real game to flourish. That's why we are already working on cross-platform Mahjong. We'll do our best to make Mahjong faster this time.

+

Category: News + +

+ + + +
+
+ + + + + +
+ + + + \ No newline at end of file diff --git a/archives.html b/archives.html index 9a40673..56fbb1d 100644 --- a/archives.html +++ b/archives.html @@ -50,27 +50,31 @@ - + + + + + - + - + - + - + - + diff --git a/author/opensource-game-studio.html b/author/opensource-game-studio.html index b46db2d..51609e5 100644 --- a/author/opensource-game-studio.html +++ b/author/opensource-game-studio.html @@ -47,37 +47,68 @@ +
+

2017 summary

+
Ср 22 Ноябрь 2017 + ru + +

Screenshot

+

It's time to step back to see our accomplishments in 2017 and how they connect to the overall goal of Opensource Game Studio project.

+

Brief history

+

Opensource Game Studio project is 12 years old now.

+

2005. We started the project with a fanatic call to create the best game ever. Probably right after finishing Half-Life 2 or Morrowind. 99.99% of those who wanted to participate weathered during a couple of years leaving only the two of us: Michael (coding) and Ivan (the rest). +The project was in a constant turmoil because we had no clear purpose and discipline. Thus, we only got a handful of demonstrations during that period.

+

2010. The first year for us to admit we failed big time. After accepting the failure, we have set Mahjong game as our initial target. We also realized that if we want the game out, we must work every day. We didn't get anywhere by working on weekends because they often collided with family time.

+

2012, 2013. We released Mahjong 1.0 and Mahjong 1.1 correspondingly. We created a complete, polished game in 3-4 years after failing to provide anything of value during previous 5 years. To this date, Mahjong is the best and only game we released so far. We're still proud of it because it still feels great.

+

2015. We showcased the first version of our game toolset. After releasing Mahjong, we decided to spend time on building toolset that would allow us to develop games faster.

+

2016. We recreated Mahjong gameplay with our game toolset. However, we quickly realized that desktop only game toolset is a dead end. It led us to research mobile platforms.

+

Last year

+

2016, October. We started mobile platforms' research by making simple straightforward OpenSceneGraph application run under Android.

+

2017, January. We got the Android version working and started iOS and Web research.

+

2017, February. We made the sample application work everywhere: desktop, mobile, web.

+

Researching mobile and web took us about five months. We spent that much time because there was no documentation on how to run OpenSceneGraph across platforms. We had to step in and create said documentation.

+

2017, July. We published OpenSceneGraph cross-platform guide, which describes how to create a simple OpenSceneGraph application and make it run on desktop, mobile, and web. To this date, this is our most popular GitHub repository.

+

2017, November. We published simple Memory: Colors game and the guide on how to create the game from scratch. The game is powered by MJIN, our new cross-platform game toolset that we started this summer.

+

Currently MJIN toolset is in its infancy. MJIN needs a real game to flourish. That's why we are already working on cross-platform Mahjong. We'll do our best to make Mahjong faster this time.

Category: News + +

+ + +
+ + +
+ + + + +

Back to the Static

-
Mon 16 October 2017 +
Пн 16 Октябрь 2017 ru -

Back to the Static

+

Back to the Static

We have been using Wordpress as our website engine for more than seven years. And now it's time to move forward. Or backward. For some time we've been tracking the development of the new breed of website engines - static site generators. -It seems that this is the technology capable of changing past into future.

-

A static website is more straightforward, quicker and more secure. And with the help of generators, it is also as easy to manage, as the dynamic website. -So, we are starting our site anew with the help of the Pelican. -Right now it doesn't have all the content from our old site, but we'll add most of it soon.

Category: News +It seems that this is the technology ...

Category: News

-
- - + Read More
- +

The birth of MJIN world

-
Sun 10 September 2017 +
Вс 10 Сентябрь 2017 ru -

The birth of MJIN world

+

The birth of MJIN world

This article describes the birth of MJIN world in August 2017.

mjin-player

As you know, we spent July to research scripting. We found a solution that satisfies the following criteria. Scripts should:

@@ -85,7 +116,7 @@ Right now it doesn't have all the content from our old site, but we'll add most
  • run unchanged on all supported platforms
  • allow extending C++ code
  • -

    We have verified the second criterion by writing …

    Category: News +

    We have verified the second criterion by writing ...

    Category: News

    @@ -99,13 +130,13 @@ Right now it doesn't have all the content from our old site, but we'll add most

    Scripting research

    -
    Wed 16 August 2017 +
    Ср 16 Август 2017 ru -

    Scripting research

    +

    Scripting research

    This article describes scripting research in July 2017.

    Our first goal of using a scripting language was to have a platform-independent code that runs unchanged on every supported platform.

    -

    OGS Editor 0.10 supports Python for such a code thanks to SWIG. SWIG provides a way to wrap almost any …

    Category: News +

    OGS Editor 0.10 supports Python for such a code thanks to SWIG. SWIG provides a way to wrap almost any ...

    Category: News

    @@ -119,13 +150,13 @@ Right now it doesn't have all the content from our old site, but we'll add most

    OpenSceneGraph cross-platform guide

    -
    Mon 17 July 2017 +
    Пн 17 Июль 2017 ru -

    OpenSceneGraph guide

    +

    OpenSceneGraph guide

    This article summarizes the work we did to produce OpenSceneGraph cross-platform guide.

    June marked the finish of OpenSceneGraph cross-platform guide with the publishing of the last (initially planned) tutorial. The tutorial describes how to build and run sample OpenSceneGraph application in Web using Emscripten. -In case you missed it, here's …

    Category: News +In case you missed it, here ...

    Category: News

    @@ -139,12 +170,12 @@ In case you missed it, here's …

    Category:

    iOS tutorial

    -
    Thu 08 June 2017 +
    Чт 08 Июнь 2017 ru -

    iOS tutorial

    +

    iOS tutorial

    This article describes problems we faced during the creation of iOS tutorial in May 2017.

    -

    This February 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 …

    Category: News +

    This February 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 ...

    Category: News

    @@ -158,7 +189,7 @@ In case you missed it, here's …

    Category:

    Stub

    -
    Sat 03 June 2017 +
    Сб 03 Июнь 2017 ru

    TODO Import previous Opensource Game Studio articles from Wordpress.

    Category: Stub diff --git a/back-to-the-static-ru.html b/back-to-the-static-ru.html index 8444337..803ce90 100644 --- a/back-to-the-static-ru.html +++ b/back-to-the-static-ru.html @@ -50,10 +50,10 @@ title="Permalink to Назад в Статику">Назад в Статику -

    Mon 16 October 2017 +
    Пн 16 Октябрь 2017 en -

    Назад в Статику

    +

    Назад в Статику

    Мы используем Wordpress в качестве движка нашего сайта уже более семи лет. И теперь пришло время двигаться вперед. Или назад. Некоторое время мы следили за разработкой нового поколения движков - генераторов статических сайтов. Похоже, что это технология, способная превратить прошлое в будущее.

    diff --git a/back-to-the-static.html b/back-to-the-static.html index 0ccee43..ff4ab63 100644 --- a/back-to-the-static.html +++ b/back-to-the-static.html @@ -50,10 +50,10 @@ title="Permalink to Back to the Static">Back to the Static -
    Mon 16 October 2017 +
    Пн 16 Октябрь 2017 ru -

    Back to the Static

    +

    Back to the Static

    We have been using Wordpress as our website engine for more than seven years. And now it's time to move forward. Or backward. For some time we've been tracking the development of the new breed of website engines - static site generators. It seems that this is the technology capable of changing past into future.

    diff --git a/category/news.html b/category/news.html index e02eae9..81fbe1b 100644 --- a/category/news.html +++ b/category/news.html @@ -47,37 +47,68 @@ +
    +

    2017 summary

    +
    Ср 22 Ноябрь 2017 + ru + +

    Screenshot

    +

    It's time to step back to see our accomplishments in 2017 and how they connect to the overall goal of Opensource Game Studio project.

    +

    Brief history

    +

    Opensource Game Studio project is 12 years old now.

    +

    2005. We started the project with a fanatic call to create the best game ever. Probably right after finishing Half-Life 2 or Morrowind. 99.99% of those who wanted to participate weathered during a couple of years leaving only the two of us: Michael (coding) and Ivan (the rest). +The project was in a constant turmoil because we had no clear purpose and discipline. Thus, we only got a handful of demonstrations during that period.

    +

    2010. The first year for us to admit we failed big time. After accepting the failure, we have set Mahjong game as our initial target. We also realized that if we want the game out, we must work every day. We didn't get anywhere by working on weekends because they often collided with family time.

    +

    2012, 2013. We released Mahjong 1.0 and Mahjong 1.1 correspondingly. We created a complete, polished game in 3-4 years after failing to provide anything of value during previous 5 years. To this date, Mahjong is the best and only game we released so far. We're still proud of it because it still feels great.

    +

    2015. We showcased the first version of our game toolset. After releasing Mahjong, we decided to spend time on building toolset that would allow us to develop games faster.

    +

    2016. We recreated Mahjong gameplay with our game toolset. However, we quickly realized that desktop only game toolset is a dead end. It led us to research mobile platforms.

    +

    Last year

    +

    2016, October. We started mobile platforms' research by making simple straightforward OpenSceneGraph application run under Android.

    +

    2017, January. We got the Android version working and started iOS and Web research.

    +

    2017, February. We made the sample application work everywhere: desktop, mobile, web.

    +

    Researching mobile and web took us about five months. We spent that much time because there was no documentation on how to run OpenSceneGraph across platforms. We had to step in and create said documentation.

    +

    2017, July. We published OpenSceneGraph cross-platform guide, which describes how to create a simple OpenSceneGraph application and make it run on desktop, mobile, and web. To this date, this is our most popular GitHub repository.

    +

    2017, November. We published simple Memory: Colors game and the guide on how to create the game from scratch. The game is powered by MJIN, our new cross-platform game toolset that we started this summer.

    +

    Currently MJIN toolset is in its infancy. MJIN needs a real game to flourish. That's why we are already working on cross-platform Mahjong. We'll do our best to make Mahjong faster this time.

    Category: News + +

    + + +
    + + +
    + + + + +

    Back to the Static

    -
    Mon 16 October 2017 +
    Пн 16 Октябрь 2017 ru -

    Back to the Static

    +

    Back to the Static

    We have been using Wordpress as our website engine for more than seven years. And now it's time to move forward. Or backward. For some time we've been tracking the development of the new breed of website engines - static site generators. -It seems that this is the technology capable of changing past into future.

    -

    A static website is more straightforward, quicker and more secure. And with the help of generators, it is also as easy to manage, as the dynamic website. -So, we are starting our site anew with the help of the Pelican. -Right now it doesn't have all the content from our old site, but we'll add most of it soon.

    Category: News +It seems that this is the technology ...

    Category: News

    -
    - - + Read More
    - +

    The birth of MJIN world

    -
    Sun 10 September 2017 +
    Вс 10 Сентябрь 2017 ru -

    The birth of MJIN world

    +

    The birth of MJIN world

    This article describes the birth of MJIN world in August 2017.

    mjin-player

    As you know, we spent July to research scripting. We found a solution that satisfies the following criteria. Scripts should:

    @@ -85,7 +116,7 @@ Right now it doesn't have all the content from our old site, but we'll add most
  • run unchanged on all supported platforms
  • allow extending C++ code
  • -

    We have verified the second criterion by writing …

    Category: News +

    We have verified the second criterion by writing ...

    Category: News

    @@ -99,13 +130,13 @@ Right now it doesn't have all the content from our old site, but we'll add most

    Scripting research

    -
    Wed 16 August 2017 +
    Ср 16 Август 2017 ru -

    Scripting research

    +

    Scripting research

    This article describes scripting research in July 2017.

    Our first goal of using a scripting language was to have a platform-independent code that runs unchanged on every supported platform.

    -

    OGS Editor 0.10 supports Python for such a code thanks to SWIG. SWIG provides a way to wrap almost any …

    Category: News +

    OGS Editor 0.10 supports Python for such a code thanks to SWIG. SWIG provides a way to wrap almost any ...

    Category: News

    @@ -119,13 +150,13 @@ Right now it doesn't have all the content from our old site, but we'll add most

    OpenSceneGraph cross-platform guide

    -
    Mon 17 July 2017 +
    Пн 17 Июль 2017 ru -

    OpenSceneGraph guide

    +

    OpenSceneGraph guide

    This article summarizes the work we did to produce OpenSceneGraph cross-platform guide.

    June marked the finish of OpenSceneGraph cross-platform guide with the publishing of the last (initially planned) tutorial. The tutorial describes how to build and run sample OpenSceneGraph application in Web using Emscripten. -In case you missed it, here's …

    Category: News +In case you missed it, here ...

    Category: News

    @@ -139,12 +170,12 @@ In case you missed it, here's …

    Category:

    iOS tutorial

    -
    Thu 08 June 2017 +
    Чт 08 Июнь 2017 ru -

    iOS tutorial

    +

    iOS tutorial

    This article describes problems we faced during the creation of iOS tutorial in May 2017.

    -

    This February 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 …

    Category: News +

    This February 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 ...

    Category: News

    diff --git a/category/stub.html b/category/stub.html index a48ea59..005ed4c 100644 --- a/category/stub.html +++ b/category/stub.html @@ -49,7 +49,7 @@

    Stub

    -
    Sat 03 June 2017 +
    Сб 03 Июнь 2017 ru

    TODO Import previous Opensource Game Studio articles from Wordpress.

    Category: Stub diff --git a/feeds/all.atom.xml b/feeds/all.atom.xml index 649c7bc..beefd90 100644 --- a/feeds/all.atom.xml +++ b/feeds/all.atom.xml @@ -1,32 +1,50 @@ -Opensource Game Studiohttp://opengamestudio.org/2017-10-16T00:00:00+03:00Back to the Static2017-10-16T00:00:00+03:002017-10-16T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-10-16:/back-to-the-static.html

    <p><img alt="Back to the Static" src="http://opengamestudio.org/2017-10-16-back-to-the-static.png"></p> -<p>We have been using Wordpress as our website engine for more than seven years. And now it's time to move forward. Or backward. -For some time we've been tracking the development of the new breed of website engines - static site generators. -It seems that this is the technology capable of …</p><p><img alt="Back to the Static" src="http://opengamestudio.org/2017-10-16-back-to-the-static.png"></p> +Opensource Game Studiohttp://opengamestudio.org/2017-11-22T00:00:00+03:002017 summary2017-11-22T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-11-22:2017-summary.html<p><img alt="Screenshot" src="http://opengamestudio.org/2017-11-22-2017-summary.png" /></p> +<p>It's time to step back to see our accomplishments in 2017 and how they connect to the overall goal of Opensource Game Studio project.</p> +<p><strong>Brief history</strong></p> +<p>Opensource Game Studio project is 12 years old now.</p> +<p><strong>2005.</strong> We started the project with a <a href="https://www.linuxquestions.org/questions/general-10/the-creation-of-the-best-rpg-355858/">fanatic call</a> to create the best game ever. Probably right after finishing Half-Life 2 or Morrowind. 99.99% of those who wanted to participate weathered during a couple of years leaving only the two of us: Michael (coding) and Ivan (the rest). +The project was in a constant turmoil because we had no clear purpose and discipline. Thus, we only got a handful of demonstrations during that period.</p> +<p><strong>2010.</strong> The first year for us to admit we failed big time. After accepting the failure, we have set Mahjong game as our initial target. We also realized that if we want the game out, we must work every day. We didn't get anywhere by working on weekends because they often collided with family time.</p> +<p><strong>2012, 2013.</strong> We released Mahjong 1.0 and Mahjong 1.1 correspondingly. We created a complete, polished game in 3-4 years after failing to provide anything of value during previous 5 years. To this date, Mahjong is the best and only game we released so far. We're still proud of it because it still feels great.</p> +<p><strong>2015.</strong> We showcased the first version of our game toolset. After releasing Mahjong, we decided to spend time on building toolset that would allow us to develop games faster.</p> +<p><strong>2016.</strong> We recreated Mahjong gameplay with our game toolset. However, we quickly realized that desktop only game toolset is a dead end. It led us to research mobile platforms.</p> +<p><strong>Last year</strong></p> +<p><strong>2016, October.</strong> We started mobile platforms' research by making simple straightforward OpenSceneGraph application run under Android.</p> +<p><strong>2017, January.</strong> We got the Android version working and started iOS and Web research.</p> +<p><strong>2017, February.</strong> We made the sample application work everywhere: desktop, mobile, web.</p> +<p>Researching mobile and web took us about five months. We spent that much time because there was no documentation on how to run OpenSceneGraph across platforms. We had to step in and create said documentation.</p> +<p><strong>2017, July.</strong> We published <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide">OpenSceneGraph cross-platform guide</a>, which describes how to create a simple OpenSceneGraph application and make it run on desktop, mobile, and web. To this date, this is our most popular GitHub repository.</p> +<p><strong>2017, November.</strong> We published simple <a href="https://ogstudio.github.io/game-memory-colors/tutorial-5.3/mjin-player.html">Memory: Colors game</a> and the <a href="https://bitbucket.org/ogstudio-games/memory-colors">guide</a> on how to create the game from scratch. The game is powered by MJIN, our new cross-platform game toolset that we started this summer.</p> +<p>Currently MJIN toolset is in its infancy. MJIN needs a real game to flourish. That's why we are already working on cross-platform Mahjong. We'll do our best to make Mahjong faster this time.</p>Итоги 2017-го2017-11-22T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-11-22:2017-summary-ru.html<p><img alt="Screenshot" src="http://opengamestudio.org/2017-11-22-2017-summary.png" /></p> +<p>Настало время сделать ревизию наших достижений в 2017 году и проверить, насколько они следуют основной цели проекта Opensource Game Studio.</p> +<p><strong>Краткая история</strong></p> +<p>Проекту Opensource Game Studio уже 12 лет.</p> +<p><strong>2005.</strong> Мы начали проект с <a href="https://unixforum.org/index.php?showtopic=9989">фанатичного призыва</a> к созданию самой лучшей игры. Видимо, сразу же после прохождения Half-Life 2 или Morrowind. 99.99% тех, кто хотел участвовать, отвалились в течение первых двух лет. Остались лишь два человека: Михаил (программирование) и Иван (всё остальное). Проект находился в стадии постоянного беспорядка, т.к. у нас не было ни чёткой цели, ни дисциплины. Неудивительно, что за этот период мы можем похвастаться лишь небольшим набором сумбурных демонстраций.</p> +<p><strong>2010.</strong> Первый год признания нашего поражения. После принятия поражения мы поставили себе целью создать игру Маджонг. Мы также осознали, что для выпуска игры нам придётся работать каждый день. Работа по выходным не приносила результатов, т.к. она часто сталкивалась с необходимостью уделять время семье.</p> +<p><strong>2012, 2013.</strong> Мы выпустили версии 1.0 и 1.1 Маджонга соответственно. Мы создали полноценную отполированную игру за 3-4 года, тогда как до этого 5 лет не могли сделать ничего вразумительного. Маджонг до сих пор остаётся нашей лучшей и единственной выпущенной игрой. Мы всё ещё гордимся им, и нам всё ещё нравится в него играть.</p> +<p><strong>2015.</strong> Мы продемонстрировали первую версию нашего средства разработки. Мы приступили к его созданию сразу после выпуска Маджонга, т.к. решили сделать инструмент для экономии времени разработки следующих игр.</p> +<p><strong>2016.</strong> Мы воссоздали игровую механику Маджонга с помощью нашего инструмента. Тем не менее, к тому моменту мы осознали, что разработка лишь под настольные компьютеры нежизнеспособна. Это понимание подтолкнуло нас к изучению мобильных платформ.</p> +<p><strong>Последний год</strong></p> +<p><strong>2016, октябрь.</strong> Мы начали изучение мобильных платформ с создания простейшего приложения OpenSceneGraph, которое сможет работать на Android.</p> +<p><strong>2017, январь.</strong> Мы получили версию Android и начали изучение iOS с Вебом.</p> +<p><strong>2017, февраль.</strong> Мы запустили простейшее приложение везде: настольный компьютер, мобильные платформы, веб.</p> +<p>Изучение мобильных платформ и веба заняло у нас около пяти месяцев. Нам пришлось потратить это время по причине отсутствия какой-либо внятной документации по работе с OpenSceneGraph на разных платформах. После таких громадных трат времени мы решили сэкономить это время другим разработчикам и занялись созданием указанной документации.</p> +<p><strong>2017, июль.</strong> Мы опубликовали <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide">инструкцию по работе с OpenSceneGraph на разных платформах</a>, которая рассказывает в деталях о создании простейшего приложения OpenSceneGraph и запуске его на настольных компьютерах, мобильных платформах и вебе. Эта инструкция является нашим самым популярным проектом на GitHub.</p> +<p><strong>2017, ноябрь.</strong> Мы выпустили простую <a href="https://ogstudio.github.io/game-memory-colors/tutorial-5.3/mjin-player.html">игру "Память: Цвета"</a> и <a href="https://bitbucket.org/ogstudio-games/memory-colors">инструкцию</a> по созданию этой игры с нуля. Игра создана с помощью MJIN, нашего нового инструмента для разработки игр, этому инструменту всего лишь несколько месяцев.</p> +<p>На текущий момент MJIN лишь начинает развитие. Этому инструменту нужна настоящая игра, чтобы расцвести. Поэтому мы уже работаем над Маджонгом, который будет радовать вас и на настольных компьютерах, и на мобильных платформах, и в вебе. На этот раз мы постараемся сделать Маджонг быстрее. </p>Back to the Static2017-10-16T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-10-16:back-to-the-static.html<p><img alt="Back to the Static" src="http://opengamestudio.org/2017-10-16-back-to-the-static.png" /></p> <p>We have been using Wordpress as our website engine for more than seven years. And now it's time to move forward. Or backward. For some time we've been tracking the development of the new breed of website engines - static site generators. It seems that this is the technology capable of changing past into future.</p> <p>A static website is more straightforward, quicker and more secure. And with the help of generators, it is also as easy to manage, as the dynamic website. So, we are starting our site anew with the help of the <a href="https://blog.getpelican.com/">Pelican</a>. -Right now it doesn't have all the content from our old site, but we'll add most of it soon.</p>Назад в Статику2017-10-16T00:00:00+03:002017-10-16T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-10-16:/back-to-the-static-ru.html<p><img alt="Назад в Статику" src="http://opengamestudio.org/2017-10-16-back-to-the-static.png"></p> -<p>Мы используем Wordpress в качестве движка нашего сайта уже более семи лет. И теперь пришло время двигаться вперед. Или назад. -Некоторое время мы следили за разработкой нового поколения движков - генераторов статических сайтов. -Похоже, что это технология, способная превратить прошлое в будущее.</p> -<p>Статический веб-сайт проще, быстрее и безопаснее. И с помощью …</p><p><img alt="Назад в Статику" src="http://opengamestudio.org/2017-10-16-back-to-the-static.png"></p> +Right now it doesn't have all the content from our old site, but we'll add most of it soon.</p>Назад в Статику2017-10-16T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-10-16:back-to-the-static-ru.html<p><img alt="Назад в Статику" src="http://opengamestudio.org/2017-10-16-back-to-the-static.png" /></p> <p>Мы используем Wordpress в качестве движка нашего сайта уже более семи лет. И теперь пришло время двигаться вперед. Или назад. Некоторое время мы следили за разработкой нового поколения движков - генераторов статических сайтов. Похоже, что это технология, способная превратить прошлое в будущее.</p> <p>Статический веб-сайт проще, быстрее и безопаснее. И с помощью генераторов им настолько же легко управлять, как и динамическим веб-сайтом. Так что мы начинаем наш сайт заново с помощью [Pelican] (https://blog.getpelican.com/). -Сейчас здесь нет всего контента с нашего старого сайта, но мы добавим его в ближайшее время.</p>The birth of MJIN world2017-09-10T00:00:00+03:002017-09-10T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-09-10:/mjin-world-birth.html<p><img alt="The birth of MJIN world" src="http://opengamestudio.org/2017-09-mjin-world-birth.png"></p> -<p>This article describes the birth of MJIN world in August 2017.</p> -<p><strong>mjin-player</strong></p> -<p>As you know, <a href="http://opengamestudio.org/scripting-research.html">we spent July to research scripting</a>. We found a solution that satisfies the following criteria. Scripts should:</p> -<ol> -<li>run unchanged on all supported platforms</li> -<li>allow extending C++ code</li> -</ol> -<p>We have verified the second criterion by writing …</p><p><img alt="The birth of MJIN world" src="http://opengamestudio.org/2017-09-mjin-world-birth.png"></p> +Сейчас здесь нет всего контента с нашего старого сайта, но мы добавим его в ближайшее время.</p>The birth of MJIN world2017-09-10T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-09-10:mjin-world-birth.html<p><img alt="The birth of MJIN world" src="http://opengamestudio.org/2017-09-mjin-world-birth.png" /></p> <p>This article describes the birth of MJIN world in August 2017.</p> <p><strong>mjin-player</strong></p> <p>As you know, <a href="http://opengamestudio.org/scripting-research.html">we spent July to research scripting</a>. We found a solution that satisfies the following criteria. Scripts should:</p> @@ -46,15 +64,7 @@ Right now it doesn't have all the content from our old site, but we'll add most <p>This set of rules for MJIN projects is packaged into <a href="https://bitbucket.org/ogstudio/mjin-application">mjin-application</a>. mjin-application is a library that provides basic functionality every MJIN project would need and nothing more. For instance, mjin-application does not and will not contain scripting or any other specific functionality.</p> <p><strong>MJIN world</strong></p> <p>So what is <a href="https://bitbucket.org/ogstudio/mjin">MJIN world</a>? It's a set of projects that constitute our game development tools. mjin-player and mjin-application are the first bricks of the newly born MJIN world. A lot more to come. Stay tuned for the brighter MJIN future.</p> -<p>That's it for describing the birth of MJIN world in August 2017.</p>Рождение вселенной MJIN2017-09-10T00:00:00+03:002017-09-10T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-09-10:/mjin-world-birth-ru.html<p><img alt="Рождение вселенной MJIN" src="http://opengamestudio.org/2017-09-mjin-world-birth.png"></p> -<p>Эта статья описывает рождение вселенной MJIN в августе 2017.</p> -<p><strong>mjin-player</strong></p> -<p>Как вы знаете, <a href="http://opengamestudio.org/scripting-research-ru.html">в июле мы изучали скриптование</a>. Мы нашли решение, которое удовлетворяет следующим критериям. Скрипты должны:</p> -<ol> -<li>исполняться в исходном виде без изменений на всех поддерживаемых платформах</li> -<li>позволять расширять код C++</li> -</ol> -<p>Мы проверили второй критерий в рамках тестового приложения. В …</p><p><img alt="Рождение вселенной MJIN" src="http://opengamestudio.org/2017-09-mjin-world-birth.png"></p> +<p>That's it for describing the birth of MJIN world in August 2017.</p>Рождение вселенной MJIN2017-09-10T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-09-10:mjin-world-birth-ru.html<p><img alt="Рождение вселенной MJIN" src="http://opengamestudio.org/2017-09-mjin-world-birth.png" /></p> <p>Эта статья описывает рождение вселенной MJIN в августе 2017.</p> <p><strong>mjin-player</strong></p> <p>Как вы знаете, <a href="http://opengamestudio.org/scripting-research-ru.html">в июле мы изучали скриптование</a>. Мы нашли решение, которое удовлетворяет следующим критериям. Скрипты должны:</p> @@ -74,10 +84,7 @@ Right now it doesn't have all the content from our old site, but we'll add most <p>Этот набор правил представлен в виде <a href="https://bitbucket.org/ogstudio/mjin-application">mjin-application</a>. mjin-application является библиотекой с базовым функционалом, необходимым для каждого проекта MJIN, но не более. Например, mjin-application не содержит и никогда не будет содержать скриптования или подобного специфического функционала.</p> <p><strong>Вселенная MJIN</strong></p> <p>Так что же такое <a href="https://bitbucket.org/ogstudio/mjin">вселенная MJIN</a>? Это множество проектов, которые являются нашими средствами для разработки игр. mjin-player и mjin-application - первые кирпичики недавно появившейся вселенной MJIN. А будет их намного больше. Оставайтесь на связи, нас ждёт светлое будущее с MJIN.</p> -<p>На этом мы заканчиваем описание рождения вселенной MJIN в августе 2017.</p>Scripting research2017-08-16T00:00:00+03:002017-08-16T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-08-16:/scripting-research.html<p><img alt="Scripting research" src="http://opengamestudio.org/2017-08-scripting-research.png"></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> -<p>OGS Editor 0.10 supports Python for such a code thanks to <a href="http://swig.org/">SWIG</a>. SWIG provides a way to wrap almost any …</p><p><img alt="Scripting research" src="http://opengamestudio.org/2017-08-scripting-research.png"></p> +<p>На этом мы заканчиваем описание рождения вселенной MJIN в августе 2017.</p>Scripting research2017-08-16T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-08-16:scripting-research.html<p><img alt="Scripting research" src="http://opengamestudio.org/2017-08-scripting-research.png" /></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> <p>OGS Editor 0.10 supports Python for such a code thanks to <a href="http://swig.org/">SWIG</a>. SWIG provides a way to wrap almost any C/C++ code and use it in dozens of languages like Python, Ruby, Lua, Java, C#, etc.. SWIG really helped us taste the beauty of platform-independent code. However, SWIG only works one way: from C/C++ to a target language. This means the main application must be in the target language, and C/C++ code can only be used as a library.</p> @@ -106,10 +113,7 @@ Next, we tried to inherit a class in Lua and override the class methods. We fail <p>That's when we understood it's a start for a long and mutual relationship with Sol2/Lua.</p> <p><strong>This search for a scripting language taught us one important lesson: people matter, not technologies.</strong></p> <p>There are lots of scripting languages that look shiny on the outside but are dead. Why? Because some authors don't have time for users. In return, users don't have time for the authors' projects.</p> -<p>That's it for describing scripting research in July 2017.</p>Изучение скриптования2017-08-16T00:00:00+03:002017-08-16T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-08-16:/scripting-research-ru.html<p><img alt="Изучение скриптования" src="http://opengamestudio.org/2017-08-scripting-research.png"></p> -<p>Эта статья описывает изучение скриптования в июле 2017.</p> -<p><strong>Наша основная цель использования скриптового языка - это наличие платформо-независимого кода, выполняемого без изменений на каждой поддерживаемой платформе.</strong></p> -<p>Редактор 0.10 использует Python в качестве подобного кода с помощью <a href="http://swig.org/">SWIG</a>. SWIG позволяет использовать практически любой код C/C++ из языков вроде Python, Ruby …</p><p><img alt="Изучение скриптования" src="http://opengamestudio.org/2017-08-scripting-research.png"></p> +<p>That's it for describing scripting research in July 2017.</p>Изучение скриптования2017-08-16T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-08-16:scripting-research-ru.html<p><img alt="Изучение скриптования" src="http://opengamestudio.org/2017-08-scripting-research.png" /></p> <p>Эта статья описывает изучение скриптования в июле 2017.</p> <p><strong>Наша основная цель использования скриптового языка - это наличие платформо-независимого кода, выполняемого без изменений на каждой поддерживаемой платформе.</strong></p> <p>Редактор 0.10 использует Python в качестве подобного кода с помощью <a href="http://swig.org/">SWIG</a>. SWIG позволяет использовать практически любой код C/C++ из языков вроде Python, Ruby, Lua, Java, C# и т.д.. SWIG помог нам впервые оценить прелесть платформо-независимого кода. К сожалению, SWIG работает лишь в одном направлении: из C/C++ в язык назначения. Это приводит к тому, что основное приложение должно быть написано на языке назначения, а код C/C++ может быть использован лишь в виде библиотеки.</p> @@ -136,10 +140,7 @@ Next, we tried to inherit a class in Lua and override the class methods. We fail <p>В тот момент мы поняли, что это начало долгого и взаимовыгодного сотрудничества с Sol2/Lua.</p> <p><strong>Поиск скриптового языка открыл для нас следующую истину: люди важнее технологий.</strong></p> <p>Существует множество скриптовых языков, которые выглядят привлекательно на первый взгляд, но которые мертвы. Почему? Потому что у некоторых авторов нет времени на пользователей. В ответ пользователи предпочитают не тратить своё время на проекты подобных авторов.</p> -<p>На этом мы заканчиваем описание изучения скриптования в июле 2017.</p>OpenSceneGraph cross-platform guide2017-07-17T00:00:00+03:002017-07-17T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-07-17:/openscenegraph-cross-platform-guide.html<p><img alt="OpenSceneGraph guide" src="http://opengamestudio.org/2017-07-openscenegraph-guide.png"></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. -In case you missed it, here's …</p><p><img alt="OpenSceneGraph guide" src="http://opengamestudio.org/2017-07-openscenegraph-guide.png"></p> +<p>На этом мы заканчиваем описание изучения скриптования в июле 2017.</p>OpenSceneGraph cross-platform guide2017-07-17T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-07-17:openscenegraph-cross-platform-guide.html<p><img alt="OpenSceneGraph guide" src="http://opengamestudio.org/2017-07-openscenegraph-guide.png" /></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. In case you missed it, here's a <a href="https://ogstudio.github.io/openscenegraph-cross-platform-guide/">link to the final application</a>. Open it in your web browser.</p> @@ -158,10 +159,7 @@ We spent 120 hours in five months to produce ten tutorials of the guide.</p&g </ol> <p>Reaching our goal of researching OpenSceneGraph cross-platform development and providing the knowledge back to the community just made us happier.</p> <p>However, our journey does not stop here. Using the knowledge of the guide, we now continue to work on bringing our tools to support mobile and web, just as we <a href="http://opengamestudio.org/lang/en/news/2456">promised in January</a>.</p> -<p>That's it for summarizing the work we did to produce OpenSceneGraph cross-platform guide.</p>OpenSceneGraph cross-platform guide2017-07-17T00:00:00+03:002017-07-17T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-07-17:/openscenegraph-cross-platform-guide-ru.html<p><img alt="OpenSceneGraph guide" src="http://opengamestudio.org/2017-07-openscenegraph-guide.png"></p> -<p>Эта статья резюмирует создание кросс-платформенного руководства OpenSceneGraph.</p> -<p>Июнь ознаменовал собой окончание работы над <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide">кросс-платформенным руководством OpenSceneGraph</a>. Мы опубликовали последний самоучитель (из изначально запланированных). Этот самоучитель описывает <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide/tree/master/1.10.SampleWeb">сборку и запуск примера приложения OpenSceneGraph в вебе</a> с помощью Emscripten. -Если вы упустили этот самоучитель, то вот <a href="https://ogstudio.github.io/openscenegraph-cross-platform-guide/">ссылка на приложение</a> из него. Откройте …</p><p><img alt="OpenSceneGraph guide" src="http://opengamestudio.org/2017-07-openscenegraph-guide.png"></p> +<p>That's it for summarizing the work we did to produce OpenSceneGraph cross-platform guide.</p>OpenSceneGraph cross-platform guide2017-07-17T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-07-17:openscenegraph-cross-platform-guide-ru.html<p><img alt="OpenSceneGraph guide" src="http://opengamestudio.org/2017-07-openscenegraph-guide.png" /></p> <p>Эта статья резюмирует создание кросс-платформенного руководства OpenSceneGraph.</p> <p>Июнь ознаменовал собой окончание работы над <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide">кросс-платформенным руководством OpenSceneGraph</a>. Мы опубликовали последний самоучитель (из изначально запланированных). Этот самоучитель описывает <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide/tree/master/1.10.SampleWeb">сборку и запуск примера приложения OpenSceneGraph в вебе</a> с помощью Emscripten. Если вы упустили этот самоучитель, то вот <a href="https://ogstudio.github.io/openscenegraph-cross-platform-guide/">ссылка на приложение</a> из него. Откройте ссылку в веб-браузере.</p> @@ -180,9 +178,7 @@ We spent 120 hours in five months to produce ten tutorials of the guide.</p&g </ol> <p>В конце концов, мы просто рады тому факту, что изучили кросс-платформенную разработку с OpenSceneGraph и поделились этим знанием с сообществом.</p> <p>Тем не менее, наше путешествие на этом не окончено. Используя знания руководства, мы продолжаем работу над тем, чтобы добавить в свои инструменты поддержку мобилок и веба, как мы <a href="http://opengamestudio.org/lang/ru/news/2456">обещали в январе</a>.</p> -<p>На этом мы заканчиваем резюме о создании кросс-платформенного руководства OpenSceneGraph.</p>iOS tutorial2017-06-08T10:00:00+03:002017-06-08T10:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-06-08:/ios-tutorial.html<p><img alt="iOS tutorial" src="http://opengamestudio.org/2017-06-08-ios-refactoring.png"></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 …</p><p><img alt="iOS tutorial" src="http://opengamestudio.org/2017-06-08-ios-refactoring.png"></p> +<p>На этом мы заканчиваем резюме о создании кросс-платформенного руководства OpenSceneGraph.</p>iOS tutorial2017-06-08T10:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-06-08:ios-tutorial.html<p><img alt="iOS tutorial" src="http://opengamestudio.org/2017-06-08-ios-refactoring.png" /></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> <h3>Native library</h3> @@ -221,9 +217,7 @@ We spent 120 hours in five months to produce ten tutorials of the guide.</p&g <li>main.h - contains the rest of the sample application code</li> </ol> <p>Their contents differ slightly for each platform, but it's easy to see the whole picture now.</p> -<p>That's it for describing problems we faced during the creation of iOS tutorial in May 2017.</p>Самоучитель iOS2017-06-08T10:00:00+03:002017-06-08T10:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-06-08:/ios-tutorial-ru.html<p><img alt="Самоучитель iOS" src="http://opengamestudio.org/2017-06-08-ios-refactoring.png"></p> -<p>Эта статья описывает проблемы, с которыми мы столкнулись во время создания самоучителя для iOS в мае 2017.</p> -<p><a href="https://twitter.com/OpenGameStudio/status/826816343433498627">В феврале</a> мы сумели отобразить простую модель под iOS за считанные дни. Это дало нам уверенность, что самоучитель для iOS мы сделаем столь же быстро. Тем не менее, реальность напомнила нам о простой …</p><p><img alt="Самоучитель iOS" src="http://opengamestudio.org/2017-06-08-ios-refactoring.png"></p> +<p>That's it for describing problems we faced during the creation of iOS tutorial in May 2017.</p>Самоучитель iOS2017-06-08T10:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-06-08:ios-tutorial-ru.html<p><img alt="Самоучитель iOS" src="http://opengamestudio.org/2017-06-08-ios-refactoring.png" /></p> <p>Эта статья описывает проблемы, с которыми мы столкнулись во время создания самоучителя для iOS в мае 2017.</p> <p><a href="https://twitter.com/OpenGameStudio/status/826816343433498627">В феврале</a> мы сумели отобразить простую модель под iOS за считанные дни. Это дало нам уверенность, что самоучитель для iOS мы сделаем столь же быстро. Тем не менее, реальность напомнила нам о простой вещи: быстро сделать можно лишь поделку на коленке, работающую только у самого разработчика; над логически связанным примером, работающим у всех, придётся попотеть.</p> <h3>Нативная библиотека</h3> @@ -262,4 +256,4 @@ We spent 120 hours in five months to produce ten tutorials of the guide.</p&g <li>main.h - содержит остальной код приложения</li> </ol> <p>Их содержимое несколько отличается для каждой из платформ, но наличие всего двух файлов позволяет увидеть общую картину.</p> -<p>На этом мы заканчиваем описание проблем, с которыми мы столкнулись во время создания самоучителя для iOS в мае 2017.</p>Stub2017-06-03T00:00:00+03:002017-06-03T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-06-03:/stub.html<p>TODO Import previous Opensource Game Studio articles from Wordpress.</p><p>TODO Import previous Opensource Game Studio articles from Wordpress.</p>Заглушка2017-06-03T00:00:00+03:002017-06-03T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-06-03:/stub-ru.html<p>TODO Импортировать предыдущие статьи Opensource Game Studio с Wordpress.</p><p>TODO Импортировать предыдущие статьи Opensource Game Studio с Wordpress.</p> \ No newline at end of file +<p>На этом мы заканчиваем описание проблем, с которыми мы столкнулись во время создания самоучителя для iOS в мае 2017.</p>Stub2017-06-03T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-06-03:stub.html<p>TODO Import previous Opensource Game Studio articles from Wordpress.</p>Заглушка2017-06-03T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-06-03:stub-ru.html<p>TODO Импортировать предыдущие статьи Opensource Game Studio с Wordpress.</p> \ No newline at end of file diff --git a/feeds/news.atom.xml b/feeds/news.atom.xml index 6620bae..47f1a8b 100644 --- a/feeds/news.atom.xml +++ b/feeds/news.atom.xml @@ -1,22 +1,28 @@ -Opensource Game Studio - Newshttp://opengamestudio.org/2017-10-16T00:00:00+03:00Back to the Static2017-10-16T00:00:00+03:002017-10-16T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-10-16:/back-to-the-static.html<p><img alt="Back to the Static" src="http://opengamestudio.org/2017-10-16-back-to-the-static.png"></p> -<p>We have been using Wordpress as our website engine for more than seven years. And now it's time to move forward. Or backward. -For some time we've been tracking the development of the new breed of website engines - static site generators. -It seems that this is the technology capable of …</p><p><img alt="Back to the Static" src="http://opengamestudio.org/2017-10-16-back-to-the-static.png"></p> +Opensource Game Studiohttp://opengamestudio.org/2017-11-22T00:00:00+03:002017 summary2017-11-22T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-11-22:2017-summary.html<p><img alt="Screenshot" src="http://opengamestudio.org/2017-11-22-2017-summary.png" /></p> +<p>It's time to step back to see our accomplishments in 2017 and how they connect to the overall goal of Opensource Game Studio project.</p> +<p><strong>Brief history</strong></p> +<p>Opensource Game Studio project is 12 years old now.</p> +<p><strong>2005.</strong> We started the project with a <a href="https://www.linuxquestions.org/questions/general-10/the-creation-of-the-best-rpg-355858/">fanatic call</a> to create the best game ever. Probably right after finishing Half-Life 2 or Morrowind. 99.99% of those who wanted to participate weathered during a couple of years leaving only the two of us: Michael (coding) and Ivan (the rest). +The project was in a constant turmoil because we had no clear purpose and discipline. Thus, we only got a handful of demonstrations during that period.</p> +<p><strong>2010.</strong> The first year for us to admit we failed big time. After accepting the failure, we have set Mahjong game as our initial target. We also realized that if we want the game out, we must work every day. We didn't get anywhere by working on weekends because they often collided with family time.</p> +<p><strong>2012, 2013.</strong> We released Mahjong 1.0 and Mahjong 1.1 correspondingly. We created a complete, polished game in 3-4 years after failing to provide anything of value during previous 5 years. To this date, Mahjong is the best and only game we released so far. We're still proud of it because it still feels great.</p> +<p><strong>2015.</strong> We showcased the first version of our game toolset. After releasing Mahjong, we decided to spend time on building toolset that would allow us to develop games faster.</p> +<p><strong>2016.</strong> We recreated Mahjong gameplay with our game toolset. However, we quickly realized that desktop only game toolset is a dead end. It led us to research mobile platforms.</p> +<p><strong>Last year</strong></p> +<p><strong>2016, October.</strong> We started mobile platforms' research by making simple straightforward OpenSceneGraph application run under Android.</p> +<p><strong>2017, January.</strong> We got the Android version working and started iOS and Web research.</p> +<p><strong>2017, February.</strong> We made the sample application work everywhere: desktop, mobile, web.</p> +<p>Researching mobile and web took us about five months. We spent that much time because there was no documentation on how to run OpenSceneGraph across platforms. We had to step in and create said documentation.</p> +<p><strong>2017, July.</strong> We published <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide">OpenSceneGraph cross-platform guide</a>, which describes how to create a simple OpenSceneGraph application and make it run on desktop, mobile, and web. To this date, this is our most popular GitHub repository.</p> +<p><strong>2017, November.</strong> We published simple <a href="https://ogstudio.github.io/game-memory-colors/tutorial-5.3/mjin-player.html">Memory: Colors game</a> and the <a href="https://bitbucket.org/ogstudio-games/memory-colors">guide</a> on how to create the game from scratch. The game is powered by MJIN, our new cross-platform game toolset that we started this summer.</p> +<p>Currently MJIN toolset is in its infancy. MJIN needs a real game to flourish. That's why we are already working on cross-platform Mahjong. We'll do our best to make Mahjong faster this time.</p>Back to the Static2017-10-16T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-10-16:back-to-the-static.html<p><img alt="Back to the Static" src="http://opengamestudio.org/2017-10-16-back-to-the-static.png" /></p> <p>We have been using Wordpress as our website engine for more than seven years. And now it's time to move forward. Or backward. For some time we've been tracking the development of the new breed of website engines - static site generators. It seems that this is the technology capable of changing past into future.</p> <p>A static website is more straightforward, quicker and more secure. And with the help of generators, it is also as easy to manage, as the dynamic website. So, we are starting our site anew with the help of the <a href="https://blog.getpelican.com/">Pelican</a>. -Right now it doesn't have all the content from our old site, but we'll add most of it soon.</p>The birth of MJIN world2017-09-10T00:00:00+03:002017-09-10T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-09-10:/mjin-world-birth.html<p><img alt="The birth of MJIN world" src="http://opengamestudio.org/2017-09-mjin-world-birth.png"></p> -<p>This article describes the birth of MJIN world in August 2017.</p> -<p><strong>mjin-player</strong></p> -<p>As you know, <a href="http://opengamestudio.org/scripting-research.html">we spent July to research scripting</a>. We found a solution that satisfies the following criteria. Scripts should:</p> -<ol> -<li>run unchanged on all supported platforms</li> -<li>allow extending C++ code</li> -</ol> -<p>We have verified the second criterion by writing …</p><p><img alt="The birth of MJIN world" src="http://opengamestudio.org/2017-09-mjin-world-birth.png"></p> +Right now it doesn't have all the content from our old site, but we'll add most of it soon.</p>The birth of MJIN world2017-09-10T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-09-10:mjin-world-birth.html<p><img alt="The birth of MJIN world" src="http://opengamestudio.org/2017-09-mjin-world-birth.png" /></p> <p>This article describes the birth of MJIN world in August 2017.</p> <p><strong>mjin-player</strong></p> <p>As you know, <a href="http://opengamestudio.org/scripting-research.html">we spent July to research scripting</a>. We found a solution that satisfies the following criteria. Scripts should:</p> @@ -36,10 +42,7 @@ Right now it doesn't have all the content from our old site, but we'll add most <p>This set of rules for MJIN projects is packaged into <a href="https://bitbucket.org/ogstudio/mjin-application">mjin-application</a>. mjin-application is a library that provides basic functionality every MJIN project would need and nothing more. For instance, mjin-application does not and will not contain scripting or any other specific functionality.</p> <p><strong>MJIN world</strong></p> <p>So what is <a href="https://bitbucket.org/ogstudio/mjin">MJIN world</a>? It's a set of projects that constitute our game development tools. mjin-player and mjin-application are the first bricks of the newly born MJIN world. A lot more to come. Stay tuned for the brighter MJIN future.</p> -<p>That's it for describing the birth of MJIN world in August 2017.</p>Scripting research2017-08-16T00:00:00+03:002017-08-16T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-08-16:/scripting-research.html<p><img alt="Scripting research" src="http://opengamestudio.org/2017-08-scripting-research.png"></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> -<p>OGS Editor 0.10 supports Python for such a code thanks to <a href="http://swig.org/">SWIG</a>. SWIG provides a way to wrap almost any …</p><p><img alt="Scripting research" src="http://opengamestudio.org/2017-08-scripting-research.png"></p> +<p>That's it for describing the birth of MJIN world in August 2017.</p>Scripting research2017-08-16T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-08-16:scripting-research.html<p><img alt="Scripting research" src="http://opengamestudio.org/2017-08-scripting-research.png" /></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> <p>OGS Editor 0.10 supports Python for such a code thanks to <a href="http://swig.org/">SWIG</a>. SWIG provides a way to wrap almost any C/C++ code and use it in dozens of languages like Python, Ruby, Lua, Java, C#, etc.. SWIG really helped us taste the beauty of platform-independent code. However, SWIG only works one way: from C/C++ to a target language. This means the main application must be in the target language, and C/C++ code can only be used as a library.</p> @@ -68,10 +71,7 @@ Next, we tried to inherit a class in Lua and override the class methods. We fail <p>That's when we understood it's a start for a long and mutual relationship with Sol2/Lua.</p> <p><strong>This search for a scripting language taught us one important lesson: people matter, not technologies.</strong></p> <p>There are lots of scripting languages that look shiny on the outside but are dead. Why? Because some authors don't have time for users. In return, users don't have time for the authors' projects.</p> -<p>That's it for describing scripting research in July 2017.</p>OpenSceneGraph cross-platform guide2017-07-17T00:00:00+03:002017-07-17T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-07-17:/openscenegraph-cross-platform-guide.html<p><img alt="OpenSceneGraph guide" src="http://opengamestudio.org/2017-07-openscenegraph-guide.png"></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. -In case you missed it, here's …</p><p><img alt="OpenSceneGraph guide" src="http://opengamestudio.org/2017-07-openscenegraph-guide.png"></p> +<p>That's it for describing scripting research in July 2017.</p>OpenSceneGraph cross-platform guide2017-07-17T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-07-17:openscenegraph-cross-platform-guide.html<p><img alt="OpenSceneGraph guide" src="http://opengamestudio.org/2017-07-openscenegraph-guide.png" /></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. In case you missed it, here's a <a href="https://ogstudio.github.io/openscenegraph-cross-platform-guide/">link to the final application</a>. Open it in your web browser.</p> @@ -90,9 +90,7 @@ We spent 120 hours in five months to produce ten tutorials of the guide.</p&g </ol> <p>Reaching our goal of researching OpenSceneGraph cross-platform development and providing the knowledge back to the community just made us happier.</p> <p>However, our journey does not stop here. Using the knowledge of the guide, we now continue to work on bringing our tools to support mobile and web, just as we <a href="http://opengamestudio.org/lang/en/news/2456">promised in January</a>.</p> -<p>That's it for summarizing the work we did to produce OpenSceneGraph cross-platform guide.</p>iOS tutorial2017-06-08T10:00:00+03:002017-06-08T10:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-06-08:/ios-tutorial.html<p><img alt="iOS tutorial" src="http://opengamestudio.org/2017-06-08-ios-refactoring.png"></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 …</p><p><img alt="iOS tutorial" src="http://opengamestudio.org/2017-06-08-ios-refactoring.png"></p> +<p>That's it for summarizing the work we did to produce OpenSceneGraph cross-platform guide.</p>iOS tutorial2017-06-08T10:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-06-08:ios-tutorial.html<p><img alt="iOS tutorial" src="http://opengamestudio.org/2017-06-08-ios-refactoring.png" /></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> <h3>Native library</h3> @@ -131,4 +129,4 @@ We spent 120 hours in five months to produce ten tutorials of the guide.</p&g <li>main.h - contains the rest of the sample application code</li> </ol> <p>Their contents differ slightly for each platform, but it's easy to see the whole picture now.</p> -<p>That's it for describing problems we faced during the creation of iOS tutorial in May 2017.</p> \ No newline at end of file +<p>That's it for describing problems we faced during the creation of iOS tutorial in May 2017.</p> \ No newline at end of file diff --git a/feeds/stub.atom.xml b/feeds/stub.atom.xml index 111326f..7fe5b69 100644 --- a/feeds/stub.atom.xml +++ b/feeds/stub.atom.xml @@ -1,2 +1,2 @@ -Opensource Game Studio - Stubhttp://opengamestudio.org/2017-06-03T00:00:00+03:00Stub2017-06-03T00:00:00+03:002017-06-03T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-06-03:/stub.html<p>TODO Import previous Opensource Game Studio articles from Wordpress.</p><p>TODO Import previous Opensource Game Studio articles from Wordpress.</p> \ No newline at end of file +Opensource Game Studiohttp://opengamestudio.org/2017-06-03T00:00:00+03:00Stub2017-06-03T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-06-03:stub.html<p>TODO Import previous Opensource Game Studio articles from Wordpress.</p> \ No newline at end of file diff --git a/index.html b/index.html index 53b0444..d15f0d5 100644 --- a/index.html +++ b/index.html @@ -47,37 +47,68 @@ +
    +

    2017 summary

    +
    Ср 22 Ноябрь 2017 + ru + +

    Screenshot

    +

    It's time to step back to see our accomplishments in 2017 and how they connect to the overall goal of Opensource Game Studio project.

    +

    Brief history

    +

    Opensource Game Studio project is 12 years old now.

    +

    2005. We started the project with a fanatic call to create the best game ever. Probably right after finishing Half-Life 2 or Morrowind. 99.99% of those who wanted to participate weathered during a couple of years leaving only the two of us: Michael (coding) and Ivan (the rest). +The project was in a constant turmoil because we had no clear purpose and discipline. Thus, we only got a handful of demonstrations during that period.

    +

    2010. The first year for us to admit we failed big time. After accepting the failure, we have set Mahjong game as our initial target. We also realized that if we want the game out, we must work every day. We didn't get anywhere by working on weekends because they often collided with family time.

    +

    2012, 2013. We released Mahjong 1.0 and Mahjong 1.1 correspondingly. We created a complete, polished game in 3-4 years after failing to provide anything of value during previous 5 years. To this date, Mahjong is the best and only game we released so far. We're still proud of it because it still feels great.

    +

    2015. We showcased the first version of our game toolset. After releasing Mahjong, we decided to spend time on building toolset that would allow us to develop games faster.

    +

    2016. We recreated Mahjong gameplay with our game toolset. However, we quickly realized that desktop only game toolset is a dead end. It led us to research mobile platforms.

    +

    Last year

    +

    2016, October. We started mobile platforms' research by making simple straightforward OpenSceneGraph application run under Android.

    +

    2017, January. We got the Android version working and started iOS and Web research.

    +

    2017, February. We made the sample application work everywhere: desktop, mobile, web.

    +

    Researching mobile and web took us about five months. We spent that much time because there was no documentation on how to run OpenSceneGraph across platforms. We had to step in and create said documentation.

    +

    2017, July. We published OpenSceneGraph cross-platform guide, which describes how to create a simple OpenSceneGraph application and make it run on desktop, mobile, and web. To this date, this is our most popular GitHub repository.

    +

    2017, November. We published simple Memory: Colors game and the guide on how to create the game from scratch. The game is powered by MJIN, our new cross-platform game toolset that we started this summer.

    +

    Currently MJIN toolset is in its infancy. MJIN needs a real game to flourish. That's why we are already working on cross-platform Mahjong. We'll do our best to make Mahjong faster this time.

    Category: News + +

    + + +
    + + +
    + + + + +

    Back to the Static

    -
    Mon 16 October 2017 +
    Пн 16 Октябрь 2017 ru -

    Back to the Static

    +

    Back to the Static

    We have been using Wordpress as our website engine for more than seven years. And now it's time to move forward. Or backward. For some time we've been tracking the development of the new breed of website engines - static site generators. -It seems that this is the technology capable of changing past into future.

    -

    A static website is more straightforward, quicker and more secure. And with the help of generators, it is also as easy to manage, as the dynamic website. -So, we are starting our site anew with the help of the Pelican. -Right now it doesn't have all the content from our old site, but we'll add most of it soon.

    Category: News +It seems that this is the technology ...

    Category: News

    -
    - - + Read More
    - +

    The birth of MJIN world

    -
    Sun 10 September 2017 +
    Вс 10 Сентябрь 2017 ru -

    The birth of MJIN world

    +

    The birth of MJIN world

    This article describes the birth of MJIN world in August 2017.

    mjin-player

    As you know, we spent July to research scripting. We found a solution that satisfies the following criteria. Scripts should:

    @@ -85,7 +116,7 @@ Right now it doesn't have all the content from our old site, but we'll add most
  • run unchanged on all supported platforms
  • allow extending C++ code
  • -

    We have verified the second criterion by writing …

    Category: News +

    We have verified the second criterion by writing ...

    Category: News

    @@ -99,13 +130,13 @@ Right now it doesn't have all the content from our old site, but we'll add most

    Scripting research

    -
    Wed 16 August 2017 +
    Ср 16 Август 2017 ru -

    Scripting research

    +

    Scripting research

    This article describes scripting research in July 2017.

    Our first goal of using a scripting language was to have a platform-independent code that runs unchanged on every supported platform.

    -

    OGS Editor 0.10 supports Python for such a code thanks to SWIG. SWIG provides a way to wrap almost any …

    Category: News +

    OGS Editor 0.10 supports Python for such a code thanks to SWIG. SWIG provides a way to wrap almost any ...

    Category: News

    @@ -119,13 +150,13 @@ Right now it doesn't have all the content from our old site, but we'll add most

    OpenSceneGraph cross-platform guide

    -
    Mon 17 July 2017 +
    Пн 17 Июль 2017 ru -

    OpenSceneGraph guide

    +

    OpenSceneGraph guide

    This article summarizes the work we did to produce OpenSceneGraph cross-platform guide.

    June marked the finish of OpenSceneGraph cross-platform guide with the publishing of the last (initially planned) tutorial. The tutorial describes how to build and run sample OpenSceneGraph application in Web using Emscripten. -In case you missed it, here's …

    Category: News +In case you missed it, here ...

    Category: News

    @@ -139,12 +170,12 @@ In case you missed it, here's …

    Category:

    iOS tutorial

    -
    Thu 08 June 2017 +
    Чт 08 Июнь 2017 ru -

    iOS tutorial

    +

    iOS tutorial

    This article describes problems we faced during the creation of iOS tutorial in May 2017.

    -

    This February 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 …

    Category: News +

    This February 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 ...

    Category: News

    @@ -158,7 +189,7 @@ In case you missed it, here's …

    Category:

    Stub

    -
    Sat 03 June 2017 +
    Сб 03 Июнь 2017 ru

    TODO Import previous Opensource Game Studio articles from Wordpress.

    Category: Stub diff --git a/ios-tutorial-ru.html b/ios-tutorial-ru.html index 99e8b83..ed292f7 100644 --- a/ios-tutorial-ru.html +++ b/ios-tutorial-ru.html @@ -50,10 +50,10 @@ title="Permalink to Самоучитель iOS">Самоучитель iOS -

    Thu 08 June 2017 +
    Чт 08 Июнь 2017 en -

    Самоучитель iOS

    +

    Самоучитель iOS

    Эта статья описывает проблемы, с которыми мы столкнулись во время создания самоучителя для iOS в мае 2017.

    В феврале мы сумели отобразить простую модель под iOS за считанные дни. Это дало нам уверенность, что самоучитель для iOS мы сделаем столь же быстро. Тем не менее, реальность напомнила нам о простой вещи: быстро сделать можно лишь поделку на коленке, работающую только у самого разработчика; над логически связанным примером, работающим у всех, придётся попотеть.

    Нативная библиотека

    diff --git a/ios-tutorial.html b/ios-tutorial.html index d28a96a..75f6599 100644 --- a/ios-tutorial.html +++ b/ios-tutorial.html @@ -50,10 +50,10 @@ title="Permalink to iOS tutorial">iOS tutorial -
    Thu 08 June 2017 +
    Чт 08 Июнь 2017 ru -

    iOS tutorial

    +

    iOS tutorial

    This article describes problems we faced during the creation of iOS tutorial in May 2017.

    This February 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.

    Native library

    diff --git a/mjin-world-birth-ru.html b/mjin-world-birth-ru.html index 2f6e16b..d4c959d 100644 --- a/mjin-world-birth-ru.html +++ b/mjin-world-birth-ru.html @@ -50,10 +50,10 @@ title="Permalink to Рождение вселенной MJIN">Рождение вселенной MJIN -
    Sun 10 September 2017 +
    Вс 10 Сентябрь 2017 en -

    Рождение вселенной MJIN

    +

    Рождение вселенной MJIN

    Эта статья описывает рождение вселенной MJIN в августе 2017.

    mjin-player

    Как вы знаете, в июле мы изучали скриптование. Мы нашли решение, которое удовлетворяет следующим критериям. Скрипты должны:

    diff --git a/mjin-world-birth.html b/mjin-world-birth.html index 9d053f4..6a90265 100644 --- a/mjin-world-birth.html +++ b/mjin-world-birth.html @@ -50,10 +50,10 @@ title="Permalink to The birth of MJIN world">The birth of MJIN world -
    Sun 10 September 2017 +
    Вс 10 Сентябрь 2017 ru -

    The birth of MJIN world

    +

    The birth of MJIN world

    This article describes the birth of MJIN world in August 2017.

    mjin-player

    As you know, we spent July to research scripting. We found a solution that satisfies the following criteria. Scripts should:

    diff --git a/openscenegraph-cross-platform-guide-ru.html b/openscenegraph-cross-platform-guide-ru.html index 873db21..f330296 100644 --- a/openscenegraph-cross-platform-guide-ru.html +++ b/openscenegraph-cross-platform-guide-ru.html @@ -50,10 +50,10 @@ title="Permalink to OpenSceneGraph cross-platform guide">OpenSceneGraph cross-platform guide -
    Mon 17 July 2017 +
    Пн 17 Июль 2017 en -

    OpenSceneGraph guide

    +

    OpenSceneGraph guide

    Эта статья резюмирует создание кросс-платформенного руководства OpenSceneGraph.

    Июнь ознаменовал собой окончание работы над кросс-платформенным руководством OpenSceneGraph. Мы опубликовали последний самоучитель (из изначально запланированных). Этот самоучитель описывает сборку и запуск примера приложения OpenSceneGraph в вебе с помощью Emscripten. Если вы упустили этот самоучитель, то вот ссылка на приложение из него. Откройте ссылку в веб-браузере.

    diff --git a/openscenegraph-cross-platform-guide.html b/openscenegraph-cross-platform-guide.html index 109c997..117b0ee 100644 --- a/openscenegraph-cross-platform-guide.html +++ b/openscenegraph-cross-platform-guide.html @@ -50,10 +50,10 @@ title="Permalink to OpenSceneGraph cross-platform guide">OpenSceneGraph cross-platform guide -
    Mon 17 July 2017 +
    Пн 17 Июль 2017 ru -

    OpenSceneGraph guide

    +

    OpenSceneGraph guide

    This article summarizes the work we did to produce OpenSceneGraph cross-platform guide.

    June marked the finish of OpenSceneGraph cross-platform guide with the publishing of the last (initially planned) tutorial. The tutorial describes how to build and run sample OpenSceneGraph application in Web using Emscripten. In case you missed it, here's a link to the final application. Open it in your web browser.

    diff --git a/pelican/content/articles/2017-11-22-2017-summary-ru.md b/pelican/content/articles/2017-11-22-2017-summary-ru.md new file mode 100644 index 0000000..a0efb30 --- /dev/null +++ b/pelican/content/articles/2017-11-22-2017-summary-ru.md @@ -0,0 +1,45 @@ +Title: Итоги 2017-го +Date: 2017-11-22 00:00 +Category: News +Slug: 2017-summary +Lang: ru + +![Screenshot][screenshot] + +Настало время сделать ревизию наших достижений в 2017 году и проверить, насколько они следуют основной цели проекта Opensource Game Studio. + +**Краткая история** + +Проекту Opensource Game Studio уже 12 лет. + +**2005.** Мы начали проект с [фанатичного призыва][fanatic_call] к созданию самой лучшей игры. Видимо, сразу же после прохождения Half-Life 2 или Morrowind. 99.99% тех, кто хотел участвовать, отвалились в течение первых двух лет. Остались лишь два человека: Михаил (программирование) и Иван (всё остальное). Проект находился в стадии постоянного беспорядка, т.к. у нас не было ни чёткой цели, ни дисциплины. Неудивительно, что за этот период мы можем похвастаться лишь небольшим набором сумбурных демонстраций. + +**2010.** Первый год признания нашего поражения. После принятия поражения мы поставили себе целью создать игру Маджонг. Мы также осознали, что для выпуска игры нам придётся работать каждый день. Работа по выходным не приносила результатов, т.к. она часто сталкивалась с необходимостью уделять время семье. + +**2012, 2013.** Мы выпустили версии 1.0 и 1.1 Маджонга соответственно. Мы создали полноценную отполированную игру за 3-4 года, тогда как до этого 5 лет не могли сделать ничего вразумительного. Маджонг до сих пор остаётся нашей лучшей и единственной выпущенной игрой. Мы всё ещё гордимся им, и нам всё ещё нравится в него играть. + +**2015.** Мы продемонстрировали первую версию нашего средства разработки. Мы приступили к его созданию сразу после выпуска Маджонга, т.к. решили сделать инструмент для экономии времени разработки следующих игр. + +**2016.** Мы воссоздали игровую механику Маджонга с помощью нашего инструмента. Тем не менее, к тому моменту мы осознали, что разработка лишь под настольные компьютеры нежизнеспособна. Это понимание подтолкнуло нас к изучению мобильных платформ. + +**Последний год** + +**2016, октябрь.** Мы начали изучение мобильных платформ с создания простейшего приложения OpenSceneGraph, которое сможет работать на Android. + +**2017, январь.** Мы получили версию Android и начали изучение iOS с Вебом. + +**2017, февраль.** Мы запустили простейшее приложение везде: настольный компьютер, мобильные платформы, веб. + +Изучение мобильных платформ и веба заняло у нас около пяти месяцев. Нам пришлось потратить это время по причине отсутствия какой-либо внятной документации по работе с OpenSceneGraph на разных платформах. После таких громадных трат времени мы решили сэкономить это время другим разработчикам и занялись созданием указанной документации. + +**2017, июль.** Мы опубликовали [инструкцию по работе с OpenSceneGraph на разных платформах][osgcp_guide], которая рассказывает в деталях о создании простейшего приложения OpenSceneGraph и запуске его на настольных компьютерах, мобильных платформах и вебе. Эта инструкция является нашим самым популярным проектом на GitHub. + +**2017, ноябрь.** Мы выпустили простую [игру "Память: Цвета"][memory-colors] и [инструкцию][memory-colors-guide] по созданию этой игры с нуля. Игра создана с помощью MJIN, нашего нового инструмента для разработки игр, этому инструменту всего лишь несколько месяцев. + +На текущий момент MJIN лишь начинает развитие. Этому инструменту нужна настоящая игра, чтобы расцвести. Поэтому мы уже работаем над Маджонгом, который будет радовать вас и на настольных компьютерах, и на мобильных платформах, и в вебе. На этот раз мы постараемся сделать Маджонг быстрее. + +[screenshot]: {attach}/images/2017-11-22-2017-summary.png +[fanatic_call]: https://unixforum.org/index.php?showtopic=9989 +[osgcp_guide]: https://github.com/OGStudio/openscenegraph-cross-platform-guide +[memory-colors]: https://ogstudio.github.io/game-memory-colors/tutorial-5.3/mjin-player.html +[memory-colors-guide]: https://bitbucket.org/ogstudio-games/memory-colors diff --git a/pelican/content/articles/2017-11-22-2017-summary.md b/pelican/content/articles/2017-11-22-2017-summary.md new file mode 100644 index 0000000..62d3910 --- /dev/null +++ b/pelican/content/articles/2017-11-22-2017-summary.md @@ -0,0 +1,46 @@ +Title: 2017 summary +Date: 2017-11-22 00:00 +Category: News +Slug: 2017-summary +Lang: en + +![Screenshot][screenshot] + +It's time to step back to see our accomplishments in 2017 and how they connect to the overall goal of Opensource Game Studio project. + +**Brief history** + +Opensource Game Studio project is 12 years old now. + +**2005.** We started the project with a [fanatic call][fanatic_call] to create the best game ever. Probably right after finishing Half-Life 2 or Morrowind. 99.99% of those who wanted to participate weathered during a couple of years leaving only the two of us: Michael (coding) and Ivan (the rest). +The project was in a constant turmoil because we had no clear purpose and discipline. Thus, we only got a handful of demonstrations during that period. + +**2010.** The first year for us to admit we failed big time. After accepting the failure, we have set Mahjong game as our initial target. We also realized that if we want the game out, we must work every day. We didn't get anywhere by working on weekends because they often collided with family time. + +**2012, 2013.** We released Mahjong 1.0 and Mahjong 1.1 correspondingly. We created a complete, polished game in 3-4 years after failing to provide anything of value during previous 5 years. To this date, Mahjong is the best and only game we released so far. We're still proud of it because it still feels great. + +**2015.** We showcased the first version of our game toolset. After releasing Mahjong, we decided to spend time on building toolset that would allow us to develop games faster. + +**2016.** We recreated Mahjong gameplay with our game toolset. However, we quickly realized that desktop only game toolset is a dead end. It led us to research mobile platforms. + +**Last year** + +**2016, October.** We started mobile platforms' research by making simple straightforward OpenSceneGraph application run under Android. + +**2017, January.** We got the Android version working and started iOS and Web research. + +**2017, February.** We made the sample application work everywhere: desktop, mobile, web. + +Researching mobile and web took us about five months. We spent that much time because there was no documentation on how to run OpenSceneGraph across platforms. We had to step in and create said documentation. + +**2017, July.** We published [OpenSceneGraph cross-platform guide][osgcp_guide], which describes how to create a simple OpenSceneGraph application and make it run on desktop, mobile, and web. To this date, this is our most popular GitHub repository. + +**2017, November.** We published simple [Memory: Colors game][memory-colors] and the [guide][memory-colors-guide] on how to create the game from scratch. The game is powered by MJIN, our new cross-platform game toolset that we started this summer. + +Currently MJIN toolset is in its infancy. MJIN needs a real game to flourish. That's why we are already working on cross-platform Mahjong. We'll do our best to make Mahjong faster this time. + +[screenshot]: {attach}/images/2017-11-22-2017-summary.png +[fanatic_call]: https://www.linuxquestions.org/questions/general-10/the-creation-of-the-best-rpg-355858/ +[osgcp_guide]: https://github.com/OGStudio/openscenegraph-cross-platform-guide +[memory-colors]: https://ogstudio.github.io/game-memory-colors/tutorial-5.3/mjin-player.html +[memory-colors-guide]: https://bitbucket.org/ogstudio-games/memory-colors diff --git a/pelican/content/images/2017-11-22-2017-summary.png b/pelican/content/images/2017-11-22-2017-summary.png new file mode 100644 index 0000000..d7f3f60 Binary files /dev/null and b/pelican/content/images/2017-11-22-2017-summary.png differ diff --git a/scripting-research-ru.html b/scripting-research-ru.html index 4533a14..8e2569d 100644 --- a/scripting-research-ru.html +++ b/scripting-research-ru.html @@ -50,10 +50,10 @@ title="Permalink to Изучение скриптования">Изучение скриптования -
    Wed 16 August 2017 +
    Ср 16 Август 2017 en -

    Изучение скриптования

    +

    Изучение скриптования

    Эта статья описывает изучение скриптования в июле 2017.

    Наша основная цель использования скриптового языка - это наличие платформо-независимого кода, выполняемого без изменений на каждой поддерживаемой платформе.

    Редактор 0.10 использует Python в качестве подобного кода с помощью SWIG. SWIG позволяет использовать практически любой код C/C++ из языков вроде Python, Ruby, Lua, Java, C# и т.д.. SWIG помог нам впервые оценить прелесть платформо-независимого кода. К сожалению, SWIG работает лишь в одном направлении: из C/C++ в язык назначения. Это приводит к тому, что основное приложение должно быть написано на языке назначения, а код C/C++ может быть использован лишь в виде библиотеки.

    diff --git a/scripting-research.html b/scripting-research.html index ca066bc..56e25c6 100644 --- a/scripting-research.html +++ b/scripting-research.html @@ -50,10 +50,10 @@ title="Permalink to Scripting research">Scripting research -
    Wed 16 August 2017 +
    Ср 16 Август 2017 ru -

    Scripting research

    +

    Scripting research

    This article describes scripting research in July 2017.

    Our first goal of using a scripting language was to have a platform-independent code that runs unchanged on every supported platform.

    OGS Editor 0.10 supports Python for such a code thanks to SWIG. SWIG provides a way to wrap almost any C/C++ code and use it in dozens of languages like Python, Ruby, Lua, Java, C#, etc.. SWIG really helped us taste the beauty of platform-independent code. However, SWIG only works one way: from C/C++ to a target language. This means the main application must be in the target language, and C/C++ code can only be used as a library.

    diff --git a/stub-ru.html b/stub-ru.html index a10a7e7..199588f 100644 --- a/stub-ru.html +++ b/stub-ru.html @@ -50,7 +50,7 @@ title="Permalink to Заглушка">Заглушка -
    Sat 03 June 2017 +
    Сб 03 Июнь 2017 en

    TODO Импортировать предыдущие статьи Opensource Game Studio с Wordpress.

    diff --git a/stub.html b/stub.html index 1e40a55..c5020f2 100644 --- a/stub.html +++ b/stub.html @@ -50,7 +50,7 @@ title="Permalink to Stub">Stub -
    Sat 03 June 2017 +
    Сб 03 Июнь 2017 ru

    TODO Import previous Opensource Game Studio articles from Wordpress.

    Mon 16 October 2017Ср 22 Ноябрь 20172017 summary
    Пн 16 Октябрь 2017 Back to the Static
    Sun 10 September 2017Вс 10 Сентябрь 2017 The birth of MJIN world
    Wed 16 August 2017Ср 16 Август 2017 Scripting research
    Mon 17 July 2017Пн 17 Июль 2017 OpenSceneGraph cross-platform guide
    Thu 08 June 2017Чт 08 Июнь 2017 iOS tutorial
    Sat 03 June 2017Сб 03 Июнь 2017 Stub