Сегодня мы ещё раз взглянем на формат демонстраций в 2015-2016 годах, а также сообщим о новом формате 2017-го.
Как вы знаете, в ходе демонстраций мы в прямом эфире показываем состояние наших технологий и собираем небольшую работающую игру с нуля.
diff --git a/2016-tech-showcases.html b/2016-tech-showcases.html
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title="Permalink to Technology showcases">Technology showcases
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In this article, we take another look at 2015-2016 live sessions' format and introduce a new showcase format for 2017.
As you know, we use live sessions to show the state of our technology and create a small functional game from scratch.
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title="Permalink to Счастливого 2017-го">Счастливого 2017-го
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Ну вот. Это был тяжелый год для всех в команде. И он почти закончен. Хвала окончанию старого! Хвала наступлению нового!
Может показаться, что наш прогресс застопорился. Три года назад мы объявили о начале нового проекта (двух, если быть точным), но до сих пор мы работаем над движком и редактором, даже не начали делать ни Shuan, ни Mahjong 2.
Если вы следили за новостями в течение года, вы знаете что мы провели несколько "живых сессий", демонстрируя в реальном времени как можно использовать наш инструментарий для создания простой игры. Каждая сессия была шагом в долгом пути к нашей цели. В процессе подготовки к ним, мы добавляли важные элементы, которые будут необходимы для создания любой игры.
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title="Permalink to Happy 2017">Happy 2017
-Okay. It's been a hard year for everyone in the team. And it's almost over. Praise it ends! Praise the new one!
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.
If you were monitoring our news during the year, you know that we held several live sessions, showing in the real time how to use our tools to create some simple games. Each session was a step in a long road to our goal. While preparing for these live sessions, we added necessary building blocks, that will be needed to create almost any game.
diff --git a/2017-summary-ru.html b/2017-summary-ru.html
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title="Permalink to Итоги 2017-го">Итоги 2017-го
-Настало время сделать ревизию наших достижений в 2017 году и проверить, насколько они следуют основной цели проекта Opensource Game Studio.
Проекту Opensource Game Studio уже 12 лет.
diff --git a/2017-summary.html b/2017-summary.html
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title="Permalink to 2017 summary">2017 summary
-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.
Opensource Game Studio project is 12 years old now.
diff --git a/archives.html b/archives.html
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- Ср 22 Ноябрь 2017 |
+ Sun 31 December 2017 |
+ The year of lessons |
+
+
+ Wed 22 November 2017 |
2017 summary |
- Пн 16 Октябрь 2017 |
+ Mon 16 October 2017 |
Back to the Static |
- Вс 10 Сентябрь 2017 |
+ Sun 10 September 2017 |
The birth of MJIN world |
- Ср 16 Август 2017 |
+ Wed 16 August 2017 |
Scripting research |
- Пн 17 Июль 2017 |
+ Mon 17 July 2017 |
OpenSceneGraph cross-platform guide |
- Чт 08 Июнь 2017 |
+ Thu 08 June 2017 |
iOS tutorial |
- Пт 12 Май 2017 |
+ Fri 12 May 2017 |
OpenSceneGraph sample |
- Пт 07 Апрель 2017 |
+ Fri 07 April 2017 |
It's all fine |
- Чт 16 Март 2017 |
+ Thu 16 March 2017 |
Let's go |
- Ср 25 Январь 2017 |
+ Wed 25 January 2017 |
The year of challenges |
- Сб 31 Декабрь 2016 |
+ Sat 31 December 2016 |
Happy 2017 |
- Чт 15 Декабрь 2016 |
+ Thu 15 December 2016 |
November 2016 recap |
- Сб 19 Ноябрь 2016 |
+ Sat 19 November 2016 |
October 2016 recap |
- Пн 31 Октябрь 2016 |
+ Mon 31 October 2016 |
Technology showcases |
- Вт 11 Октябрь 2016 |
+ Tue 11 October 2016 |
September 2016 recap |
- Пн 03 Октябрь 2016 |
+ Mon 03 October 2016 |
OGS Editor 0.10 and live session materials |
- Пн 26 Сентябрь 2016 |
+ Mon 26 September 2016 |
A few words about live session yesterday |
- Сб 24 Сентябрь 2016 |
+ Sat 24 September 2016 |
Live session is in 24 hours |
- Сб 17 Сентябрь 2016 |
+ Sat 17 September 2016 |
Live session: 25 September 2016 |
- Сб 03 Сентябрь 2016 |
+ Sat 03 September 2016 |
August 2016 recap |
- Чт 18 Август 2016 |
+ Thu 18 August 2016 |
We’re back to social networks |
- Ср 10 Август 2016 |
+ Wed 10 August 2016 |
Once Mahjong – always Mahjong |
diff --git a/author/opensource-game-studio.html b/author/opensource-game-studio.html
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+
+ The year of lessons
+
+So, the year 2017 is approaching its finale, the year's results have already
+been summed up. We're going to take a break from igniting the fireworks or
+preparation of the champagne so that we can designate our goal for the
+following year.
+As, perhaps, it is clear from other articles on the site, half of our plans in
+2017 were destined to be realized at least approximately as we assumed. The
+other half was changed significantly.
+During the year, people joined the team and left it. As a result, we meet the
+end of the year with exactly the same team as 365 days ago. It made us think.
+A lot. But We'll save the story for another time.
+There will be exactly one goal for 2018. We will take all the results, and then
+we will make a new mahjong game. We're already know how to make a mahjong
+solitaire so we will begin with it. This time, it will be cross-platform.
+We will definitely try to cover Windows, Linux, macOs, Web, and Android.
+We can't promis anything about the iOS right now (although we'll see what
+we can do).
+There is no point in writing more than We want to say. We learned a lot for
+this year, and we will try to apply all this knowledge to achieve more in the
+next one. We wish everyone a Happy New Year. Stay tuned.
+The Opensource Game Studio Team.
+
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+
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+
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+
2017 summary
-
+
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.
2005. We started the project with a fanatic call to create the best game ever …
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Back to the Static
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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 ...
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+
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:
@@ -116,7 +140,7 @@ It seems that this is the technology ...
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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 ...
OGS Editor 0.10 supports Python for such a code thanks to SWIG. SWIG provides a way to wrap almost any …
@@ -150,13 +174,13 @@ It seems that this is the technology ...
+
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 ...
@@ -170,12 +194,12 @@ In case you missed it, here ...
+
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 ...
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 …
@@ -189,12 +213,12 @@ In case you missed it, here ...
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This article describes creation of the tutorials for building sample OpenSceneGraph application under Linux, macOS, Windows, and Android in April 2017.
-Previous tutorials described how to install OpenSceneGraph under Linux, macOS, Windows and render a model using the standard osgviewer tool. This time we worked on a sample OpenSceneGraph application ...
Previous tutorials described how to install OpenSceneGraph under Linux, macOS, Windows and render a model using the standard osgviewer tool. This time we worked on a sample OpenSceneGraph application …
@@ -208,13 +232,13 @@ In case you missed it, here ...
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This article describes creation of the first four OpenSceneGraph tutorials in March 2017.
The first four OpenSceneGraph tutorials explain how to create a cube model with Blender and display the model under Linux, macOS, or Windows using OpenSceneGraph tool called osgviewer.
-The whole process of creating a single tutorial turned ...
The whole process of creating a single tutorial turned …
@@ -228,13 +252,13 @@ In case you missed it, here ...
+
In this article we describe our progress in January and February of 2017: rendering under iOS/Web and a new tutorial tool.
Rendering under iOS/Web
-To our surprise, we got a simple red cube rendered under iOS and Web pretty fast: in early February. However, this is only the ...
To our surprise, we got a simple red cube rendered under iOS and Web pretty fast: in early February. However, this is only the …
@@ -243,27 +267,6 @@ In case you missed it, here ...
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- The year of challenges
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-This article describes our plans for 2017.
-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:
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-Some people would consider this a failure. We don't. We see a ...
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