diff --git a/2015-roadmap-ru.html b/2015-roadmap-ru.html index e9e4298..02868e3 100644 --- a/2015-roadmap-ru.html +++ b/2015-roadmap-ru.html @@ -50,7 +50,7 @@ title="Permalink to Дорожная карта 2015-2016">Дорожная карта 2015-2016 -
Вс 19 Июль 2015 +
Вс 19 июля 2015 en

Как и было обещано, мы составили список вех и их примерные даты на ближайший год:

diff --git a/2015-roadmap.html b/2015-roadmap.html index 8c19b43..d77f96b 100644 --- a/2015-roadmap.html +++ b/2015-roadmap.html @@ -50,7 +50,7 @@ title="Permalink to Roadmap for 2015-2016">Roadmap for 2015-2016 -
Вс 19 Июль 2015 +
Вс 19 июля 2015 ru

As promised, we have come up with a list of milestones and their approximate dates for the coming year:

diff --git a/2016-august-recap-ru.html b/2016-august-recap-ru.html index 06e3937..3d04eb4 100644 --- a/2016-august-recap-ru.html +++ b/2016-august-recap-ru.html @@ -50,10 +50,10 @@ title="Permalink to Август 2016 кратко">Август 2016 кратко -
Сб 03 Сентябрь 2016 +
Сб 03 сентября 2016 en -

2016-august-recap

+

2016-august-recap

Эта статья описывает самые важные технические детали разработки за август: модуль UIQt, его переработку, новый подход к разработке на основе функционала и его преимущества.

Модуль UIQt - это коллекция компонент UI на основе Qt. Сейчас используем лишь для интерфейса редактора.

Список компонент модуля UIQt с описанием и размером кода: diff --git a/2016-august-recap.html b/2016-august-recap.html index 0a0ddb1..a6ed298 100644 --- a/2016-august-recap.html +++ b/2016-august-recap.html @@ -50,10 +50,10 @@ title="Permalink to August 2016 recap">August 2016 recap -
Сб 03 Сентябрь 2016 +
Сб 03 сентября 2016 ru -

2016-august-recap

+

2016-august-recap

This article explains the most important technical details about development in August: UIQt module, its refactoring, a new feature based development approach, and its benefits.

UIQt module is a collection of UI components backed by Qt. We only use it for Editor UI at the moment.

Here is a list of UIQt module components with their description and current code size:

diff --git a/2016-november-recap-ru.html b/2016-november-recap-ru.html index b70c4b8..5fb1065 100644 --- a/2016-november-recap-ru.html +++ b/2016-november-recap-ru.html @@ -50,10 +50,10 @@ title="Permalink to Ноябрь 2016 кратко">Ноябрь 2016 кратко -
Чт 15 Декабрь 2016 +
Чт 15 декабря 2016 en -

November recap

+

November recap

Эта статья описывает начало разделения библиотеки MJIN на модули.

Как только мы собрали OpenSceneGraph для Android, стало очевидно, что часть функционала MJIN не нужна на Android. Например, UIQt - это основа интерфейса Редактора. Раз Редактор - это приложение для ПК, то UIQt не нужен на Android.

Мы решили рассмотреть два подхода к разделению MJIN на модули: во время сборки (build-time) и исполнения (run-time). diff --git a/2016-november-recap.html b/2016-november-recap.html index df0dfa0..ed06955 100644 --- a/2016-november-recap.html +++ b/2016-november-recap.html @@ -50,10 +50,10 @@ title="Permalink to November 2016 recap">November 2016 recap -

Чт 15 Декабрь 2016 +
Чт 15 декабря 2016 ru -

November recap

+

November recap

This article describes the start of MJIN library separation into modules.

Once we built OpenSceneGraph for Android, it became obvious that some MJIN functionality is not suitable for Android. For example, UIQt provides a basis for OGS Editor UI. Since OGS Editor is a desktop application, we don't need UIQt for Android.

We decided to have a look at two approaches to separate MJIN into modules: build-time separation and run-time one. diff --git a/2016-october-recap-ru.html b/2016-october-recap-ru.html index 7c4ed14..b127664 100644 --- a/2016-october-recap-ru.html +++ b/2016-october-recap-ru.html @@ -50,10 +50,10 @@ title="Permalink to Октябрь 2016 кратко">Октябрь 2016 кратко -

Сб 19 Ноябрь 2016 +
Сб 19 ноября 2016 en -

October recap

+

October recap

Эта статья описывает, как мы потратили месяц на сборку OpenSceneGraph (OSG) под Android: первая попытка собрать OSG, поиск альтернатив OSG и успех в сборке OSG.

Первая попытка собрать OSG.

Не имея опыта разработки под Android, мы взяли последнюю версию Android Studio и начали проходить самоучители для начинающих. diff --git a/2016-october-recap.html b/2016-october-recap.html index 7018851..35e61d2 100644 --- a/2016-october-recap.html +++ b/2016-october-recap.html @@ -50,10 +50,10 @@ title="Permalink to October 2016 recap">October 2016 recap -

Сб 19 Ноябрь 2016 +
Сб 19 ноября 2016 ru -

October recap

+

October recap

This article describes how we spent a month building OpenSceneGraph (OSG) for Android: the first attempt to build OSG, the search for OSG alternatives, and the success in building OSG.

First attempt to build OSG.

Having no prior knowledge of Android development, we grabbed the latest Android Studio and started doing beginner tutorials. diff --git a/2016-roadmap-ru.html b/2016-roadmap-ru.html index 2ade70c..a9afee3 100644 --- a/2016-roadmap-ru.html +++ b/2016-roadmap-ru.html @@ -50,7 +50,7 @@ title="Permalink to Дорожная карта 2016">Дорожная карта 2016 -

Сб 26 Декабрь 2015 +
Сб 26 декабря 2015 en

Как вы знаете, согласно ранее опубликованной дорожной карте, мы добавили звуковую систему. Тем не менее, мы решили пойти дальше и создать первую версию Проигрывателя. Мы хотели завершить его в декабре, но, к сожалению, изменение планов вылилось в изменение сроков.

diff --git a/2016-roadmap.html b/2016-roadmap.html index 88b49a1..90ec13a 100644 --- a/2016-roadmap.html +++ b/2016-roadmap.html @@ -50,7 +50,7 @@ title="Permalink to Roadmap for 2016">Roadmap for 2016 -
Сб 26 Декабрь 2015 +
Сб 26 декабря 2015 ru

As you know, according to the previously published roadmap, we now have sound system in place. However, we decided to go further and implement the first version of Player. We wanted to get it done by December, but, unfortunately, more work resulted in the change of dates.

diff --git a/2016-september-recap-ru.html b/2016-september-recap-ru.html index 20f6a86..e353712 100644 --- a/2016-september-recap-ru.html +++ b/2016-september-recap-ru.html @@ -50,10 +50,10 @@ title="Permalink to Сентябрь 2016 кратко">Сентябрь 2016 кратко -
Вт 11 Октябрь 2016 +
Вт 11 октября 2016 en -

September recap

+

September recap

Эта статья описывает стадии по подготовке и проведению прямого эфира сентября 2016: черновик, репетиция, прямой эфир и публикация.

Несмотря на то, что сам прямой эфир длится лишь несколько часов, мы готовимся к нему целый месяц. Рассмотрим каждую стадию прямого эфира подробнее.

    diff --git a/2016-september-recap.html b/2016-september-recap.html index 9231938..a89ac44 100644 --- a/2016-september-recap.html +++ b/2016-september-recap.html @@ -50,10 +50,10 @@ title="Permalink to September 2016 recap">September 2016 recap -
    Вт 11 Октябрь 2016 +
    Вт 11 октября 2016 ru -

    September recap

    +

    September recap

    This article explains September 2016 live session stages: draft, rehearsal, live session itself, and publishing.

    Even though live session takes only a few hours, we devote a whole month to prepare for it. Let's have a look at live session stages in detail.

      diff --git a/2016-tech-showcases-ru.html b/2016-tech-showcases-ru.html index bbcda31..26f99b8 100644 --- a/2016-tech-showcases-ru.html +++ b/2016-tech-showcases-ru.html @@ -50,10 +50,10 @@ title="Permalink to Демонстрации технологий">Демонстрации технологий -
      Пн 31 Октябрь 2016 +
      Пн 31 октября 2016 en -

      TechShowcases

      +

      TechShowcases

      Сегодня мы ещё раз взглянем на формат демонстраций в 2015-2016 годах, а также сообщим о новом формате 2017-го.

      2015 и 2016: демонстрации в прямом эфире.

      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 index 48d13f2..ec23912 100644 --- a/2016-tech-showcases.html +++ b/2016-tech-showcases.html @@ -50,10 +50,10 @@ title="Permalink to Technology showcases">Technology showcases -

      Пн 31 Октябрь 2016 +
      Пн 31 октября 2016 ru -

      TechShowcases

      +

      TechShowcases

      In this article, we take another look at 2015-2016 live sessions' format and introduce a new showcase format for 2017.

      2015 and 2016: live sessions.

      As you know, we use live sessions to show the state of our technology and create a small functional game from scratch. diff --git a/2017-happy-new-year-ru.html b/2017-happy-new-year-ru.html index ee664c9..0ec84a8 100644 --- a/2017-happy-new-year-ru.html +++ b/2017-happy-new-year-ru.html @@ -50,10 +50,10 @@ title="Permalink to Счастливого 2017-го">Счастливого 2017-го -

      Сб 31 Декабрь 2016 +
      Сб 31 декабря 2016 en -

      Happy new year

      +

      Happy new year

      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.

      diff --git a/2017-happy-new-year.html b/2017-happy-new-year.html index 2f0e80f..50322a1 100644 --- a/2017-happy-new-year.html +++ b/2017-happy-new-year.html @@ -50,10 +50,10 @@ title="Permalink to Happy 2017">Happy 2017 -
      Сб 31 Декабрь 2016 +
      Сб 31 декабря 2016 ru -

      Happy new year

      +

      Happy new year

      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 index 76f6aaa..a72e41a 100644 --- a/2017-summary-ru.html +++ b/2017-summary-ru.html @@ -50,10 +50,10 @@ title="Permalink to Итоги 2017-го">Итоги 2017-го -
      Ср 22 Ноябрь 2017 +
      Ср 22 ноября 2017 en -

      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.

      diff --git a/2017-summary.html b/2017-summary.html index c32dbd9..54842d4 100644 --- a/2017-summary.html +++ b/2017-summary.html @@ -50,10 +50,10 @@ title="Permalink to 2017 summary">2017 summary -
      Ср 22 Ноябрь 2017 +
      Ср 22 ноября 2017 ru -

      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.

      diff --git a/2018-08-21-examples-and-dependencies.png b/2018-08-21-examples-and-dependencies.png new file mode 100644 index 0000000..945a242 Binary files /dev/null and b/2018-08-21-examples-and-dependencies.png differ diff --git a/archives.html b/archives.html index 12e090a..ac4ef16 100644 --- a/archives.html +++ b/archives.html @@ -50,175 +50,179 @@
- + + + + + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + diff --git a/author/opensource-game-studio.html b/author/opensource-game-studio.html index cce860a..1b127ec 100644 --- a/author/opensource-game-studio.html +++ b/author/opensource-game-studio.html @@ -48,53 +48,67 @@
-

Example-driven development

-
Ср 27 Июнь 2018 - ru - -

Screenshot

-

This article explains how the third OpenSceneGraph cross-platform example -opened our eyes to example-driven development.

-

The third OpenSceneGraph cross-platform example

-

The third OpenSceneGraph cross-platform example explains how to implement -remote debugging across platforms. This example is less about -OpenSceneGraph and more about different platforms.

-

Remote anything nowadays assumes the use of HTTP(s) over TCP/IP. Thus, the -first idea was to embed HTTP server into an application and let HTTP clients -interact with the server. However, serving HTTP across all platforms is -complicated:

+

Examples and dependencies

+
Вт 21 августа 2018 + ru + +

Screenshot

+

This article describes two new OpenSceneGraph cross-platform examples and the +change in handling dependencies.

+

Examples of HTTP client and node selection

+

Once we finished working on the remote debugging example and +reported its completion, we were surprised by the fact +that secure HTTP connection between a debugged application and debug broker +was only working in the web version of the example. Desktop and mobile versions +only worked with insecure HTTP.

+

Since current debug scheme has no authentication, insecure debugging over HTTP +doesn't really hurt. However, if we want to access resources located at popular +sites like GitHub and BitBucket, we have to support secure HTTP.

+

The need to support HTTPS on each platform spurred us to create +HTTP client example. Turned out, each platform had its own +preferred way of doing secure HTTP:

-

That's why we decided to create a mediator between debugged application and UI. -Debug broker, a small Node.js application, became that mediator. -Debug broker uses no external dependencies, so it's easy to run virtually -anywhere. Also, since debug broker is a server application, you can configure -it once and use it for any number of applications.

-

Both debug UI and debug broker use JavaScript -because we wanted these tools to be accessible from anywhere with no prior -installation. This decision limited us to web browser solution. Providing -any sort of desktop application would incur additional installation and -maintenance effort, which would only complicate the tools.

-

Example-driven development establishment

-

Once the third example was implemented, we realized how important and -beneficial it is to develop new features outside the main project:

+

The need to support different languages on different platforms resulted +in the creation of so-called 'host-guest' pattern:

-

When we publicly share our knowledge:

+

Node selection example was straightforward and caused no troubles.

+

The change in handling dependencies

+

For over a year we had to deal with the following +shortcomings when building OpenSceneGraph across platforms +using conventional methods:

-

From now on, all new features like input handling, Mahjong layout loading, -resource caching, etc. are going to be first implemented as examples. -We call this example-driven development.

-

That's it for explaining how the third OpenSceneGraph cross-platform example -opened our eyes to example-driven development.

Category: News +

These shortcomings were slowing us down and complicating the development of +new examples. Upon hitting these problems ten more times this month we decided +it was time to solve them once and for all. Now OpenSceneGraph is built as part +of each example in 2-3 minutes, and there's no more dependency magic involved. +We took the same approach of building dependencies as part of each example to +other external libraries like Mongoose and libpng-android, too.

+

With these obstacles out of the way, we can now iterate faster. Just in time +for the next technical demonstration of Mahjong 2!

+

That's it for describing two new OpenSceneGraph cross-platform examples and +the change in handling dependencies.

Category: News

@@ -108,18 +122,41 @@ opened our eyes to example-driven development.

Category: +

+

Example-driven development

+
Ср 27 июня 2018 + ru + +

Screenshot

+

This article explains how the third OpenSceneGraph cross-platform example +opened our eyes to example-driven development.

+

2018-08 EDIT: the third example has been renamed to the fourth one due to +the reasons described in the next article.

+

The third OpenSceneGraph cross-platform example

+

The third OpenSceneGraph cross-platform example explains how to implement …

Category: News + +

+ + + Read More +
+
+ + + +

OpenSceneGraph cross-platform examples

-
Пт 20 Апрель 2018 +
Пт 20 апреля 2018 ru -

Screenshot

+

Screenshot

This article summarizes the work we did to produce the first two cross-platform OpenSceneGraph examples.

By the time the first technology demonstration of OGS Mahjong 2 has been released, we've already had issue request (to explain how to load images with OpenSceneGraph on Android) hanging for some -time. We ...

Category: News +time. We considered …

Category: News

@@ -133,10 +170,10 @@ time. We ...

Category:

First techdemo of OGS Mahjong 2: Gameplay

-
Пт 16 Февраль 2018 +
Пт 16 февраля 2018 ru -

Screenshot

+

Screenshot

We are glad to announce the release of the first technical demonstration of OGS Mahjong 2. The purpose of this release was to verify gameplay across supported platforms.

@@ -146,7 +183,7 @@ supported platforms.

  • Get Android version
  • Get Windows version
  • Get Linux version
  • -
  • Get macOS ...
  • Category: News +

  • Get macOS …
  • Category: News

    @@ -160,10 +197,10 @@ supported platforms.

    Mahjong recreation start

    -
    Пт 26 Январь 2018 +
    Пт 26 января 2018 ru -

    Screenshot

    +

    Screenshot

    This article describes the start of Mahjong game recreation.

    Plan

    We started Mahjong recreation endeavour by composing a brief plan to get gameplay with minimal graphics:

    @@ -174,7 +211,7 @@ supported platforms.

  • Implement selection
  • Implement matching
  • -

    Just like any other plan, this one looked fine at ...

    Category: News +

    Just like any other plan, this one looked fine at …

    Category: News

    @@ -188,15 +225,15 @@ supported platforms.

    The year of lessons

    -
    Вс 31 Декабрь 2017 +
    Вс 31 декабря 2017 ru -

    Screenshot

    +

    Screenshot

    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 it may be clear from ...

    Category: News +

    As it may be clear from other articles …

    Category: News

    @@ -210,14 +247,14 @@ following year.

    2017 summary

    -
    Ср 22 Ноябрь 2017 +
    Ср 22 ноября 2017 ru -

    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 to create the best game ...

    Category: News +

    2005. We started the project with a fanatic call to create the best game ever …

    Category: News

    @@ -231,13 +268,13 @@ following year.

    Back to the Static

    -
    Пн 16 Октябрь 2017 +
    Пн 16 октября 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 ...

    Category: News +It seems that this is the technology capable of …

    Category: News

    @@ -251,10 +288,10 @@ It seems that this is the technology ...

    Category:

    The birth of MJIN world

    -
    Вс 10 Сентябрь 2017 +
    Вс 10 сентября 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:

    @@ -262,7 +299,7 @@ It seems that this is the technology ...

    Category: 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

    @@ -276,13 +313,13 @@ It seems that this is the technology ...

    Category:

    Scripting research

    -
    Ср 16 Август 2017 +
    Ср 16 августа 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

    @@ -291,26 +328,6 @@ It seems that this is the technology ...

    Category:

    - - - - -
    Page 1 of 5
    diff --git a/author/opensource-game-studio2.html b/author/opensource-game-studio2.html index 994274c..00dbff9 100644 --- a/author/opensource-game-studio2.html +++ b/author/opensource-game-studio2.html @@ -48,14 +48,34 @@ + + + + +

    iOS tutorial

    -
    Чт 08 Июнь 2017 +
    Чт 08 июня 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 ...

    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 up …

    Category: News

    @@ -69,12 +89,12 @@

    OpenSceneGraph sample

    -
    Пт 12 Май 2017 +
    Пт 12 мая 2017 ru -

    OSG sample

    +

    OSG sample

    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 ...

    Category: News +

    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 …

    Category: News

    @@ -88,13 +108,13 @@

    It's all fine

    -
    Пт 07 Апрель 2017 +
    Пт 07 апреля 2017 ru -

    ItsAllFine

    +

    ItsAllFine

    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 ...

    Category: News +

    The whole process of creating a single tutorial turned …

    Category: News

    @@ -108,13 +128,13 @@

    Let's go

    -
    Чт 16 Март 2017 +
    Чт 16 марта 2017 ru -

    Let's go

    +

    Let's go

    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 ...

    Category: News +

    To our surprise, we got a simple red cube rendered under iOS and Web pretty fast: in early February. However, this is only the …

    Category: News

    @@ -128,14 +148,14 @@

    The year of challenges

    -
    Ср 25 Январь 2017 +
    Ср 25 января 2017 ru -

    The year of challenges

    +

    The year of challenges

    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:

    -

    Android rendering

    -

    Some people would consider this a failure. We don't. We see a ...

    Category: News +

    Android rendering

    +

    Some people would consider this a failure. We don't. We see a chance …

    Category: News

    @@ -149,12 +169,12 @@

    Happy 2017

    -
    Сб 31 Декабрь 2016 +
    Сб 31 декабря 2016 ru -

    Happy new year

    +

    Happy new year

    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 ...

    Category: News +

    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 …

    Category: News

    @@ -168,12 +188,12 @@

    November 2016 recap

    -
    Чт 15 Декабрь 2016 +
    Чт 15 декабря 2016 ru -

    November recap

    +

    November recap

    This article describes the start of MJIN library separation into modules.

    -

    Once we built OpenSceneGraph for Android, it became obvious that some MJIN functionality is not suitable for Android. For example, UIQt provides a basis for OGS Editor UI. Since OGS Editor is a desktop application, we don't need ...

    Category: News +

    Once we built OpenSceneGraph for Android, it became obvious that some MJIN functionality is not suitable for Android. For example, UIQt provides a basis for OGS Editor UI. Since OGS Editor is a desktop application, we don't need UIQt …

    Category: News

    @@ -187,13 +207,13 @@

    October 2016 recap

    -
    Сб 19 Ноябрь 2016 +
    Сб 19 ноября 2016 ru -

    October recap

    +

    October recap

    This article describes how we spent a month building OpenSceneGraph (OSG) for Android: the first attempt to build OSG, the search for OSG alternatives, and the success in building OSG.

    First attempt to build OSG.

    -

    Having no prior knowledge of Android development, we grabbed the latest Android Studio and started ...

    Category: News +

    Having no prior knowledge of Android development, we grabbed the latest Android Studio and started …

    Category: News

    @@ -207,14 +227,14 @@

    Technology showcases

    -
    Пн 31 Октябрь 2016 +
    Пн 31 октября 2016 ru -

    TechShowcases

    +

    TechShowcases

    In this article, we take another look at 2015-2016 live sessions' format and introduce a new showcase format for 2017.

    2015 and 2016: live sessions.

    As you know, we use live sessions to show the state of our technology and create a small functional game from scratch. -We have conducted ...

    Category: News +We have conducted …

    Category: News

    @@ -223,28 +243,6 @@ We have conducted ...

    Category:

    - - - -
    -

    September 2016 recap

    -
    Вт 11 Октябрь 2016 - ru - -

    September recap

    -

    This article explains September 2016 live session stages: draft, rehearsal, live session itself, and publishing.

    -

    Even though live session takes only a few hours, we devote a whole month to prepare for it. Let's have a look at live session stages in detail.

    -
      -
    1. -

      Draft. Game creation for the first ...

    Category: News - -

    - - - Read More -
    -
    -
    Page 2 of 5
    diff --git a/author/opensource-game-studio3.html b/author/opensource-game-studio3.html index 56dad56..ac92888 100644 --- a/author/opensource-game-studio3.html +++ b/author/opensource-game-studio3.html @@ -48,16 +48,38 @@ +
    +

    September 2016 recap

    +
    Вт 11 октября 2016 + ru + +

    September recap

    +

    This article explains September 2016 live session stages: draft, rehearsal, live session itself, and publishing.

    +

    Even though live session takes only a few hours, we devote a whole month to prepare for it. Let's have a look at live session stages in detail.

    +
      +
    1. +

      Draft. Game creation for the first time …

    Category: News + +

    + + + Read More +
    +
    + + + +

    OGS Editor 0.10 and live session materials

    -
    Пн 03 Октябрь 2016 +
    Пн 03 октября 2016 ru -

    ogs-editor-0.10

    +

    ogs-editor-0.10

    Note: we won't release 0.10 for macOS due to technical difficulties with the build system. macOS support will be back for 0.11.

    Category: News +

  • Mahjong Solitaire game is available at SourceForge, too. Simply …
  • Category: News

    @@ -71,7 +93,7 @@

    A few words about live session yesterday

    -
    Пн 26 Сентябрь 2016 +
    Пн 26 сентября 2016 ru
    @@ -92,7 +114,7 @@ We will publish live session materials later this week.

    Live session is in 24 hours

    -
    Сб 24 Сентябрь 2016 +
    Сб 24 сентября 2016 ru
    @@ -111,7 +133,7 @@ We will publish live session materials later this week.

    Live session: 25 September 2016

    -
    Сб 17 Сентябрь 2016 +
    Сб 17 сентября 2016 ru
    @@ -131,13 +153,13 @@ It's time to create simple Mahjong solitaire game.

    Categ

    August 2016 recap

    -
    Сб 03 Сентябрь 2016 +
    Сб 03 сентября 2016 ru -

    2016-august-recap

    +

    2016-august-recap

    This article explains the most important technical details about development in August: UIQt module, its refactoring, a new feature based development approach, and its benefits.

    UIQt module is a collection of UI components backed by Qt. We only use it for Editor UI at the moment.

    -

    Here is a list ...

    Category: News +

    Here is a list …

    Category: News

    @@ -151,7 +173,7 @@ It's time to create simple Mahjong solitaire game.

    Categ

    We’re back to social networks

    -
    Чт 18 Август 2016 +
    Чт 18 августа 2016 ru

    If you follow us on Facebook, Twitter, or VK you noticed we started to use them again. That's no coincidence: we're finally ready to communicate our progress verbally after 4 years of almost silent development.

    @@ -169,11 +191,11 @@ It's time to create simple Mahjong solitaire game.

    Categ

    Once Mahjong – always Mahjong

    -
    Ср 10 Август 2016 +
    Ср 10 августа 2016 ru

    We started Opensource Game Studio project a long time ago. We wanted to provide open source community with tools to create games. However, it was unclear what tools' purpose was. So we decided to start small: create a game first.

    -

    It took us 3 years to reach the first goal ...

    Category: News +

    It took us 3 years to reach the first goal …

    Category: News

    @@ -187,7 +209,7 @@ It's time to create simple Mahjong solitaire game.

    Categ

    May 2016 live session materials

    -
    Вс 29 Май 2016 +
    Вс 29 мая 2016 ru
    @@ -195,7 +217,7 @@ It's time to create simple Mahjong solitaire game.

    Categ

    This time we have shown how to create a simple Domino based game. Below you can find all materials related to the game creation.

    1. Editor 0.9 for Linux (Debian based), OS X (10.9+), Windows is available at SourceForge. Simply unpack it and launch the run script.
    2. -
    3. Domino project ...

    Category: News +

  • Domino project …
  • Category: News

    @@ -209,7 +231,7 @@ It's time to create simple Mahjong solitaire game.

    Categ

    - - - -
    -

    May live session (Editor 0.9)

    -
    Вс 24 Апрель 2016 - ru - -

    As you know, the previously published roadmap assumed, that we would hold a live session in April and it would feature a ping-pong game created with Editor 0.9.

    -

    We have to admit, our abilities to plan are not yet good enough. That's why the next live session will ...

    Category: News - -

    - - - Read More -
    -
    -
    Page 3 of 5
    diff --git a/author/opensource-game-studio4.html b/author/opensource-game-studio4.html index 8b6fb93..a23f6f9 100644 --- a/author/opensource-game-studio4.html +++ b/author/opensource-game-studio4.html @@ -48,9 +48,27 @@ +
    +

    May live session (Editor 0.9)

    +
    Вс 24 апреля 2016 + ru + +

    As you know, the previously published roadmap assumed, that we would hold a live session in April and it would feature a ping-pong game created with Editor 0.9.

    +

    We have to admit, our abilities to plan are not yet good enough. That's why the next live session will take …

    Category: News + +

    + + + Read More +
    +
    + + + +

    "Rolling ball" live session videos and downloads

    -
    Ср 10 Февраль 2016 +
    Ср 10 февраля 2016 ru

    Since we held 2 live sessions to create "Rolling ball" game, here are 2 YouTube videos of the process:

    @@ -60,7 +78,7 @@

    "Rolling ball" game for Linux (Debian based), OS X (10.9+), Windows is available at SourceForge. Simply unpack it and launch the run script.

    -

    Editor 0.8 is available at SourceForge ...

    Category: News +

    Editor 0.8 is available at SourceForge …

    Category: News

    @@ -74,7 +92,7 @@ Simply unpack it and launch the run script.

    Game creation live session (part 2): 7 February 2016

    -
    Вт 02 Февраль 2016 +
    Вт 02 февраля 2016 ru

    Unfortunately, we have failed to finish creation of the simple "Rolling ball" game in 3 hours. That's why we will hold the second LiveCoding session on 7 February 2016 at 12:00 CET. Let's finish the game!

    Category: News @@ -91,7 +109,7 @@ Simply unpack it and launch the run script.

    Game creation live session: 31 January 2016

    -
    Пн 25 Январь 2016 +
    Пн 25 января 2016 ru

    We're glad to annouce that the LiveCoding session will take place on 31 January 2016 at 12:00 CET. Join us!

    Category: News @@ -108,11 +126,11 @@ Simply unpack it and launch the run script.

    SOON: Creating a simple game live (Editor 0.8)

    -
    Чт 21 Январь 2016 +
    Чт 21 января 2016 ru

    We are ready to present Editor 0.8 with Player. The live session will be held at LiveCoding SOON. We will show you how to create a simple game with sounds from scratch. And this time it will not need an Editor to run. -The exact date and time is ...

    Category: News +The exact date and time is …

    Category: News

    @@ -126,11 +144,11 @@ The exact date and time is ...

    Category:

    Roadmap for 2016

    -
    Сб 26 Декабрь 2015 +
    Сб 26 декабря 2015 ru

    As you know, according to the previously published roadmap, we now have sound system in place. However, we decided to go further and implement the first version of Player. We wanted to get it done by December, but, unfortunately, more work resulted in the change of dates.

    -

    Here's the ...

    Category: News +

    Here's the revised …

    Category: News

    @@ -144,7 +162,7 @@ The exact date and time is ...

    Category:

    Live session video and downloads

    -
    Вс 15 Ноябрь 2015 +
    Вс 15 ноября 2015 ru

    If you missed the live session, you can watch it here: @@ -152,7 +170,7 @@ The exact date and time is ...

    Category: https://github.com/OGStudio/liveSessionWhacAMole/archive/master.zip

    The latest editor can be found here: -http://sourceforge.net/projects/osrpgcreation/files/Editor/jenkins/42_2015-11-13_08-16-46_0 ...

    Category: News +http://sourceforge.net/projects/osrpgcreation/files/Editor/jenkins/42_2015-11-13_08-16-46_0 …

    Category: News

    @@ -166,7 +184,7 @@ The exact date and time is ...

    Category:

    Creating a simple game live: 15 November 2015

    -
    Пн 09 Ноябрь 2015 +
    Пн 09 ноября 2015 ru

    We're glad to annouce that the LiveCoding session will take place on 15 November 2015 at 12:00 CET. Join us!

    Category: News @@ -183,13 +201,13 @@ The exact date and time is ...

    Category:

    SOON: Creating a simple game live (Editor 0.7)

    -
    Пн 02 Ноябрь 2015 +
    Пн 02 ноября 2015 ru

    As we have promised, we are ready to give you Editor 0.7 which is capable of creating the complete test chamber. However, after recreating the test chamber ourselves, it became clear that:

    1. it takes more than 8 hours to recreate it (too long)
    2. -
    3. it's inappropriate to be presented ...

    Category: News +

  • it's inappropriate to be presented in …
  • Category: News

    @@ -203,11 +221,11 @@ The exact date and time is ...

    Category:

    Desura no more, hello Humble Bundle Widget

    -
    Чт 23 Июль 2015 +
    Чт 23 июля 2015 ru

    After the recent bankruptcy of Desura's parent company, we decided, that we need a new place for our Deluxe version. Something better, more modern and more trustworthy. We have chosen the Humble Widget, with which you can buy the deluxe version of the game without leaving our site.

    -

    Here ...

    Category: News +

    Here it …

    Category: News

    @@ -216,23 +234,6 @@ The exact date and time is ...

    Category:

    - - - -
    -

    Test chamber for everyone (Editor 0.7.0)

    -
    Ср 22 Июль 2015 - ru - -

    As you know, the main goal of Editor 0.7.0 is the ability to create the test chamber with it. It needs Actions' system and a few stability fixes for that. We are going to publish a detailed article describing how to create the test chamber, too, so that ...

    Category: News - -

    - - - Read More -
    -
    -
    Page 4 of 5
    diff --git a/author/opensource-game-studio5.html b/author/opensource-game-studio5.html index 0e5bf57..4e1b0a5 100644 --- a/author/opensource-game-studio5.html +++ b/author/opensource-game-studio5.html @@ -48,16 +48,33 @@ +
    +

    Test chamber for everyone (Editor 0.7.0)

    +
    Ср 22 июля 2015 + ru + +

    As you know, the main goal of Editor 0.7.0 is the ability to create the test chamber with it. It needs Actions' system and a few stability fixes for that. We are going to publish a detailed article describing how to create the test chamber, too, so that …

    Category: News + +

    + + + Read More +
    +
    + + + +

    Roadmap for 2015-2016

    -
    Вс 19 Июль 2015 +
    Вс 19 июля 2015 ru

    As promised, we have come up with a list of milestones and their approximate dates for the coming year:

    1. Editor 0.7.0 (October 2015) - Actions' system: we recreate the test chamber
    2. Editor 0.8.0 (December 2015) - Sound system
    3. -
    4. Editor 0.9.0 (February 2016) - Particles' system and minimal ...

    Category: News +

  • Editor 0.9.0 (February 2016) - Particles' system and minimal …
  • Category: News

    @@ -71,7 +88,7 @@

    Editor 0.6.0

    -
    Вс 28 Июнь 2015 +
    Вс 28 июня 2015 ru

    We completed Editor 0.6.0. You can see 0.6.0 in action here.

    @@ -81,7 +98,7 @@
  • Node rotation along X axis
  • Node scripting support
  • Thumbnail dialog to preview models when editing scene node model properties
  • -
  • Node copying ...
  • Category: News +

  • Node copying …
  • Category: News

    @@ -95,7 +112,7 @@

    Editor 0.5.0 and plans for 0.6.0

    -
    Ср 15 Апрель 2015 +
    Ср 15 апреля 2015 ru

    We completed Editor 0.5.0. As it was planned, it has scene node tree editing, property browser, and Qt5 support. You can see 0.5.0 in action here.

    @@ -103,7 +120,7 @@

    Editor 0.6.0 planned features:

    1. Camera node editing
    2. -
    3. Light ...

    Category: News +

  • Light …
  • Category: News

    diff --git a/back-to-social-networks-ru.html b/back-to-social-networks-ru.html index f86d1a6..17e4f91 100644 --- a/back-to-social-networks-ru.html +++ b/back-to-social-networks-ru.html @@ -50,7 +50,7 @@ title="Permalink to Мы вернулись в социальные сети">Мы вернулись в социальные сети -
    Чт 18 Август 2016 +
    Чт 18 августа 2016 en

    Если вы подписаны на нашу группу в Facebook, Twitter или VK, вы заметили, что мы начали использовать её снова. Это не случайно: мы наконец созрели для вербального общения после 4 лет молчаливой разработки.

    diff --git a/back-to-social-networks.html b/back-to-social-networks.html index 363a90d..092eeba 100644 --- a/back-to-social-networks.html +++ b/back-to-social-networks.html @@ -50,7 +50,7 @@ title="Permalink to We’re back to social networks">We’re back to social networks -
    Чт 18 Август 2016 +
    Чт 18 августа 2016 ru

    If you follow us on Facebook, Twitter, or VK you noticed we started to use them again. That's no coincidence: we're finally ready to communicate our progress verbally after 4 years of almost silent development.

    diff --git a/back-to-the-static-ru.html b/back-to-the-static-ru.html index 9aa79df..e0b7fc7 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 -
    Пн 16 Октябрь 2017 +
    Пн 16 октября 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 8306dde..89cd76d 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 -
    Пн 16 Октябрь 2017 +
    Пн 16 октября 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/bye-desura-hello-humblebundle-ru.html b/bye-desura-hello-humblebundle-ru.html index 4b988f4..f5c975d 100644 --- a/bye-desura-hello-humblebundle-ru.html +++ b/bye-desura-hello-humblebundle-ru.html @@ -50,7 +50,7 @@ title="Permalink to Прощай, Desura. Здравствуй, Humble Bundle Widget">Прощай, Desura. Здравствуй, Humble Bundle Widget -
    Чт 23 Июль 2015 +
    Чт 23 июля 2015 en

    После недавнего банкротства родительской компании сервиса Desura мы пришли к выводу, что нам необходима новая площадка для распространения Deluxe-версии игры. Более современная, удобная, надежная. diff --git a/bye-desura-hello-humblebundle.html b/bye-desura-hello-humblebundle.html index 7cb8fcd..6fb01c2 100644 --- a/bye-desura-hello-humblebundle.html +++ b/bye-desura-hello-humblebundle.html @@ -50,7 +50,7 @@ title="Permalink to Desura no more, hello Humble Bundle Widget">Desura no more, hello Humble Bundle Widget -

    Чт 23 Июль 2015 +
    Чт 23 июля 2015 ru

    After the recent bankruptcy of Desura's parent company, we decided, that we need a new place for our Deluxe version. Something better, more modern and more trustworthy. We have chosen the Humble Widget, with which you can buy the deluxe version of the game without leaving our site.

    diff --git a/category/news.html b/category/news.html index 5692d13..367c072 100644 --- a/category/news.html +++ b/category/news.html @@ -48,53 +48,67 @@
    -

    Example-driven development

    -
    Ср 27 Июнь 2018 - ru - -

    Screenshot

    -

    This article explains how the third OpenSceneGraph cross-platform example -opened our eyes to example-driven development.

    -

    The third OpenSceneGraph cross-platform example

    -

    The third OpenSceneGraph cross-platform example explains how to implement -remote debugging across platforms. This example is less about -OpenSceneGraph and more about different platforms.

    -

    Remote anything nowadays assumes the use of HTTP(s) over TCP/IP. Thus, the -first idea was to embed HTTP server into an application and let HTTP clients -interact with the server. However, serving HTTP across all platforms is -complicated:

    +

    Examples and dependencies

    +
    Вт 21 августа 2018 + ru + +

    Screenshot

    +

    This article describes two new OpenSceneGraph cross-platform examples and the +change in handling dependencies.

    +

    Examples of HTTP client and node selection

    +

    Once we finished working on the remote debugging example and +reported its completion, we were surprised by the fact +that secure HTTP connection between a debugged application and debug broker +was only working in the web version of the example. Desktop and mobile versions +only worked with insecure HTTP.

    +

    Since current debug scheme has no authentication, insecure debugging over HTTP +doesn't really hurt. However, if we want to access resources located at popular +sites like GitHub and BitBucket, we have to support secure HTTP.

    +

    The need to support HTTPS on each platform spurred us to create +HTTP client example. Turned out, each platform had its own +preferred way of doing secure HTTP:

      -
    • desktops have firewalls
    • -
    • mobiles have restrictions on background processes
    • -
    • web browsers are HTTP clients by design
    • +
    • web (Emscripten) provides Fetch API
    • +
    • desktop is fine with Mongoose and OpenSSL
    • +
    • Android provides HttpUrlConnection in Java
    • +
    • iOS provides NSURLSession in Objective-C
    -

    That's why we decided to create a mediator between debugged application and UI. -Debug broker, a small Node.js application, became that mediator. -Debug broker uses no external dependencies, so it's easy to run virtually -anywhere. Also, since debug broker is a server application, you can configure -it once and use it for any number of applications.

    -

    Both debug UI and debug broker use JavaScript -because we wanted these tools to be accessible from anywhere with no prior -installation. This decision limited us to web browser solution. Providing -any sort of desktop application would incur additional installation and -maintenance effort, which would only complicate the tools.

    -

    Example-driven development establishment

    -

    Once the third example was implemented, we realized how important and -beneficial it is to develop new features outside the main project:

    +

    The need to support different languages on different platforms resulted +in the creation of so-called 'host-guest' pattern:

      -
    • the main project is freed from excessive commit noise
    • -
    • a new feature is publicly shared for everyone to learn, criticize, and improve
    • +
    • guest (platform agnostic)
        +
      • provides networking representation
      • +
      • used by cross-platform C++ code
      • +
      +
    • +
    • host (specific platform)
        +
      • polls guest for pending requests
      • +
      • processes them
      • +
      • reports results back to the guest
      • +
      +
    -

    When we publicly share our knowledge:

    +

    Node selection example was straightforward and caused no troubles.

    +

    The change in handling dependencies

    +

    For over a year we had to deal with the following +shortcomings when building OpenSceneGraph across platforms +using conventional methods:

      -
    • we must create documentation for everyone (including ourselves later) to understand what's going on
    • -
    • we must not use hacks because that would break your trust in us
    • +
    • macOS builds failing due to certain compile flags we use
    • +
    • hacking PNG plugin safety guards to have PNG support under Android
    • +
    • iOS simulator and device builds of the same example being in separate Xcode projects
    • +
    • OpenSceneGraph taking 20-30 minutes to build
    -

    From now on, all new features like input handling, Mahjong layout loading, -resource caching, etc. are going to be first implemented as examples. -We call this example-driven development.

    -

    That's it for explaining how the third OpenSceneGraph cross-platform example -opened our eyes to example-driven development.

    Category: News +

    These shortcomings were slowing us down and complicating the development of +new examples. Upon hitting these problems ten more times this month we decided +it was time to solve them once and for all. Now OpenSceneGraph is built as part +of each example in 2-3 minutes, and there's no more dependency magic involved. +We took the same approach of building dependencies as part of each example to +other external libraries like Mongoose and libpng-android, too.

    +

    With these obstacles out of the way, we can now iterate faster. Just in time +for the next technical demonstration of Mahjong 2!

    +

    That's it for describing two new OpenSceneGraph cross-platform examples and +the change in handling dependencies.

    Category: News

    @@ -108,18 +122,41 @@ opened our eyes to example-driven development.

    Category: +

    +

    Example-driven development

    +
    Ср 27 июня 2018 + ru + +

    Screenshot

    +

    This article explains how the third OpenSceneGraph cross-platform example +opened our eyes to example-driven development.

    +

    2018-08 EDIT: the third example has been renamed to the fourth one due to +the reasons described in the next article.

    +

    The third OpenSceneGraph cross-platform example

    +

    The third OpenSceneGraph cross-platform example explains how to implement …

    Category: News + +

    + + + Read More +
    +
    + + + +

    OpenSceneGraph cross-platform examples

    -
    Пт 20 Апрель 2018 +
    Пт 20 апреля 2018 ru -

    Screenshot

    +

    Screenshot

    This article summarizes the work we did to produce the first two cross-platform OpenSceneGraph examples.

    By the time the first technology demonstration of OGS Mahjong 2 has been released, we've already had issue request (to explain how to load images with OpenSceneGraph on Android) hanging for some -time. We ...

    Category: News +time. We considered …

    Category: News

    @@ -133,10 +170,10 @@ time. We ...

    Category:

    First techdemo of OGS Mahjong 2: Gameplay

    -
    Пт 16 Февраль 2018 +
    Пт 16 февраля 2018 ru -

    Screenshot

    +

    Screenshot

    We are glad to announce the release of the first technical demonstration of OGS Mahjong 2. The purpose of this release was to verify gameplay across supported platforms.

    @@ -146,7 +183,7 @@ supported platforms.

  • Get Android version
  • Get Windows version
  • Get Linux version
  • -
  • Get macOS ...
  • Category: News +

  • Get macOS …
  • Category: News

    @@ -160,10 +197,10 @@ supported platforms.

    Mahjong recreation start

    -
    Пт 26 Январь 2018 +
    Пт 26 января 2018 ru -

    Screenshot

    +

    Screenshot

    This article describes the start of Mahjong game recreation.

    Plan

    We started Mahjong recreation endeavour by composing a brief plan to get gameplay with minimal graphics:

    @@ -174,7 +211,7 @@ supported platforms.

  • Implement selection
  • Implement matching
  • -

    Just like any other plan, this one looked fine at ...

    Category: News +

    Just like any other plan, this one looked fine at …

    Category: News

    @@ -188,15 +225,15 @@ supported platforms.

    The year of lessons

    -
    Вс 31 Декабрь 2017 +
    Вс 31 декабря 2017 ru -

    Screenshot

    +

    Screenshot

    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 it may be clear from ...

    Category: News +

    As it may be clear from other articles …

    Category: News

    @@ -210,14 +247,14 @@ following year.

    2017 summary

    -
    Ср 22 Ноябрь 2017 +
    Ср 22 ноября 2017 ru -

    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 to create the best game ...

    Category: News +

    2005. We started the project with a fanatic call to create the best game ever …

    Category: News

    @@ -231,13 +268,13 @@ following year.

    Back to the Static

    -
    Пн 16 Октябрь 2017 +
    Пн 16 октября 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 ...

    Category: News +It seems that this is the technology capable of …

    Category: News

    @@ -251,10 +288,10 @@ It seems that this is the technology ...

    Category:

    The birth of MJIN world

    -
    Вс 10 Сентябрь 2017 +
    Вс 10 сентября 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:

    @@ -262,7 +299,7 @@ It seems that this is the technology ...

    Category: 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

    @@ -276,13 +313,13 @@ It seems that this is the technology ...

    Category:

    Scripting research

    -
    Ср 16 Август 2017 +
    Ср 16 августа 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

    @@ -291,26 +328,6 @@ It seems that this is the technology ...

    Category:

    - - - - -
    Page 1 of 5
    diff --git a/category/news2.html b/category/news2.html index 4437670..0be631e 100644 --- a/category/news2.html +++ b/category/news2.html @@ -48,14 +48,34 @@ + + + + +

    iOS tutorial

    -
    Чт 08 Июнь 2017 +
    Чт 08 июня 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 ...

    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 up …

    Category: News

    @@ -69,12 +89,12 @@

    OpenSceneGraph sample

    -
    Пт 12 Май 2017 +
    Пт 12 мая 2017 ru -

    OSG sample

    +

    OSG sample

    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 ...

    Category: News +

    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 …

    Category: News

    @@ -88,13 +108,13 @@

    It's all fine

    -
    Пт 07 Апрель 2017 +
    Пт 07 апреля 2017 ru -

    ItsAllFine

    +

    ItsAllFine

    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 ...

    Category: News +

    The whole process of creating a single tutorial turned …

    Category: News

    @@ -108,13 +128,13 @@

    Let's go

    -
    Чт 16 Март 2017 +
    Чт 16 марта 2017 ru -

    Let's go

    +

    Let's go

    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 ...

    Category: News +

    To our surprise, we got a simple red cube rendered under iOS and Web pretty fast: in early February. However, this is only the …

    Category: News

    @@ -128,14 +148,14 @@

    The year of challenges

    -
    Ср 25 Январь 2017 +
    Ср 25 января 2017 ru -

    The year of challenges

    +

    The year of challenges

    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:

    -

    Android rendering

    -

    Some people would consider this a failure. We don't. We see a ...

    Category: News +

    Android rendering

    +

    Some people would consider this a failure. We don't. We see a chance …

    Category: News

    @@ -149,12 +169,12 @@

    Happy 2017

    -
    Сб 31 Декабрь 2016 +
    Сб 31 декабря 2016 ru -

    Happy new year

    +

    Happy new year

    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 ...

    Category: News +

    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 …

    Category: News

    @@ -168,12 +188,12 @@

    November 2016 recap

    -
    Чт 15 Декабрь 2016 +
    Чт 15 декабря 2016 ru -

    November recap

    +

    November recap

    This article describes the start of MJIN library separation into modules.

    -

    Once we built OpenSceneGraph for Android, it became obvious that some MJIN functionality is not suitable for Android. For example, UIQt provides a basis for OGS Editor UI. Since OGS Editor is a desktop application, we don't need ...

    Category: News +

    Once we built OpenSceneGraph for Android, it became obvious that some MJIN functionality is not suitable for Android. For example, UIQt provides a basis for OGS Editor UI. Since OGS Editor is a desktop application, we don't need UIQt …

    Category: News

    @@ -187,13 +207,13 @@

    October 2016 recap

    -
    Сб 19 Ноябрь 2016 +
    Сб 19 ноября 2016 ru -

    October recap

    +

    October recap

    This article describes how we spent a month building OpenSceneGraph (OSG) for Android: the first attempt to build OSG, the search for OSG alternatives, and the success in building OSG.

    First attempt to build OSG.

    -

    Having no prior knowledge of Android development, we grabbed the latest Android Studio and started ...

    Category: News +

    Having no prior knowledge of Android development, we grabbed the latest Android Studio and started …

    Category: News

    @@ -207,14 +227,14 @@

    Technology showcases

    -
    Пн 31 Октябрь 2016 +
    Пн 31 октября 2016 ru -

    TechShowcases

    +

    TechShowcases

    In this article, we take another look at 2015-2016 live sessions' format and introduce a new showcase format for 2017.

    2015 and 2016: live sessions.

    As you know, we use live sessions to show the state of our technology and create a small functional game from scratch. -We have conducted ...

    Category: News +We have conducted …

    Category: News

    @@ -223,28 +243,6 @@ We have conducted ...

    Category:

    - - - -
    -

    September 2016 recap

    -
    Вт 11 Октябрь 2016 - ru - -

    September recap

    -

    This article explains September 2016 live session stages: draft, rehearsal, live session itself, and publishing.

    -

    Even though live session takes only a few hours, we devote a whole month to prepare for it. Let's have a look at live session stages in detail.

    -
      -
    1. -

      Draft. Game creation for the first ...

    Category: News - -

    - - - Read More -
    -
    -
    Page 2 of 5
    diff --git a/category/news3.html b/category/news3.html index a6934b2..972cb7d 100644 --- a/category/news3.html +++ b/category/news3.html @@ -48,16 +48,38 @@ +
    +

    September 2016 recap

    +
    Вт 11 октября 2016 + ru + +

    September recap

    +

    This article explains September 2016 live session stages: draft, rehearsal, live session itself, and publishing.

    +

    Even though live session takes only a few hours, we devote a whole month to prepare for it. Let's have a look at live session stages in detail.

    +
      +
    1. +

      Draft. Game creation for the first time …

    Category: News + +

    + + + Read More +
    +
    + + + +

    OGS Editor 0.10 and live session materials

    -
    Пн 03 Октябрь 2016 +
    Пн 03 октября 2016 ru -

    ogs-editor-0.10

    +

    ogs-editor-0.10

    Note: we won't release 0.10 for macOS due to technical difficulties with the build system. macOS support will be back for 0.11.

    Category: News +

  • Mahjong Solitaire game is available at SourceForge, too. Simply …
  • Category: News

    @@ -71,7 +93,7 @@

    A few words about live session yesterday

    -
    Пн 26 Сентябрь 2016 +
    Пн 26 сентября 2016 ru
    @@ -92,7 +114,7 @@ We will publish live session materials later this week.

    Live session is in 24 hours

    -
    Сб 24 Сентябрь 2016 +
    Сб 24 сентября 2016 ru
    @@ -111,7 +133,7 @@ We will publish live session materials later this week.

    Live session: 25 September 2016

    -
    Сб 17 Сентябрь 2016 +
    Сб 17 сентября 2016 ru
    @@ -131,13 +153,13 @@ It's time to create simple Mahjong solitaire game.

    Categ

    August 2016 recap

    -
    Сб 03 Сентябрь 2016 +
    Сб 03 сентября 2016 ru -

    2016-august-recap

    +

    2016-august-recap

    This article explains the most important technical details about development in August: UIQt module, its refactoring, a new feature based development approach, and its benefits.

    UIQt module is a collection of UI components backed by Qt. We only use it for Editor UI at the moment.

    -

    Here is a list ...

    Category: News +

    Here is a list …

    Category: News

    @@ -151,7 +173,7 @@ It's time to create simple Mahjong solitaire game.

    Categ

    We’re back to social networks

    -
    Чт 18 Август 2016 +
    Чт 18 августа 2016 ru

    If you follow us on Facebook, Twitter, or VK you noticed we started to use them again. That's no coincidence: we're finally ready to communicate our progress verbally after 4 years of almost silent development.

    @@ -169,11 +191,11 @@ It's time to create simple Mahjong solitaire game.

    Categ

    Once Mahjong – always Mahjong

    -
    Ср 10 Август 2016 +
    Ср 10 августа 2016 ru

    We started Opensource Game Studio project a long time ago. We wanted to provide open source community with tools to create games. However, it was unclear what tools' purpose was. So we decided to start small: create a game first.

    -

    It took us 3 years to reach the first goal ...

    Category: News +

    It took us 3 years to reach the first goal …

    Category: News

    @@ -187,7 +209,7 @@ It's time to create simple Mahjong solitaire game.

    Categ

    May 2016 live session materials

    -
    Вс 29 Май 2016 +
    Вс 29 мая 2016 ru
    @@ -195,7 +217,7 @@ It's time to create simple Mahjong solitaire game.

    Categ

    This time we have shown how to create a simple Domino based game. Below you can find all materials related to the game creation.

    1. Editor 0.9 for Linux (Debian based), OS X (10.9+), Windows is available at SourceForge. Simply unpack it and launch the run script.
    2. -
    3. Domino project ...

    Category: News +

  • Domino project …
  • Category: News

    @@ -209,7 +231,7 @@ It's time to create simple Mahjong solitaire game.

    Categ

    - - - -
    -

    May live session (Editor 0.9)

    -
    Вс 24 Апрель 2016 - ru - -

    As you know, the previously published roadmap assumed, that we would hold a live session in April and it would feature a ping-pong game created with Editor 0.9.

    -

    We have to admit, our abilities to plan are not yet good enough. That's why the next live session will ...

    Category: News - -

    - - - Read More -
    -
    -
    Page 3 of 5
    diff --git a/category/news4.html b/category/news4.html index fbb6264..54e750b 100644 --- a/category/news4.html +++ b/category/news4.html @@ -48,9 +48,27 @@ +
    +

    May live session (Editor 0.9)

    +
    Вс 24 апреля 2016 + ru + +

    As you know, the previously published roadmap assumed, that we would hold a live session in April and it would feature a ping-pong game created with Editor 0.9.

    +

    We have to admit, our abilities to plan are not yet good enough. That's why the next live session will take …

    Category: News + +

    + + + Read More +
    +
    + + + +

    "Rolling ball" live session videos and downloads

    -
    Ср 10 Февраль 2016 +
    Ср 10 февраля 2016 ru

    Since we held 2 live sessions to create "Rolling ball" game, here are 2 YouTube videos of the process:

    @@ -60,7 +78,7 @@

    "Rolling ball" game for Linux (Debian based), OS X (10.9+), Windows is available at SourceForge. Simply unpack it and launch the run script.

    -

    Editor 0.8 is available at SourceForge ...

    Category: News +

    Editor 0.8 is available at SourceForge …

    Category: News

    @@ -74,7 +92,7 @@ Simply unpack it and launch the run script.

    Game creation live session (part 2): 7 February 2016

    -
    Вт 02 Февраль 2016 +
    Вт 02 февраля 2016 ru

    Unfortunately, we have failed to finish creation of the simple "Rolling ball" game in 3 hours. That's why we will hold the second LiveCoding session on 7 February 2016 at 12:00 CET. Let's finish the game!

    Category: News @@ -91,7 +109,7 @@ Simply unpack it and launch the run script.

    Game creation live session: 31 January 2016

    -
    Пн 25 Январь 2016 +
    Пн 25 января 2016 ru

    We're glad to annouce that the LiveCoding session will take place on 31 January 2016 at 12:00 CET. Join us!

    Category: News @@ -108,11 +126,11 @@ Simply unpack it and launch the run script.

    SOON: Creating a simple game live (Editor 0.8)

    -
    Чт 21 Январь 2016 +
    Чт 21 января 2016 ru

    We are ready to present Editor 0.8 with Player. The live session will be held at LiveCoding SOON. We will show you how to create a simple game with sounds from scratch. And this time it will not need an Editor to run. -The exact date and time is ...

    Category: News +The exact date and time is …

    Category: News

    @@ -126,11 +144,11 @@ The exact date and time is ...

    Category:

    Roadmap for 2016

    -
    Сб 26 Декабрь 2015 +
    Сб 26 декабря 2015 ru

    As you know, according to the previously published roadmap, we now have sound system in place. However, we decided to go further and implement the first version of Player. We wanted to get it done by December, but, unfortunately, more work resulted in the change of dates.

    -

    Here's the ...

    Category: News +

    Here's the revised …

    Category: News

    @@ -144,7 +162,7 @@ The exact date and time is ...

    Category:

    Live session video and downloads

    -
    Вс 15 Ноябрь 2015 +
    Вс 15 ноября 2015 ru

    If you missed the live session, you can watch it here: @@ -152,7 +170,7 @@ The exact date and time is ...

    Category: https://github.com/OGStudio/liveSessionWhacAMole/archive/master.zip

    The latest editor can be found here: -http://sourceforge.net/projects/osrpgcreation/files/Editor/jenkins/42_2015-11-13_08-16-46_0 ...

    Category: News +http://sourceforge.net/projects/osrpgcreation/files/Editor/jenkins/42_2015-11-13_08-16-46_0 …

    Category: News

    @@ -166,7 +184,7 @@ The exact date and time is ...

    Category:

    Creating a simple game live: 15 November 2015

    -
    Пн 09 Ноябрь 2015 +
    Пн 09 ноября 2015 ru

    We're glad to annouce that the LiveCoding session will take place on 15 November 2015 at 12:00 CET. Join us!

    Category: News @@ -183,13 +201,13 @@ The exact date and time is ...

    Category:

    SOON: Creating a simple game live (Editor 0.7)

    -
    Пн 02 Ноябрь 2015 +
    Пн 02 ноября 2015 ru

    As we have promised, we are ready to give you Editor 0.7 which is capable of creating the complete test chamber. However, after recreating the test chamber ourselves, it became clear that:

    1. it takes more than 8 hours to recreate it (too long)
    2. -
    3. it's inappropriate to be presented ...

    Category: News +

  • it's inappropriate to be presented in …
  • Category: News

    @@ -203,11 +221,11 @@ The exact date and time is ...

    Category:

    Desura no more, hello Humble Bundle Widget

    -
    Чт 23 Июль 2015 +
    Чт 23 июля 2015 ru

    After the recent bankruptcy of Desura's parent company, we decided, that we need a new place for our Deluxe version. Something better, more modern and more trustworthy. We have chosen the Humble Widget, with which you can buy the deluxe version of the game without leaving our site.

    -

    Here ...

    Category: News +

    Here it …

    Category: News

    @@ -216,23 +234,6 @@ The exact date and time is ...

    Category:

    - - - -
    -

    Test chamber for everyone (Editor 0.7.0)

    -
    Ср 22 Июль 2015 - ru - -

    As you know, the main goal of Editor 0.7.0 is the ability to create the test chamber with it. It needs Actions' system and a few stability fixes for that. We are going to publish a detailed article describing how to create the test chamber, too, so that ...

    Category: News - -

    - - - Read More -
    -
    -
    Page 4 of 5
    diff --git a/category/news5.html b/category/news5.html index 4c5cf72..b069af2 100644 --- a/category/news5.html +++ b/category/news5.html @@ -48,16 +48,33 @@ +
    +

    Test chamber for everyone (Editor 0.7.0)

    +
    Ср 22 июля 2015 + ru + +

    As you know, the main goal of Editor 0.7.0 is the ability to create the test chamber with it. It needs Actions' system and a few stability fixes for that. We are going to publish a detailed article describing how to create the test chamber, too, so that …

    Category: News + +

    + + + Read More +
    +
    + + + +

    Roadmap for 2015-2016

    -
    Вс 19 Июль 2015 +
    Вс 19 июля 2015 ru

    As promised, we have come up with a list of milestones and their approximate dates for the coming year:

    1. Editor 0.7.0 (October 2015) - Actions' system: we recreate the test chamber
    2. Editor 0.8.0 (December 2015) - Sound system
    3. -
    4. Editor 0.9.0 (February 2016) - Particles' system and minimal ...

    Category: News +

  • Editor 0.9.0 (February 2016) - Particles' system and minimal …
  • Category: News

    @@ -71,7 +88,7 @@

    Editor 0.6.0

    -
    Вс 28 Июнь 2015 +
    Вс 28 июня 2015 ru

    We completed Editor 0.6.0. You can see 0.6.0 in action here.

    @@ -81,7 +98,7 @@
  • Node rotation along X axis
  • Node scripting support
  • Thumbnail dialog to preview models when editing scene node model properties
  • -
  • Node copying ...
  • Category: News +

  • Node copying …
  • Category: News

    @@ -95,7 +112,7 @@

    Editor 0.5.0 and plans for 0.6.0

    -
    Ср 15 Апрель 2015 +
    Ср 15 апреля 2015 ru

    We completed Editor 0.5.0. As it was planned, it has scene node tree editing, property browser, and Qt5 support. You can see 0.5.0 in action here.

    @@ -103,7 +120,7 @@

    Editor 0.6.0 planned features:

    1. Camera node editing
    2. -
    3. Light ...

    Category: News +

  • Light …
  • Category: News

    diff --git a/editor-06-roadmap-ru.html b/editor-06-roadmap-ru.html index f27ed1c..7513fae 100644 --- a/editor-06-roadmap-ru.html +++ b/editor-06-roadmap-ru.html @@ -50,7 +50,7 @@ title="Permalink to Редактор 0.5.0 и планы для 0.6.0">Редактор 0.5.0 и планы для 0.6.0 -
    Ср 15 Апрель 2015 +
    Ср 15 апреля 2015 en

    Мы завершили работу над версией 0.5.0 редактора. Как было запланировано, эта версия содержит редактирование узлов сцены, браузер свойств, поддеркжу Qt5. Вы можете увидеть 0.5.0 в действии здесь.

    diff --git a/editor-06-roadmap.html b/editor-06-roadmap.html index 0be4ec3..5dc6f44 100644 --- a/editor-06-roadmap.html +++ b/editor-06-roadmap.html @@ -50,7 +50,7 @@ title="Permalink to Editor 0.5.0 and plans for 0.6.0">Editor 0.5.0 and plans for 0.6.0 -
    Ср 15 Апрель 2015 +
    Ср 15 апреля 2015 ru

    We completed Editor 0.5.0. As it was planned, it has scene node tree editing, property browser, and Qt5 support. You can see 0.5.0 in action here.

    diff --git a/editor-06-ru.html b/editor-06-ru.html index b8083e6..c3e7a6c 100644 --- a/editor-06-ru.html +++ b/editor-06-ru.html @@ -50,7 +50,7 @@ title="Permalink to Редактор 0.6.0">Редактор 0.6.0 -
    Вс 28 Июнь 2015 +
    Вс 28 июня 2015 en

    Мы завершили работу над версией 0.6.0 редактора. Вы можете увидеть 0.6.0 в действии здесь.

    diff --git a/editor-06.html b/editor-06.html index 7a7039c..32f9ab7 100644 --- a/editor-06.html +++ b/editor-06.html @@ -50,7 +50,7 @@ title="Permalink to Editor 0.6.0">Editor 0.6.0 -
    Вс 28 Июнь 2015 +
    Вс 28 июня 2015 ru

    We completed Editor 0.6.0. You can see 0.6.0 in action here.

    diff --git a/example-driven-development-ru.html b/example-driven-development-ru.html index 495b3b7..3eeb6bc 100644 --- a/example-driven-development-ru.html +++ b/example-driven-development-ru.html @@ -50,12 +50,14 @@ title="Permalink to Разработка через создание примеров">Разработка через создание примеров -
    Ср 27 Июнь 2018 +
    Ср 27 июня 2018 en -

    Screenshot

    +

    Screenshot

    Эта статья описывает то, как создание третьего кросс-платформенного примера OpenSceneGraph привело нас к разработке через создание примеров.

    +

    ИЗМЕНЕНИЯ ОТ 2018-08: третий пример был переименован в четвёртый в связи +с причинами, изложенными в следующей статье.

    Третий кросс-платформенный пример OpenSceneGraph

    Третий кросс-платформенный пример OpenSceneGraph содержит реализацию удалённой отладки, работающей на всех поддерживаемых платформах. diff --git a/example-driven-development.html b/example-driven-development.html index 9c825c1..d84a23e 100644 --- a/example-driven-development.html +++ b/example-driven-development.html @@ -50,15 +50,17 @@ title="Permalink to Example-driven development">Example-driven development -

    Ср 27 Июнь 2018 +
    Ср 27 июня 2018 ru -

    Screenshot

    +

    Screenshot

    This article explains how the third OpenSceneGraph cross-platform example opened our eyes to example-driven development.

    +

    2018-08 EDIT: the third example has been renamed to the fourth one due to +the reasons described in the next article.

    The third OpenSceneGraph cross-platform example

    The third OpenSceneGraph cross-platform example explains how to implement -remote debugging across platforms. This example is less about +remote debugging across platforms. This example is less about OpenSceneGraph and more about different platforms.

    Remote anything nowadays assumes the use of HTTP(s) over TCP/IP. Thus, the first idea was to embed HTTP server into an application and let HTTP clients diff --git a/examples-and-dependencies-ru.html b/examples-and-dependencies-ru.html new file mode 100644 index 0000000..f96dd87 --- /dev/null +++ b/examples-and-dependencies-ru.html @@ -0,0 +1,183 @@ + + + + + + + Примеры и зависимости + + + + + + + + + + + + + + + +

    + + + + +
    + + +
    +
    +
    +

    Примеры и зависимости

    +
    + +
    Вт 21 августа 2018 + en + +

    Screenshot

    +

    Эта статья описывает два новых кросс-платформенных примера OpenSceneGraph +и изменение в работе с зависимостями.

    +

    Примеры клиента HTTP и выбора узла сцены

    +

    После окончания работы над примером удалённой отладки и +сообщения об этом мы с удивлением обнаружили, что +безопасное соединение HTTPS между отлаживаемым приложением и брокером +отладки работало лишь в веб-версии примера. Десктопная и мобильная версии +работали лишь с помощью обычного соединения HTTP.

    +

    Т.к. текущая схема отладки не имеет авторизации, отладка по обычному соединению +HTTP не несёт никаких проблем. Однако, если мы хотим получить доступ к ресурсам, +расположенным на популярных сайтах вроде GitHub и BitBucket, мы обязаны +поддерживать HTTPS.

    +

    Необходимость поддержки HTTPS на каждой платформе побудила нас создать +пример клиента HTTP. Оказалось, что каждая платформа имеет +собственные правила по работе с HTTPS:

    +
      +
    • веб (Emscripten) предоставляет Fetch API
    • +
    • десктоп может использовать Mongoose с OpenSSL
    • +
    • Android предоставляет HttpUrlConnection в языке Java
    • +
    • iOS предоставляет NSURLSession в языке Objective-C
    • +
    +

    Необходимость поддержки разных языков на разных платформах привела к +созданию так называемого шаблона "хозяин-гость":

    +
      +
    • гость (не привязан к платформе)
        +
      • имеет сетевое представление
      • +
      • используется кросс-платформенным кодом на C++
      • +
      +
    • +
    • хозяин (определённая платформа)
        +
      • опрашивает гостя на наличие ожидающих выполнение запросов
      • +
      • обрабатывает их
      • +
      • сообщает результат гостю
      • +
      +
    • +
    +

    Пример выбора узла сцены оказался простым и не создал особых проблем.

    +

    Изменение в работе с зависимостями

    +

    Больше года нам приходилось жить со следующими недостатками +сборки OpenSceneGraph официальными средствами:

    +
      +
    • проблемы сборки под macOS ввиду использования определённых флагов сборки
    • +
    • обход механизмов проверки зависимостей для использования PNG на Android
    • +
    • принадлежность сборок iOS под симулятор и устройство к разным проектам Xcode
    • +
    • ожидания в 20-30 минут для сборки OpenSceneGraph
    • +
    +

    Эти недостатки замедляли нас и усложняли разработку новых примеров. После того, +как мы десятый раз столкнулись с указанными проблемами в этом месяце, мы решили +исправить их раз и навсегда. Теперь мы собираем OpenSceneGraph как часть каждого +примера за 2-3 минуты без какой-либо магии. Также мы использовали этот подход +включения зависимости как части каждого примера для остальных библиотек вроде +Mongoose и libpng-android.

    +

    Теперь без этих препятствий мы можем разрабатывать быстрее. Это значительно +облегчит создание следующей технической демонстрации Mahjong 2!

    +

    На этом мы заканчиваем описание двух новых кросс-платформенных примеров +OpenSceneGraph и изменения в работе с зависимостями.

    +

    Category: News + +

    + + + +
    +
    + + + + + +
    + + + +
    +
    +
    +
    +
    +

    Proudly powered by Pelican, which takes great advantage of Python.

    +
    +
    +
    + +
    \ No newline at end of file diff --git a/examples-and-dependencies.html b/examples-and-dependencies.html new file mode 100644 index 0000000..af6f18a --- /dev/null +++ b/examples-and-dependencies.html @@ -0,0 +1,183 @@ + + + + + + + Examples and dependencies + + + + + + + + + + + + + + + + + + + + +
    + + +
    +
    +
    +

    Examples and dependencies

    +
    + +
    Вт 21 августа 2018 + ru + +

    Screenshot

    +

    This article describes two new OpenSceneGraph cross-platform examples and the +change in handling dependencies.

    +

    Examples of HTTP client and node selection

    +

    Once we finished working on the remote debugging example and +reported its completion, we were surprised by the fact +that secure HTTP connection between a debugged application and debug broker +was only working in the web version of the example. Desktop and mobile versions +only worked with insecure HTTP.

    +

    Since current debug scheme has no authentication, insecure debugging over HTTP +doesn't really hurt. However, if we want to access resources located at popular +sites like GitHub and BitBucket, we have to support secure HTTP.

    +

    The need to support HTTPS on each platform spurred us to create +HTTP client example. Turned out, each platform had its own +preferred way of doing secure HTTP:

    +
      +
    • web (Emscripten) provides Fetch API
    • +
    • desktop is fine with Mongoose and OpenSSL
    • +
    • Android provides HttpUrlConnection in Java
    • +
    • iOS provides NSURLSession in Objective-C
    • +
    +

    The need to support different languages on different platforms resulted +in the creation of so-called 'host-guest' pattern:

    +
      +
    • guest (platform agnostic)
        +
      • provides networking representation
      • +
      • used by cross-platform C++ code
      • +
      +
    • +
    • host (specific platform)
        +
      • polls guest for pending requests
      • +
      • processes them
      • +
      • reports results back to the guest
      • +
      +
    • +
    +

    Node selection example was straightforward and caused no troubles.

    +

    The change in handling dependencies

    +

    For over a year we had to deal with the following +shortcomings when building OpenSceneGraph across platforms +using conventional methods:

    +
      +
    • macOS builds failing due to certain compile flags we use
    • +
    • hacking PNG plugin safety guards to have PNG support under Android
    • +
    • iOS simulator and device builds of the same example being in separate Xcode projects
    • +
    • OpenSceneGraph taking 20-30 minutes to build
    • +
    +

    These shortcomings were slowing us down and complicating the development of +new examples. Upon hitting these problems ten more times this month we decided +it was time to solve them once and for all. Now OpenSceneGraph is built as part +of each example in 2-3 minutes, and there's no more dependency magic involved. +We took the same approach of building dependencies as part of each example to +other external libraries like Mongoose and libpng-android, too.

    +

    With these obstacles out of the way, we can now iterate faster. Just in time +for the next technical demonstration of Mahjong 2!

    +

    That's it for describing two new OpenSceneGraph cross-platform examples and +the change in handling dependencies.

    +

    Category: News + +

    + + + +
    +
    + + + + + +
    + + + +
    +
    +
    +
    +
    +

    Proudly powered by Pelican, which takes great advantage of Python.

    +
    +
    +
    + +
    \ No newline at end of file diff --git a/feeds/all.atom.xml b/feeds/all.atom.xml index 1c8d5d2..38c13b8 100644 --- a/feeds/all.atom.xml +++ b/feeds/all.atom.xml @@ -1,10 +1,143 @@ -Opensource Game Studiohttp://opengamestudio.org/2018-06-27T00:00:00+03:00Example-driven development2018-06-27T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2018-06-27:example-driven-development.html<p><img alt="Screenshot" src="http://opengamestudio.org/2018-06-27-example-driven-development.png" /></p> +Opensource Game Studiohttp://opengamestudio.org/2018-08-21T00:00:00+03:00Examples and dependencies2018-08-21T00:00:00+03:002018-08-21T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2018-08-21:/examples-and-dependencies.html<p><img alt="Screenshot" src="http://opengamestudio.org/2018-08-21-examples-and-dependencies.png"></p> +<p>This article describes two new OpenSceneGraph cross-platform examples and the +change in handling dependencies.</p> +<p><strong>Examples of HTTP client and node selection</strong></p> +<p>Once we finished working on <a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/04.RemoteDebugging">the remote debugging example</a> and +<a href="http://opengamestudio.org/example-driven-development.html">reported its completion</a>, we were surprised by the fact +that secure HTTP connection between a debugged application and debug …</p><p><img alt="Screenshot" src="http://opengamestudio.org/2018-08-21-examples-and-dependencies.png"></p> +<p>This article describes two new OpenSceneGraph cross-platform examples and the +change in handling dependencies.</p> +<p><strong>Examples of HTTP client and node selection</strong></p> +<p>Once we finished working on <a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/04.RemoteDebugging">the remote debugging example</a> and +<a href="http://opengamestudio.org/example-driven-development.html">reported its completion</a>, we were surprised by the fact +that secure HTTP connection between a debugged application and debug broker +was only working in the web version of the example. Desktop and mobile versions +only worked with insecure HTTP.</p> +<p>Since current debug scheme has no authentication, insecure debugging over HTTP +doesn't really hurt. However, if we want to access resources located at popular +sites like GitHub and BitBucket, we have to support secure HTTP.</p> +<p>The need to support HTTPS on each platform spurred us to create +<a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/03.HTTPClient">HTTP client example</a>. Turned out, each platform had its own +preferred way of doing secure HTTP:</p> +<ul> +<li>web (Emscripten) provides Fetch API</li> +<li>desktop is fine with Mongoose and OpenSSL</li> +<li>Android provides HttpUrlConnection in Java</li> +<li>iOS provides NSURLSession in Objective-C</li> +</ul> +<p>The need to support different languages on different platforms resulted +in the creation of so-called 'host-guest' pattern:</p> +<ul> +<li>guest (platform agnostic)<ul> +<li>provides networking representation</li> +<li>used by cross-platform C++ code</li> +</ul> +</li> +<li>host (specific platform)<ul> +<li>polls guest for pending requests</li> +<li>processes them</li> +<li>reports results back to the guest</li> +</ul> +</li> +</ul> +<p><a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/05.NodeSelection">Node selection example</a> was straightforward and caused no troubles.</p> +<p><strong>The change in handling dependencies</strong></p> +<p>For over a year we had to deal with the following +<a href="http://forum.openscenegraph.org/viewtopic.php?t=17443">shortcomings</a> when building OpenSceneGraph across platforms +using conventional methods:</p> +<ul> +<li>macOS builds failing due to certain compile flags we use</li> +<li>hacking PNG plugin safety guards to have PNG support under Android</li> +<li>iOS simulator and device builds of the same example being in separate Xcode projects</li> +<li>OpenSceneGraph taking 20-30 minutes to build</li> +</ul> +<p>These shortcomings were slowing us down and complicating the development of +new examples. Upon hitting these problems ten more times this month we decided +it was time to solve them once and for all. Now OpenSceneGraph is built as part +of each example in 2-3 minutes, and there's no more dependency magic involved. +We took the same approach of building dependencies as part of each example to +other external libraries like Mongoose and libpng-android, too.</p> +<p>With these obstacles out of the way, we can now iterate faster. Just in time +for the next technical demonstration of Mahjong 2!</p> +<p>That's it for describing two new OpenSceneGraph cross-platform examples and +the change in handling dependencies.</p>Примеры и зависимости2018-08-21T00:00:00+03:002018-08-21T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2018-08-21:/examples-and-dependencies-ru.html<p><img alt="Screenshot" src="http://opengamestudio.org/2018-08-21-examples-and-dependencies.png"></p> +<p>Эта статья описывает два новых кросс-платформенных примера OpenSceneGraph +и изменение в работе с зависимостями.</p> +<p><strong>Примеры клиента HTTP и выбора узла сцены</strong></p> +<p>После окончания работы над <a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/04.RemoteDebugging">примером удалённой отладки</a> и +<a href="http://opengamestudio.org/example-driven-development.html">сообщения об этом</a> мы с удивлением обнаружили, что +безопасное соединение HTTPS между отлаживаемым приложением и брокером +отладки работало лишь в веб-версии …</p><p><img alt="Screenshot" src="http://opengamestudio.org/2018-08-21-examples-and-dependencies.png"></p> +<p>Эта статья описывает два новых кросс-платформенных примера OpenSceneGraph +и изменение в работе с зависимостями.</p> +<p><strong>Примеры клиента HTTP и выбора узла сцены</strong></p> +<p>После окончания работы над <a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/04.RemoteDebugging">примером удалённой отладки</a> и +<a href="http://opengamestudio.org/example-driven-development.html">сообщения об этом</a> мы с удивлением обнаружили, что +безопасное соединение HTTPS между отлаживаемым приложением и брокером +отладки работало лишь в веб-версии примера. Десктопная и мобильная версии +работали лишь с помощью обычного соединения HTTP.</p> +<p>Т.к. текущая схема отладки не имеет авторизации, отладка по обычному соединению +HTTP не несёт никаких проблем. Однако, если мы хотим получить доступ к ресурсам, +расположенным на популярных сайтах вроде GitHub и BitBucket, мы обязаны +поддерживать HTTPS.</p> +<p>Необходимость поддержки HTTPS на каждой платформе побудила нас создать +<a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/03.HTTPClient">пример клиента HTTP</a>. Оказалось, что каждая платформа имеет +собственные правила по работе с HTTPS:</p> +<ul> +<li>веб (Emscripten) предоставляет Fetch API</li> +<li>десктоп может использовать Mongoose с OpenSSL</li> +<li>Android предоставляет HttpUrlConnection в языке Java</li> +<li>iOS предоставляет NSURLSession в языке Objective-C</li> +</ul> +<p>Необходимость поддержки разных языков на разных платформах привела к +созданию так называемого шаблона "хозяин-гость":</p> +<ul> +<li>гость (не привязан к платформе)<ul> +<li>имеет сетевое представление</li> +<li>используется кросс-платформенным кодом на C++</li> +</ul> +</li> +<li>хозяин (определённая платформа)<ul> +<li>опрашивает гостя на наличие ожидающих выполнение запросов</li> +<li>обрабатывает их</li> +<li>сообщает результат гостю</li> +</ul> +</li> +</ul> +<p><a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/05.NodeSelection">Пример выбора узла сцены</a> оказался простым и не создал особых проблем.</p> +<p><strong>Изменение в работе с зависимостями</strong></p> +<p>Больше года нам приходилось жить со следующими <a href="http://forum.openscenegraph.org/viewtopic.php?t=17443">недостатками</a> +сборки OpenSceneGraph официальными средствами:</p> +<ul> +<li>проблемы сборки под macOS ввиду использования определённых флагов сборки</li> +<li>обход механизмов проверки зависимостей для использования PNG на Android</li> +<li>принадлежность сборок iOS под симулятор и устройство к разным проектам Xcode</li> +<li>ожидания в 20-30 минут для сборки OpenSceneGraph</li> +</ul> +<p>Эти недостатки замедляли нас и усложняли разработку новых примеров. После того, +как мы десятый раз столкнулись с указанными проблемами в этом месяце, мы решили +исправить их раз и навсегда. Теперь мы собираем OpenSceneGraph как часть каждого +примера за 2-3 минуты без какой-либо магии. Также мы использовали этот подход +включения зависимости как части каждого примера для остальных библиотек вроде +Mongoose и libpng-android. </p> +<p>Теперь без этих препятствий мы можем разрабатывать быстрее. Это значительно +облегчит создание следующей технической демонстрации Mahjong 2!</p> +<p>На этом мы заканчиваем описание двух новых кросс-платформенных примеров +OpenSceneGraph и изменения в работе с зависимостями.</p>Example-driven development2018-06-27T00:00:00+03:002018-06-27T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2018-06-27:/example-driven-development.html<p><img alt="Screenshot" src="http://opengamestudio.org/2018-06-27-example-driven-development.png"></p> <p>This article explains how the third OpenSceneGraph cross-platform example opened our eyes to example-driven development.</p> +<p><strong>2018-08 EDIT</strong>: the third example has been renamed to the fourth one due to +the reasons described in the <a href="http://opengamestudio.org/examples-and-dependencies.html">next article</a>.</p> +<p><strong>The third OpenSceneGraph cross-platform example</strong></p> +<p>The third OpenSceneGraph cross-platform example explains how to implement …</p><p><img alt="Screenshot" src="http://opengamestudio.org/2018-06-27-example-driven-development.png"></p> +<p>This article explains how the third OpenSceneGraph cross-platform example +opened our eyes to example-driven development.</p> +<p><strong>2018-08 EDIT</strong>: the third example has been renamed to the fourth one due to +the reasons described in the <a href="http://opengamestudio.org/examples-and-dependencies.html">next article</a>.</p> <p><strong>The third OpenSceneGraph cross-platform example</strong></p> <p>The third OpenSceneGraph cross-platform example explains how to implement -<a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/03.RemoteDebugging">remote debugging across platforms</a>. This example is less about +<a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/04.RemoteDebugging">remote debugging across platforms</a>. This example is less about OpenSceneGraph and more about different platforms.</p> <p>Remote anything nowadays assumes the use of HTTP(s) over TCP/IP. Thus, the first idea was to embed HTTP server into an application and let HTTP clients @@ -41,9 +174,18 @@ beneficial it is to develop new features outside the main project:</p> resource caching, etc. are going to be first implemented as examples. We call this example-driven development.</p> <p>That's it for explaining how the third OpenSceneGraph cross-platform example -opened our eyes to example-driven development.</p>Разработка через создание примеров2018-06-27T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2018-06-27:example-driven-development-ru.html<p><img alt="Screenshot" src="http://opengamestudio.org/2018-06-27-example-driven-development.png" /></p> +opened our eyes to example-driven development.</p>Разработка через создание примеров2018-06-27T00:00:00+03:002018-06-27T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2018-06-27:/example-driven-development-ru.html<p><img alt="Screenshot" src="http://opengamestudio.org/2018-06-27-example-driven-development.png"></p> +<p>Эта статья описывает то, как создание третьего кросс-платформенного примера +OpenSceneGraph привело нас к разработке через создание примеров.</p> +<p><strong>ИЗМЕНЕНИЯ ОТ 2018-08</strong>: третий пример был переименован в четвёртый в связи +с причинами, изложенными в <a href="http://opengamestudio.org/examples-and-dependencies-ru.html">следующей статье</a>.</p> +<p><strong>Третий кросс-платформенный пример OpenSceneGraph</strong></p> +<p>Третий кросс-платформенный пример OpenSceneGraph содержит реализацию +<a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/03.RemoteDebugging">удалённой отладки, работающей на всех поддерживаемых …</a></p><p><img alt="Screenshot" src="http://opengamestudio.org/2018-06-27-example-driven-development.png"></p> <p>Эта статья описывает то, как создание третьего кросс-платформенного примера OpenSceneGraph привело нас к разработке через создание примеров.</p> +<p><strong>ИЗМЕНЕНИЯ ОТ 2018-08</strong>: третий пример был переименован в четвёртый в связи +с причинами, изложенными в <a href="http://opengamestudio.org/examples-and-dependencies-ru.html">следующей статье</a>.</p> <p><strong>Третий кросс-платформенный пример OpenSceneGraph</strong></p> <p>Третий кросс-платформенный пример OpenSceneGraph содержит реализацию <a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/03.RemoteDebugging">удалённой отладки, работающей на всех поддерживаемых платформах</a>. @@ -88,7 +230,13 @@ HTTP в приложение, чтобы клиенты HTTP могли взаи примеров. Мы называем этот подход разработкой через создание примеров.</p> <p>На этом мы заканчиваем описание того, как создание третьего кросс-платформенного примера OpenSceneGraph привело нас к разработке через -создание примеров.</p>OpenSceneGraph cross-platform examples2018-04-20T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2018-04-20:openscenegraph-examples.html<p><img alt="Screenshot" src="http://opengamestudio.org/2018-04-20-openscenegraph-examples.png" /></p> +создание примеров.</p>OpenSceneGraph cross-platform examples2018-04-20T00:00:00+03:002018-04-20T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2018-04-20:/openscenegraph-examples.html<p><img alt="Screenshot" src="http://opengamestudio.org/2018-04-20-openscenegraph-examples.png"></p> +<p>This article summarizes the work we did to produce the first two +cross-platform OpenSceneGraph examples.</p> +<p>By the time <a href="http://opengamestudio.org/mahjong-techdemo1-gameplay.html">the first technology demonstration of OGS Mahjong 2</a> +has been released, we've already had <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide/issues/4">issue request</a> +(to explain how to load images with OpenSceneGraph on Android) hanging for some +time. We considered …</p><p><img alt="Screenshot" src="http://opengamestudio.org/2018-04-20-openscenegraph-examples.png"></p> <p>This article summarizes the work we did to produce the first two cross-platform OpenSceneGraph examples.</p> <p>By the time <a href="http://opengamestudio.org/mahjong-techdemo1-gameplay.html">the first technology demonstration of OGS Mahjong 2</a> @@ -113,7 +261,15 @@ knowledge in the form of concrete examples. That's how <li>Use PNG images with PNG plugins: this explains the requirements necessary to build and use PNG plugins</li> </ul> <p>We will be adding new examples as we proceed with OGS Mahjong 2 development.</p> -<p>That's it for summarizing the work we did to produce the first two cross-platform OpenSceneGraph examples.</p>Кросс-платформенные примеры OpenSceneGraph2018-04-20T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2018-04-20:openscenegraph-examples-ru.html<p><img alt="Screenshot" src="http://opengamestudio.org/2018-04-20-openscenegraph-examples.png" /></p> +<p>That's it for summarizing the work we did to produce the first two cross-platform OpenSceneGraph examples.</p>Кросс-платформенные примеры OpenSceneGraph2018-04-20T00:00:00+03:002018-04-20T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2018-04-20:/openscenegraph-examples-ru.html<p><img alt="Screenshot" src="http://opengamestudio.org/2018-04-20-openscenegraph-examples.png"></p> +<p>Эта статья резюмирует создание первых двух кросс-платформенных примеров +OpenSceneGraph.</p> +<p>К тому времени, как мы выпустили +<a href="http://opengamestudio.org/mahjong-techdemo1-gameplay-ru.html">первую техническую демонстрацию OGS Mahjong 2</a>, нас уже дожидался +<a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide/issues/4">запрос на описание работы с изображениями</a> в +OpenSceneGraph на Android. Сначала мы рассматривали возможность создания нового +самоучителя для <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide">кросс-платформенного руководства OpenSceneGraph</a>, но +позже мы оценили необходимые …</p><p><img alt="Screenshot" src="http://opengamestudio.org/2018-04-20-openscenegraph-examples.png"></p> <p>Эта статья резюмирует создание первых двух кросс-платформенных примеров OpenSceneGraph.</p> <p>К тому времени, как мы выпустили @@ -139,7 +295,17 @@ OpenSceneGraph на Android. Сначала мы рассматривали во <li>Использование изображений PNG с помощью плагинов PNG: описание требований, необходимых для сборки и использования плагинов PNG</li> </ul> <p>Мы будем и впредь добавлять новые примеры по мере продвижения нашей разработки OGS Mahjong 2.</p> -<p>На этом мы заканчиваем резюме о создании первых двух кросс-платформенных примеров OpenSceneGraph.</p>First techdemo of OGS Mahjong 2: Gameplay2018-02-16T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2018-02-16:mahjong-techdemo1-gameplay.html<p><img alt="Screenshot" src="http://opengamestudio.org/2018-02-16-mahjong-techdemo1-gameplay.png" /></p> +<p>На этом мы заканчиваем резюме о создании первых двух кросс-платформенных примеров OpenSceneGraph.</p>First techdemo of OGS Mahjong 2: Gameplay2018-02-16T00:00:00+03:002018-02-16T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2018-02-16:/mahjong-techdemo1-gameplay.html<p><img alt="Screenshot" src="http://opengamestudio.org/2018-02-16-mahjong-techdemo1-gameplay.png"></p> +<p>We are glad to announce the release of the first technical demonstration of +OGS Mahjong 2. The purpose of this release was to verify gameplay across +supported platforms.</p> +<p>Get techdemo for your platform:</p> +<ul> +<li>Run <a href="https://ogstudio.github.io/game-mahjong/versions/013/mjin-player.html">Web version</a> in your browser</li> +<li>Get <a href="https://drive.google.com/open?id=1KW8IEN8Dpz8ODeg8BctVSJyzj9-AL9hR">Android version</a></li> +<li>Get <a href="https://drive.google.com/open?id=1oj0-OXSmEatttzn86u2vgP9SRAIC0ozB">Windows version</a></li> +<li>Get <a href="https://drive.google.com/open?id=1EX7kLIThLiMz9_W7VmBPySms3mlrF-i6">Linux version</a></li> +<li>Get <a href="https://drive.google.com/open?id=1KWnvbHzan8MpMcZPG2QC-7KWoEYbqrM2">macOS …</a></li></ul><p><img alt="Screenshot" src="http://opengamestudio.org/2018-02-16-mahjong-techdemo1-gameplay.png"></p> <p>We are glad to announce the release of the first technical demonstration of OGS Mahjong 2. The purpose of this release was to verify gameplay across supported platforms.</p> @@ -158,7 +324,18 @@ supported platforms.</p> <li>Linux version is only available in 64-bit variant.</li> <li>macOS version should run on macOS Sierra or newer.</li> </ul> -<p>That's it for now, have a nice testing!</p>Первая технодемка OGS Mahjong 2: Игровая механика2018-02-16T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2018-02-16:mahjong-techdemo1-gameplay-ru.html<p><img alt="Screenshot" src="http://opengamestudio.org/2018-02-16-mahjong-techdemo1-gameplay.png" /></p> +<p>That's it for now, have a nice testing!</p>Первая технодемка OGS Mahjong 2: Игровая механика2018-02-16T00:00:00+03:002018-02-16T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2018-02-16:/mahjong-techdemo1-gameplay-ru.html<p><img alt="Screenshot" src="http://opengamestudio.org/2018-02-16-mahjong-techdemo1-gameplay.png"></p> +<p>Мы ради сообщить о выпуске первой технической демонастрации OGS Mahjong 2. +Её цель была в проверке игровой механики на всех поддерживаемых платформах.</p> +<p>Проверьте технодемку на своей платформе:</p> +<ul> +<li>Запустить <a href="https://ogstudio.github.io/game-mahjong/versions/013/mjin-player.html">версию для веба</a> в браузере</li> +<li>Получить <a href="https://drive.google.com/open?id=1KW8IEN8Dpz8ODeg8BctVSJyzj9-AL9hR">версию для Android</a></li> +<li>Получить <a href="https://drive.google.com/open?id=1oj0-OXSmEatttzn86u2vgP9SRAIC0ozB">версию для Windows</a></li> +<li>Получить <a href="https://drive.google.com/open?id=1EX7kLIThLiMz9_W7VmBPySms3mlrF-i6">версию для Linux</a></li> +<li>Получить <a href="https://drive.google.com/open?id=1KWnvbHzan8MpMcZPG2QC-7KWoEYbqrM2">версию для macOS</a></li> +</ul> +<p>Замечания …</p><p><img alt="Screenshot" src="http://opengamestudio.org/2018-02-16-mahjong-techdemo1-gameplay.png"></p> <p>Мы ради сообщить о выпуске первой технической демонастрации OGS Mahjong 2. Её цель была в проверке игровой механики на всех поддерживаемых платформах.</p> <p>Проверьте технодемку на своей платформе:</p> @@ -176,7 +353,18 @@ supported platforms.</p> <li>Версия для Linux доступна лишь в 64-битном варианте.</li> <li>Версия для macOS должна работать на macOS Sierra или новее.</li> </ul> -<p>На сегодня это всё, хорошей проверки!</p>Mahjong recreation start2018-01-26T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2018-01-26:mahjong-recreation-start.html<p><img alt="Screenshot" src="http://opengamestudio.org/2018-01-26-mahjong-recreation-start.png" /></p> +<p>На сегодня это всё, хорошей проверки!</p>Mahjong recreation start2018-01-26T00:00:00+03:002018-01-26T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2018-01-26:/mahjong-recreation-start.html<p><img alt="Screenshot" src="http://opengamestudio.org/2018-01-26-mahjong-recreation-start.png"></p> +<p>This article describes the start of Mahjong game recreation.</p> +<p><strong>Plan</strong></p> +<p>We started Mahjong recreation endeavour by composing a brief plan to get gameplay with minimal graphics:</p> +<ul> +<li>Load single layout</li> +<li>Place tiles in layout positions</li> +<li>Distinguish tiles</li> +<li>Implement selection</li> +<li>Implement matching</li> +</ul> +<p>Just like any other plan, this one looked fine at …</p><p><img alt="Screenshot" src="http://opengamestudio.org/2018-01-26-mahjong-recreation-start.png"></p> <p>This article describes the start of Mahjong game recreation.</p> <p><strong>Plan</strong></p> <p>We started Mahjong recreation endeavour by composing a brief plan to get gameplay with minimal graphics:</p> @@ -216,7 +404,18 @@ Building the plugin for Android and iOS is still waiting for us. Once we get PNG <p><strong>Current Mahjong game status</strong></p> <p>As of the time of this writing, we have implemented tile selection. <a href="https://ogstudio.github.io/game-mahjong/versions/010/mjin-player.html">Try it in your browser!</a></p> <p>Once we finish tile matching implementation, we are going to publish the intermediate result for all supported platforms.</p> -<p>That's it for describing the start of Mahjong game recreation.</p>Начало воссоздания Маджонга2018-01-26T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2018-01-26:mahjong-recreation-start-ru.html<p><img alt="Screenshot" src="http://opengamestudio.org/2018-01-26-mahjong-recreation-start.png" /></p> +<p>That's it for describing the start of Mahjong game recreation.</p>Начало воссоздания Маджонга2018-01-26T00:00:00+03:002018-01-26T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2018-01-26:/mahjong-recreation-start-ru.html<p><img alt="Screenshot" src="http://opengamestudio.org/2018-01-26-mahjong-recreation-start.png"></p> +<p>Эта статья описывает начало воссоздания игры Маджонг.</p> +<p><strong>План</strong></p> +<p>Мы начали воссоздание Маджонга с составления краткого плана реализации игровой механики с минимальной графикой:</p> +<ul> +<li>Загрузить раскладку</li> +<li>Поместить фишки в позиции раскладки</li> +<li>Различить фишки</li> +<li>Реализовать выбор фишек</li> +<li>Реализовать сравнение фишек</li> +</ul> +<p>Как и любой другой план, этот выглядел вполне адекватно на первый взгляд. Тем …</p><p><img alt="Screenshot" src="http://opengamestudio.org/2018-01-26-mahjong-recreation-start.png"></p> <p>Эта статья описывает начало воссоздания игры Маджонг.</p> <p><strong>План</strong></p> <p>Мы начали воссоздание Маджонга с составления краткого плана реализации игровой механики с минимальной графикой:</p> @@ -256,7 +455,12 @@ Building the plugin for Android and iOS is still waiting for us. Once we get PNG <p><strong>Текущее состояние игры Маджонг</strong></p> <p>На момент написания этой статьи мы закончили реализацию выбора фишек. <a href="https://ogstudio.github.io/game-mahjong/versions/010/mjin-player.html">Проверьте в своём браузере!</a></p> <p>После реализации сравнения фишек мы опубликуем промежуточный результат для всех поддерживаемых платформ.</p> -<p>На этом мы заканчиваем описание начала воссоздания игры Маджонг.</p>The year of lessons2017-12-31T22:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-12-31:the-year-of-lessons.html<p><img alt="Screenshot" src="http://opengamestudio.org/2017-12-31-celebration.jpg" /></p> +<p>На этом мы заканчиваем описание начала воссоздания игры Маджонг.</p>The year of lessons2017-12-31T22:00:00+03:002017-12-31T22:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-12-31:/the-year-of-lessons.html<p><img alt="Screenshot" src="http://opengamestudio.org/2017-12-31-celebration.jpg"></p> +<p>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.</p> +<p>As it may be clear from other articles …</p><p><img alt="Screenshot" src="http://opengamestudio.org/2017-12-31-celebration.jpg"></p> <p>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 @@ -276,7 +480,12 @@ we can do).</p> <p>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.</p> -<p>The Opensource Game Studio Team.</p>Год новых уроков2017-12-31T22:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-12-31:the-year-of-lessons-ru.html<p><img alt="Screenshot" src="http://opengamestudio.org/2017-12-31-celebration.jpg" /></p> +<p>The Opensource Game Studio Team.</p>Год новых уроков2017-12-31T22:00:00+03:002017-12-31T22:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-12-31:/the-year-of-lessons-ru.html<p><img alt="Screenshot" src="http://opengamestudio.org/2017-12-31-celebration.jpg"></p> +<p>Итак, 2017й год стремительно приближается к финалу, итоги года уже подведены, +так что в свободное от расчехления фейерверков и подготовки систем залпового +огня шампанским время мы обозначим свою цель в следующем году.</p> +<p>Как, наверное, понятно из других статей на сайте, примерно половине наших +планов в 2017 году было суждено осуществиться …</p><p><img alt="Screenshot" src="http://opengamestudio.org/2017-12-31-celebration.jpg"></p> <p>Итак, 2017й год стремительно приближается к финалу, итоги года уже подведены, так что в свободное от расчехления фейерверков и подготовки систем залпового огня шампанским время мы обозначим свою цель в следующем году.</p> @@ -294,7 +503,11 @@ next one. We wish everyone a Happy New Year. Stay tuned.</p> <p>Наверное нет смысла писать больше чем хочется сказать. Мы многому научились за этот год, и в следующем постараемся все это применить. Так что желаем всем счастливого Нового Года и оставайтесь с нами.</p> -<p>Команда Opensource Game Studio.</p>2017 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>Команда Opensource Game Studio.</p>2017 summary2017-11-22T00:00:00+03:002017-11-22T00:00:00+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 …</p><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> @@ -311,7 +524,11 @@ The project was in a constant turmoil because we had no clear purpose and discip <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>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+03:002017-11-22T00:00:00+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 …</p><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> @@ -327,19 +544,34 @@ The project was in a constant turmoil because we had no clear purpose and discip <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>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+03:002017-10-16T00:00:00+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> <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+03:00Opensource 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> +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> <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+03:00Opensource 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> +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> <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> @@ -359,7 +591,15 @@ 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+03:00Opensource 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>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>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> @@ -379,7 +619,10 @@ 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+03:00Opensource 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>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>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> @@ -408,7 +651,10 @@ 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+03:00Opensource 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>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>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> @@ -435,7 +681,10 @@ 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+03:00Opensource 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>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>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> @@ -454,7 +703,10 @@ 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+03:00Opensource 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>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>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> @@ -473,7 +725,9 @@ 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+03:00Opensource 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>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>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> @@ -512,7 +766,9 @@ 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+03:00Opensource 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>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>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> @@ -551,7 +807,9 @@ 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>OpenSceneGraph sample2017-05-12T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-05-12:osg-sample.html<p><img alt="OSG sample" src="http://opengamestudio.org/2017-05_osg-sample.png" /></p> +<p>На этом мы заканчиваем описание проблем, с которыми мы столкнулись во время создания самоучителя для iOS в мае 2017.</p>OpenSceneGraph sample2017-05-12T00:00:00+03:002017-05-12T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-05-12:/osg-sample.html<p><img alt="OSG sample" src="http://opengamestudio.org/2017-05_osg-sample.png"></p> +<p>This article describes creation of the tutorials for building sample OpenSceneGraph application under Linux, macOS, Windows, and Android in April 2017.</p> +<p>Previous tutorials described how to install OpenSceneGraph under Linux, macOS, Windows and render a model using the standard <strong>osgviewer</strong> tool. This time we worked on a <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide-application">sample OpenSceneGraph application …</a></p><p><img alt="OSG sample" src="http://opengamestudio.org/2017-05_osg-sample.png"></p> <p>This article describes creation of the tutorials for building sample OpenSceneGraph application under Linux, macOS, Windows, and Android in April 2017.</p> <p>Previous tutorials described how to install OpenSceneGraph under Linux, macOS, Windows and render a model using the standard <strong>osgviewer</strong> tool. This time we worked on a <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide-application">sample OpenSceneGraph application</a> that would run under Linux, macOS, Windows, and Android.</p> <p>The application is very basic and has the following features:</p> @@ -585,7 +843,9 @@ We spent 120 hours in five months to produce ten tutorials of the guide.</p&g <li>You have to manually copy/reference built OpenSceneGraph libraries into Android Studio project</li> </ol> <p>Our approach includes building OpenSceneGraph for those target architectures that Android Studio project is built for. Also, OpenSceneGraph is already referenced, so no extra work is required: you just need to rebuild the project, and you're done.</p> -<p>That's it for describing the creation of the tutorials for building sample OpenSceneGraph application under Linux, macOS, Windows, and Android in April 2017.</p>Приложение OpenSceneGraph2017-05-12T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-05-12:osg-sample-ru.html<p><img alt="OSG sample" src="http://opengamestudio.org/2017-05_osg-sample.png" /></p> +<p>That's it for describing the creation of the tutorials for building sample OpenSceneGraph application under Linux, macOS, Windows, and Android in April 2017.</p>Приложение OpenSceneGraph2017-05-12T00:00:00+03:002017-05-12T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-05-12:/osg-sample-ru.html<p><img alt="OSG sample" src="http://opengamestudio.org/2017-05_osg-sample.png"></p> +<p>Эта статья описывает создание самоучителей по сборке приложения OpenSceneGraph на Linux, macOS, Windows и Android в апреле 2017.</p> +<p>Предыдущие самоучители описывали установку OpenSceneGraph на Linux, macOS, Windows и отображение модели с помощью стандартного инструмента <strong>osgviewer</strong>. На этот раз результатом нашей работы стало <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide-application">приложение OpenSceneGraph</a>, которое работает на Linux, macOS, Windows …</p><p><img alt="OSG sample" src="http://opengamestudio.org/2017-05_osg-sample.png"></p> <p>Эта статья описывает создание самоучителей по сборке приложения OpenSceneGraph на Linux, macOS, Windows и Android в апреле 2017.</p> <p>Предыдущие самоучители описывали установку OpenSceneGraph на Linux, macOS, Windows и отображение модели с помощью стандартного инструмента <strong>osgviewer</strong>. На этот раз результатом нашей работы стало <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide-application">приложение OpenSceneGraph</a>, которое работает на Linux, macOS, Windows и Android.</p> <p>Приложение очень простое. Оно умеет следующее:</p> @@ -619,7 +879,10 @@ We spent 120 hours in five months to produce ten tutorials of the guide.</p&g <li>Ручное копирование собранных библиотек OpenSceneGraph в проект Android Studio</li> </ol> <p>Наш подход включает в себя сборку OpenSceneGraph для тех платформ, для которых собирается проект Android Studio. К тому же, OpenSceneGraph используется как часть проекта, поэтому нет никакой дополнительной рутины: достаточно просто пересобрать проект, и всё готово.</p> -<p>На этом мы заканчиваем описание создания самоучителей по сборке приложения OpenSceneGraph на Linux, macOS, Windows и Android в апреле 2017.</p>It's all fine2017-04-07T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-04-07:its-all-fine.html<p><img alt="ItsAllFine" src="http://opengamestudio.org/2017-04_its-all-fine.png" /></p> +<p>На этом мы заканчиваем описание создания самоучителей по сборке приложения OpenSceneGraph на Linux, macOS, Windows и Android в апреле 2017.</p>It's all fine2017-04-07T00:00:00+03:002017-04-07T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-04-07:/its-all-fine.html<p><img alt="ItsAllFine" src="http://opengamestudio.org/2017-04_its-all-fine.png"></p> +<p>This article describes creation of the first four OpenSceneGraph tutorials in March 2017.</p> +<p>The <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide/">first four OpenSceneGraph tutorials</a> explain how to create a cube model with Blender and display the model under Linux, macOS, or Windows using OpenSceneGraph tool called osgviewer.</p> +<p>The whole process of creating a single tutorial turned …</p><p><img alt="ItsAllFine" src="http://opengamestudio.org/2017-04_its-all-fine.png"></p> <p>This article describes creation of the first four OpenSceneGraph tutorials in March 2017.</p> <p>The <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide/">first four OpenSceneGraph tutorials</a> explain how to create a cube model with Blender and display the model under Linux, macOS, or Windows using OpenSceneGraph tool called osgviewer.</p> <p>The whole process of creating a single tutorial turned out to be pretty daunting because it includes several tasks:</p> @@ -637,7 +900,10 @@ We spent 120 hours in five months to produce ten tutorials of the guide.</p&g </ol> <p>Some of those tasks had to be repeated multiple times until the combination of video, text, and article was clear and logical.</p> <p>Overall, it took us 30 hours to create the tutorials. The whole process gave us a lot of experience, which will help us in shaping learning materials for our technologies in the future. We don't know how they will look like exactly, but they will definitely be better.</p> -<p>That's it for describing creation of the first four OpenSceneGraph tutorials in March 2017.</p>Всё проходит хорошо2017-04-07T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-04-07:its-all-fine-ru.html<p><img alt="ItsAllFine" src="http://opengamestudio.org/2017-04_its-all-fine.png" /></p> +<p>That's it for describing creation of the first four OpenSceneGraph tutorials in March 2017.</p>Всё проходит хорошо2017-04-07T00:00:00+03:002017-04-07T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-04-07:/its-all-fine-ru.html<p><img alt="ItsAllFine" src="http://opengamestudio.org/2017-04_its-all-fine.png"></p> +<p>Эта статья рассказывает о создании первых четырёх самоучителей OpenSceneGraph в марте 2017.</p> +<p><a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide/">Первые четыре самоучителя OpenSceneGraph</a> объясняют, как создать модель куба в Blender и затем отобразить её на Linux, macOS или Windows с помощью osgviewer, стандартного инструмента OpenSceneGraph.</p> +<p>Процесс создания одного самоучителя оказался довольно утомительным, т.к. он состоит из …</p><p><img alt="ItsAllFine" src="http://opengamestudio.org/2017-04_its-all-fine.png"></p> <p>Эта статья рассказывает о создании первых четырёх самоучителей OpenSceneGraph в марте 2017.</p> <p><a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide/">Первые четыре самоучителя OpenSceneGraph</a> объясняют, как создать модель куба в Blender и затем отобразить её на Linux, macOS или Windows с помощью osgviewer, стандартного инструмента OpenSceneGraph.</p> <p>Процесс создания одного самоучителя оказался довольно утомительным, т.к. он состоит из следующих задач:</p> @@ -655,7 +921,10 @@ We spent 120 hours in five months to produce ten tutorials of the guide.</p&g </ol> <p>Некоторые из этих задач приходилось повторять несколько раз до тех пор, пока комбинация видео, текста и статьи не получилась целостной.</p> <p>Всего мы потратили 30 часов на создание самоучителей. В ходе их создания мы почерпнули много нового, что поможет нам улучшить обучающие материалы наших технологий в будущем. Сейчас мы ещё не в курсе, как именно эти материалы будут выглядеть, но они точно будут лучше.</p> -<p>На этом мы заканчиваем рассказ о создании первых четырёх самоучителей OpenSceneGraph в марте 2017.</p>Let's go2017-03-16T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-03-16:lets-go.html<p><img alt="Let's go" src="http://opengamestudio.org/2017-03_lets-go.png" /></p> +<p>На этом мы заканчиваем рассказ о создании первых четырёх самоучителей OpenSceneGraph в марте 2017.</p>Let's go2017-03-16T00:00:00+03:002017-03-16T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-03-16:/lets-go.html<p><img alt="Let's go" src="http://opengamestudio.org/2017-03_lets-go.png"></p> +<p>In this article we describe our progress in January and February of 2017: rendering under iOS/Web and a new tutorial tool.</p> +<p><strong>Rendering under iOS/Web</strong></p> +<p>To our surprise, we got a simple red cube rendered under <a href="https://twitter.com/OpenGameStudio/status/826816343433498627">iOS</a> and <a href="https://twitter.com/OpenGameStudio/status/829731986264698881">Web</a> pretty fast: in early February. However, this is only the …</p><p><img alt="Let's go" src="http://opengamestudio.org/2017-03_lets-go.png"></p> <p>In this article we describe our progress in January and February of 2017: rendering under iOS/Web and a new tutorial tool.</p> <p><strong>Rendering under iOS/Web</strong></p> <p>To our surprise, we got a simple red cube rendered under <a href="https://twitter.com/OpenGameStudio/status/826816343433498627">iOS</a> and <a href="https://twitter.com/OpenGameStudio/status/829731986264698881">Web</a> pretty fast: in early February. However, this is only the beginning of this year's challenge to support Android, iOS, and Web platforms. There's a long and bumpy road ahead of us as we need a lot more on each platform before we can claim a success: visual effects, Python scripting, data archives.</p> @@ -669,7 +938,7 @@ We spent 120 hours in five months to produce ten tutorials of the guide.</p&g </ul> <p>Since OpenSceneGraph cross-platform guide would consist of several tutorials, we decided to automate the process. Brief research revealed a great multimedia framework called <a href="http://mltframework.org">MLT</a>, which powers OpenShot itself. With MLT we got our tutorial tool in no time.</p> <p>Currently, the tutorial tool allows anyone to combine text and video using a simple text file like this:</p> -<div class="highlight"><pre>background bg.png +<div class="highlight"><pre><span></span>background bg.png text 5 Let&#39;s install Blender video 0:6 install_blender.mp4 text 5 Installing it with apt @@ -681,7 +950,10 @@ text 5 Congratulations! We just finished installing Blender <p>This is the actual script. See the final result <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide/tree/master/tutorial-tool">here</a>.</p> -<p>That's it for describing our progress in January and February of 2017: rendering under iOS/Web and the new tutorial tool.</p>Поехали2017-03-16T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-03-16:lets-go-ru.html<p><img alt="Let's go" src="http://opengamestudio.org/2017-03_lets-go.png" /></p> +<p>That's it for describing our progress in January and February of 2017: rendering under iOS/Web and the new tutorial tool.</p>Поехали2017-03-16T00:00:00+03:002017-03-16T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-03-16:/lets-go-ru.html<p><img alt="Let's go" src="http://opengamestudio.org/2017-03_lets-go.png"></p> +<p>В этой статье мы расскажем о результатах нашей работы в январе и феврале 2017: отображении куба на iOS/Веб и нашем инструменте для создания самоучителей.</p> +<p><strong>Отображение куба на iOS/Web</strong></p> +<p>К нашему удивлению, мы смогли отобразить простой красный куб на <a href="https://twitter.com/OpenGameStudio/status/826816343433498627">iOS</a> и <a href="https://twitter.com/OpenGameStudio/status/829731986264698881">Веб</a> довольно быстро: в начале февраля. Тем не …</p><p><img alt="Let's go" src="http://opengamestudio.org/2017-03_lets-go.png"></p> <p>В этой статье мы расскажем о результатах нашей работы в январе и феврале 2017: отображении куба на iOS/Веб и нашем инструменте для создания самоучителей.</p> <p><strong>Отображение куба на iOS/Web</strong></p> <p>К нашему удивлению, мы смогли отобразить простой красный куб на <a href="https://twitter.com/OpenGameStudio/status/826816343433498627">iOS</a> и <a href="https://twitter.com/OpenGameStudio/status/829731986264698881">Веб</a> довольно быстро: в начале февраля. Тем не менее, это лишь начало поддержки платформ Android, iOS и Веб. Впереди нас ждёт тернистая дорога, т.к. нам предстоит сделать ещё много вещей, прежде чем мы сможем объявить о полноценной поддержке этих платформ: визуальные эффекты, скрипты Python, архивы данных.</p> @@ -695,7 +967,7 @@ text 5 Congratulations! We just finished installing Blender </ul> <p>Т.к. руководство по использованию OpenSceneGraph будет состоять из нескольких самоучителей, мы решили автоматизировать процесс. Быстрый поиск рассказал нам о существовании замечательного мультимедийного фреймворка <a href="http://mltframework.org">MLT</a>, который используется и в OpenShot. С помощью MLT мы быстро сделали свой инструмент для создания самоучителей.</p> <p>На текущий момент наш инструмент позволяет совместить видео и текст с помощью простого текстового файла:</p> -<div class="highlight"><pre>background bg.png +<div class="highlight"><pre><span></span>background bg.png text 5 Let&#39;s install Blender video 0:6 install_blender.mp4 text 5 Installing it with apt @@ -707,27 +979,37 @@ text 5 Congratulations! We just finished installing Blender <p>Это реальный скрипт. Конечный результат можно увидеть <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide/tree/master/tutorial-tool">здесь</a>.</p> -<p>На этом мы заканчиваем рассказ о результатах нашей работы в январе и феврале 2017: отображении куба на iOS/Веб и нашем инструменте для создания самоучителей.</p>The year of challenges2017-01-25T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-01-25:the-year-of-challenges.html<p><img alt="The year of challenges" src="http://opengamestudio.org/2017-01_the-year-of-challenges.png" /></p> +<p>На этом мы заканчиваем рассказ о результатах нашей работы в январе и феврале 2017: отображении куба на iOS/Веб и нашем инструменте для создания самоучителей.</p>The year of challenges2017-01-25T00:00:00+03:002017-01-25T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-01-25:/the-year-of-challenges.html<p><img alt="The year of challenges" src="http://opengamestudio.org/2017-01_the-year-of-challenges.png"></p> +<p>This article describes our plans for 2017.</p> +<p>Our past plans suggested we would have Android platform support by this time. However, we have a long way to go, before we can declare Android support. See for yourself:</p> +<p><img alt="Android rendering" src="http://opengamestudio.org/2017-01_mjin-android-gles.png"></p> +<p>Some people would consider this a failure. We don't. We see a chance …</p><p><img alt="The year of challenges" src="http://opengamestudio.org/2017-01_the-year-of-challenges.png"></p> <p>This article describes our plans for 2017.</p> <p>Our past plans suggested we would have Android platform support by this time. However, we have a long way to go, before we can declare Android support. See for yourself:</p> -<p><img alt="Android rendering" src="http://opengamestudio.org/2017-01_mjin-android-gles.png" /></p> +<p><img alt="Android rendering" src="http://opengamestudio.org/2017-01_mjin-android-gles.png"></p> <p>Some people would consider this a failure. We don't. We see a chance to start low and jump high!</p> <p>Having only worked with liberal and forgiving desktop environments, Android was a complete surprise for us. Android punished us for everything: memory, resources, graphics. The usual Android response was either a crash, or an empty screen. At the same time, such a harsh environment highlighted weak spots in our technologies and helped us see where to go next.</p> <p>This month we start working on iOS platform support, even though we have only scratched Android. Why? Because it's a lot easier to get those red cubes rendered on iOS without polishing Android first. We don't want to spend months polishing Android only to find out later we had to implement certain feature differently so that it works on all supported platforms.</p> <p>And right after we get those cubes rendered on iOS, we start to work on bringing them to Web.</p> <p><strong>You got it right: we challenge ourselves with support for Android, iOS, and Web this year.</strong></p> -<p>That's it for describing our plans for 2017.</p>Год испытаний2017-01-25T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-01-25:the-year-of-challenges-ru.html<p><img alt="The year of challenges" src="http://opengamestudio.org/2017-01_the-year-of-challenges.png" /></p> +<p>That's it for describing our plans for 2017.</p>Год испытаний2017-01-25T00:00:00+03:002017-01-25T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-01-25:/the-year-of-challenges-ru.html<p><img alt="The year of challenges" src="http://opengamestudio.org/2017-01_the-year-of-challenges.png"></p> +<p>Эта статья содержит наши планы на 2017 год.</p> +<p>Наши предыдущие планы предполагали, что сейчас у нас уже будет поддержка платформы Android. Тем не менее, у нас впереди ещё очень много работы, прежде чем мы сможем объявить о поддержке Android. Судите сами:</p> +<p><img alt="Android rendering" src="http://opengamestudio.org/2017-01_mjin-android-gles.png"></p> +<p>Кто-нибудь может посчитать это неудачей. Но не мы. Мы …</p><p><img alt="The year of challenges" src="http://opengamestudio.org/2017-01_the-year-of-challenges.png"></p> <p>Эта статья содержит наши планы на 2017 год.</p> <p>Наши предыдущие планы предполагали, что сейчас у нас уже будет поддержка платформы Android. Тем не менее, у нас впереди ещё очень много работы, прежде чем мы сможем объявить о поддержке Android. Судите сами:</p> -<p><img alt="Android rendering" src="http://opengamestudio.org/2017-01_mjin-android-gles.png" /></p> +<p><img alt="Android rendering" src="http://opengamestudio.org/2017-01_mjin-android-gles.png"></p> <p>Кто-нибудь может посчитать это неудачей. Но не мы. Мы видим шанс начать с низкого старта и прыгнуть высоко!</p> <p>Т.к. ранее мы имели опыт работы лишь с либеральным и всё прощающим настольным ПК, Android стал для нас полной неожиданностью. На каждом шагу нас ожидало наказание за фривольное использование памяти, ресурсов, графики. Чаще всего в ответ на наши действия мы получали либо падение приложения, либо пустой экран. С другой стороны, такие суровые условия высветили слабые места в наших технологиях и помогли увидеть, куда нам двигаться дальше.</p> <p>В этом месяце мы начинаем работу над поддержкой платформы iOS, хотя мы лишь слегка коснулись платформы Android. Почему? Потому что намного проще отобразить эти красные кубы на iOS без предварительной полировки Android. Мы не хотим потратить месяцы на полировку Android лишь для того, чтобы позже узнать о том, что какой-либо функционал следовало делать иначе для его работы на всех поддерживаемых платформах.</p> <p>Сразу после отображения этих кубов на iOS мы начнём работу над их отображением в Вебе.</p> <p><strong>Всё верно: нашей целью в этом году является поддержка платформ Android, iOS и Веб.</strong></p> -<p>На этом мы заканчиваем описание наших планов на 2017 год.</p>Happy 20172016-12-31T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-12-31:2017-happy-new-year.html<p><img alt="Happy new year" src="http://opengamestudio.org/2016-12-31_happy-new-year.png" /></p> +<p>На этом мы заканчиваем описание наших планов на 2017 год.</p>Happy 20172016-12-31T00:00:00+03:002016-12-31T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-12-31:/2017-happy-new-year.html<p><img alt="Happy new year" src="http://opengamestudio.org/2016-12-31_happy-new-year.png"></p> +<p>Okay. It's been a hard year for everyone in the team. And it's almost over. Praise it ends! Praise the new one!</p> +<p>It may seem, that our progress stalled. Three years ago we announced the beginning of a new project (two to be precise), and now we still working on …</p><p><img alt="Happy new year" src="http://opengamestudio.org/2016-12-31_happy-new-year.png"></p> <p>Okay. It's been a hard year for everyone in the team. And it's almost over. Praise it ends! Praise the new one!</p> <p>It may seem, that our progress stalled. Three years ago we announced the beginning of a new project (two to be precise), and now we still working on the engine and editor, haven't even started creating the actual game.</p> <p>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.</p> @@ -736,7 +1018,9 @@ At the same time, such a harsh environment highlighted weak spots in our technol So. You want our game to become a reality? Join us. Together we will rule the galaxy. Or just wait and see. We didn't stop several years ago. We won't stop now. After all, there is only one way to create a fine tool (and it's our initial goal if you remember) - we need to use it ourselves. We will. Stay tuned.</p> -<p>Happy 2017. Let it be simple.</p>Счастливого 2017-го2016-12-31T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-12-31:2017-happy-new-year-ru.html<p><img alt="Happy new year" src="http://opengamestudio.org/2016-12-31_happy-new-year.png" /></p> +<p>Happy 2017. Let it be simple.</p>Счастливого 2017-го2016-12-31T00:00:00+03:002016-12-31T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-12-31:/2017-happy-new-year-ru.html<p><img alt="Happy new year" src="http://opengamestudio.org/2016-12-31_happy-new-year.png"></p> +<p>Ну вот. Это был тяжелый год для всех в команде. И он почти закончен. Хвала окончанию старого! Хвала наступлению нового!</p> +<p>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 …</p><p><img alt="Happy new year" src="http://opengamestudio.org/2016-12-31_happy-new-year.png"></p> <p>Ну вот. Это был тяжелый год для всех в команде. И он почти закончен. Хвала окончанию старого! Хвала наступлению нового!</p> <p>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.</p> <p>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.</p> @@ -745,7 +1029,9 @@ We will. Stay tuned.</p> Итак, вы хотите, чтобы наша игра стала реальностью? Присоединяйтесь к нам. Вместе мы будем править галактикой. Или можете просто подождать. Мы не бросили все это несколько лет назад. Не станем и сейчас. В конце концов, есть только один способ создать годный инструмент (а это наша первоначальная цель, если вы помните) - мы должны использовать его сами. Мы будем. Следите за новостями.</p> -<p>Счастливого 2017-го. Пусть он будет простым.</p>November 2016 recap2016-12-15T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-12-15:2016-november-recap.html<p><img alt="November recap" src="http://opengamestudio.org/2016-12-15_2016-november-recap.png" /></p> +<p>Счастливого 2017-го. Пусть он будет простым.</p>November 2016 recap2016-12-15T00:00:00+03:002016-12-15T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-12-15:/2016-november-recap.html<p><img alt="November recap" src="http://opengamestudio.org/2016-12-15_2016-november-recap.png"></p> +<p>This article describes the start of MJIN library separation into modules.</p> +<p>Once we built OpenSceneGraph for Android, it became obvious that some MJIN functionality is not suitable for Android. For example, UIQt provides a basis for OGS Editor UI. Since OGS Editor is a desktop application, we don't need UIQt …</p><p><img alt="November recap" src="http://opengamestudio.org/2016-12-15_2016-november-recap.png"></p> <p>This article describes the start of MJIN library separation into modules.</p> <p>Once we built OpenSceneGraph for Android, it became obvious that some MJIN functionality is not suitable for Android. For example, UIQt provides a basis for OGS Editor UI. Since OGS Editor is a desktop application, we don't need UIQt for Android.</p> <p>We decided to have a look at two approaches to separate MJIN into modules: build-time separation and run-time one. @@ -774,7 +1060,10 @@ The easiest way to achieve it was to use C API, because C ABI rules are much sim </ul> <p>Sound and UIQt modules are currently statically linked into MJIN library, while Android module is already a separate library due to JNI requirements.</p> <p>In the coming year, we're going to significantly restructure MJIN so that it suits as many platforms as possible.</p> -<p>That's it for describing the start of MJIN library separation into modules.</p>Ноябрь 2016 кратко2016-12-15T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-12-15:2016-november-recap-ru.html<p><img alt="November recap" src="http://opengamestudio.org/2016-12-15_2016-november-recap.png" /></p> +<p>That's it for describing the start of MJIN library separation into modules.</p>Ноябрь 2016 кратко2016-12-15T00:00:00+03:002016-12-15T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-12-15:/2016-november-recap-ru.html<p><img alt="November recap" src="http://opengamestudio.org/2016-12-15_2016-november-recap.png"></p> +<p>Эта статья описывает начало разделения библиотеки MJIN на модули.</p> +<p>Как только мы собрали OpenSceneGraph для Android, стало очевидно, что часть функционала MJIN не нужна на Android. Например, UIQt - это основа интерфейса Редактора. Раз Редактор - это приложение для ПК, то UIQt не нужен на Android.</p> +<p>Мы решили рассмотреть два подхода к …</p><p><img alt="November recap" src="http://opengamestudio.org/2016-12-15_2016-november-recap.png"></p> <p>Эта статья описывает начало разделения библиотеки MJIN на модули.</p> <p>Как только мы собрали OpenSceneGraph для Android, стало очевидно, что часть функционала MJIN не нужна на Android. Например, UIQt - это основа интерфейса Редактора. Раз Редактор - это приложение для ПК, то UIQt не нужен на Android.</p> <p>Мы решили рассмотреть два подхода к разделению MJIN на модули: во время сборки (build-time) и исполнения (run-time). @@ -804,7 +1093,10 @@ The easiest way to achieve it was to use C API, because C ABI rules are much sim </ul> <p>Модули Sound и UIQt на текущий момент статически линкуются в MJIN, тогда как модуль Android линкуется динамически из-за ограничений JNI.</p> <p>В следующем году мы изменим структуру MJIN так, чтобы её можно было легче собрать под разные платформы.</p> -<p>На этом мы заканчиваем статью о начале разделения библиотеки MJIN на модули.</p>October 2016 recap2016-11-19T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-11-19:2016-october-recap.html<p><img alt="October recap" src="http://opengamestudio.org/2016-11-19_2016-october-recap.png" /></p> +<p>На этом мы заканчиваем статью о начале разделения библиотеки MJIN на модули.</p>October 2016 recap2016-11-19T00:00:00+03:002016-11-19T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-11-19:/2016-october-recap.html<p><img alt="October recap" src="http://opengamestudio.org/2016-11-19_2016-october-recap.png"></p> +<p>This article describes how we spent a month building OpenSceneGraph (OSG) for Android: the first attempt to build OSG, the search for OSG alternatives, and the success in building OSG.</p> +<p><strong>First attempt to build OSG.</strong></p> +<p>Having no prior knowledge of Android development, we grabbed the latest Android Studio and started …</p><p><img alt="October recap" src="http://opengamestudio.org/2016-11-19_2016-october-recap.png"></p> <p>This article describes how we spent a month building OpenSceneGraph (OSG) for Android: the first attempt to build OSG, the search for OSG alternatives, and the success in building OSG.</p> <p><strong>First attempt to build OSG.</strong></p> <p>Having no prior knowledge of Android development, we grabbed the latest Android Studio and started doing beginner tutorials. @@ -834,7 +1126,11 @@ In a few days, we gradually updated both OSG and Android tools to their latest v <li>Android API headers changed in NDK r12</li> <li>OSG only works as a static library under Android</li> </ul> -<p>That's it for describing how we spent the month building OSG for Android: the first attempt to build OSG, the search for OSG alternatives, and the success in building OSG.</p>Октябрь 2016 кратко2016-11-19T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-11-19:2016-october-recap-ru.html<p><img alt="October recap" src="http://opengamestudio.org/2016-11-19_2016-october-recap.png" /></p> +<p>That's it for describing how we spent the month building OSG for Android: the first attempt to build OSG, the search for OSG alternatives, and the success in building OSG.</p>Октябрь 2016 кратко2016-11-19T00:00:00+03:002016-11-19T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-11-19:/2016-october-recap-ru.html<p><img alt="October recap" src="http://opengamestudio.org/2016-11-19_2016-october-recap.png"></p> +<p>Эта статья описывает, как мы потратили месяц на сборку OpenSceneGraph (OSG) под Android: первая попытка собрать OSG, поиск альтернатив OSG и успех в сборке OSG.</p> +<p><strong>Первая попытка собрать OSG.</strong></p> +<p>Не имея опыта разработки под Android, мы взяли последнюю версию Android Studio и начали проходить самоучители для начинающих. +Java далась легко …</p><p><img alt="October recap" src="http://opengamestudio.org/2016-11-19_2016-october-recap.png"></p> <p>Эта статья описывает, как мы потратили месяц на сборку OpenSceneGraph (OSG) под Android: первая попытка собрать OSG, поиск альтернатив OSG и успех в сборке OSG.</p> <p><strong>Первая попытка собрать OSG.</strong></p> <p>Не имея опыта разработки под Android, мы взяли последнюю версию Android Studio и начали проходить самоучители для начинающих. @@ -865,7 +1161,11 @@ Java далась легко. Всё работало из коробки. За <li>Изменение заголовков Android API в NDK r12</li> <li>OSG работает под Android лишь в виде статической библиотеки</li> </ul> -<p>На этом мы заканчиваем описание того, как мы потратили месяц на сборку OSG под Android: первая попытка собрать OSG, поиск альтернатив OSG и успех в сборке OSG.</p>Technology showcases2016-10-31T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-10-31:2016-tech-showcases.html<p><img alt="TechShowcases" src="http://opengamestudio.org/2016-10-31_tech-showcases.png" /></p> +<p>На этом мы заканчиваем описание того, как мы потратили месяц на сборку OSG под Android: первая попытка собрать OSG, поиск альтернатив OSG и успех в сборке OSG.</p>Technology showcases2016-10-31T00:00:00+03:002016-10-31T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-10-31:/2016-tech-showcases.html<p><img alt="TechShowcases" src="http://opengamestudio.org/2016-10-31_tech-showcases.png"></p> +<p>In this article, we take another look at 2015-2016 live sessions' format and introduce a new showcase format for 2017.</p> +<p><strong>2015 and 2016: live sessions.</strong></p> +<p>As you know, we use live sessions to show the state of our technology and create a small functional game from scratch. +We have conducted …</p><p><img alt="TechShowcases" src="http://opengamestudio.org/2016-10-31_tech-showcases.png"></p> <p>In this article, we take another look at 2015-2016 live sessions' format and introduce a new showcase format for 2017.</p> <p><strong>2015 and 2016: live sessions.</strong></p> <p>As you know, we use live sessions to show the state of our technology and create a small functional game from scratch. @@ -935,7 +1235,11 @@ Why? We want to spend more time on actual development!</p> <td>To be announced</td> </tr> </table></p> -<p>That's it for taking another look at 2015-2016 live sessions' format and introducing the new showcase format for 2017.</p>Демонстрации технологий2016-10-31T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-10-31:2016-tech-showcases-ru.html<p><img alt="TechShowcases" src="http://opengamestudio.org/2016-10-31_tech-showcases.png" /></p> +<p>That's it for taking another look at 2015-2016 live sessions' format and introducing the new showcase format for 2017.</p>Демонстрации технологий2016-10-31T00:00:00+03:002016-10-31T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-10-31:/2016-tech-showcases-ru.html<p><img alt="TechShowcases" src="http://opengamestudio.org/2016-10-31_tech-showcases.png"></p> +<p>Сегодня мы ещё раз взглянем на формат демонстраций в 2015-2016 годах, а также сообщим о новом формате 2017-го.</p> +<p><strong>2015 и 2016: демонстрации в прямом эфире.</strong></p> +<p>Как вы знаете, в ходе демонстраций мы в прямом эфире показываем состояние наших технологий и собираем небольшую работающую игру с нуля. +За прошедший год мы …</p><p><img alt="TechShowcases" src="http://opengamestudio.org/2016-10-31_tech-showcases.png"></p> <p>Сегодня мы ещё раз взглянем на формат демонстраций в 2015-2016 годах, а также сообщим о новом формате 2017-го.</p> <p><strong>2015 и 2016: демонстрации в прямом эфире.</strong></p> <p>Как вы знаете, в ходе демонстраций мы в прямом эфире показываем состояние наших технологий и собираем небольшую работающую игру с нуля. @@ -1005,7 +1309,12 @@ Why? We want to spend more time on actual development!</p> <td>Будет объявлено позднее</td> </tr> </table></p> -<p>На этом мы заканчиваем рассказ о формате демонстраций в 2015-2016 годах, а также о новом формате 2017-го.</p>September 2016 recap2016-10-11T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-10-11:2016-september-recap.html<p><img alt="September recap" src="http://opengamestudio.org/2016-10-11_september-recap.png" /></p> +<p>На этом мы заканчиваем рассказ о формате демонстраций в 2015-2016 годах, а также о новом формате 2017-го.</p>September 2016 recap2016-10-11T00:00:00+03:002016-10-11T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-10-11:/2016-september-recap.html<p><img alt="September recap" src="http://opengamestudio.org/2016-10-11_september-recap.png"></p> +<p>This article explains September 2016 live session stages: draft, rehearsal, live session itself, and publishing.</p> +<p>Even though live session takes only a few hours, we devote a whole month to prepare for it. Let's have a look at live session stages in detail.</p> +<ol> +<li> +<p><strong>Draft.</strong> Game creation for the first time …</p></li></ol><p><img alt="September recap" src="http://opengamestudio.org/2016-10-11_september-recap.png"></p> <p>This article explains September 2016 live session stages: draft, rehearsal, live session itself, and publishing.</p> <p>Even though live session takes only a few hours, we devote a whole month to prepare for it. Let's have a look at live session stages in detail.</p> <ol> @@ -1045,7 +1354,15 @@ Why? We want to spend more time on actual development!</p> <p><strong>Publishing.</strong> The release of our technologies' last version, live session materials, and stand alone game.</p> </li> </ol> -<p>That's it for explaining September 2016 live session stages: draft, rehearsal, live session itself, and publishing.</p>Сентябрь 2016 кратко2016-10-11T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-10-11:2016-september-recap-ru.html<p><img alt="September recap" src="http://opengamestudio.org/2016-10-11_september-recap.png" /></p> +<p>That's it for explaining September 2016 live session stages: draft, rehearsal, live session itself, and publishing.</p>Сентябрь 2016 кратко2016-10-11T00:00:00+03:002016-10-11T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-10-11:/2016-september-recap-ru.html<p><img alt="September recap" src="http://opengamestudio.org/2016-10-11_september-recap.png"></p> +<p>Эта статья описывает стадии по подготовке и проведению прямого эфира сентября 2016: черновик, репетиция, прямой эфир и публикация.</p> +<p>Несмотря на то, что сам прямой эфир длится лишь несколько часов, мы готовимся к нему целый месяц. Рассмотрим каждую стадию прямого эфира подробнее.</p> +<ol> +<li> +<p><strong>Черновик.</strong> Создание игры в первый раз.</p> +<p>Цели:</p> +<ul> +<li>проверить наши …</li></ul></li></ol><p><img alt="September recap" src="http://opengamestudio.org/2016-10-11_september-recap.png"></p> <p>Эта статья описывает стадии по подготовке и проведению прямого эфира сентября 2016: черновик, репетиция, прямой эфир и публикация.</p> <p>Несмотря на то, что сам прямой эфир длится лишь несколько часов, мы готовимся к нему целый месяц. Рассмотрим каждую стадию прямого эфира подробнее.</p> <ol> @@ -1085,39 +1402,69 @@ Why? We want to spend more time on actual development!</p> <p><strong>Публикация.</strong> Выпуск последней версии наших технологий, материалов прямого эфира и самостоятельной игры.</p> </li> </ol> -<p>На этом мы заканчиваем описание стадий по подготовке и проведению прямого эфира сентября 2016: черновик, репетиция, прямой эфир и публикация.</p>OGS Editor 0.10 and live session materials2016-10-03T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-10-03:ogs-editor-0.10.html<p><img alt="ogs-editor-0.10" src="http://opengamestudio.org/2016-10-03_ogs-editor-0.10.png" /></p> +<p>На этом мы заканчиваем описание стадий по подготовке и проведению прямого эфира сентября 2016: черновик, репетиция, прямой эфир и публикация.</p>OGS Editor 0.10 and live session materials2016-10-03T00:00:00+03:002016-10-03T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-10-03:/ogs-editor-0.10.html<p><img alt="ogs-editor-0.10" src="http://opengamestudio.org/2016-10-03_ogs-editor-0.10.png"></p> +<p>Note: we won't release 0.10 for macOS due to technical difficulties with the build system. macOS support will be back for 0.11.</p> +<ul> +<li><strong>OGS Editor 0.10</strong> <a href="https://sourceforge.net/projects/osrpgcreation/files/Editor/jenkins/51_2016-10-01_06-39-48_0.10.0/">is available at SourceForge</a>. Simply unpack the archive and launch the run script.</li> +<li><strong>Mahjong Solitaire game</strong> <a href="https://sourceforge.net/projects/osrpgcreation/files/Games/MahjongSolitaire/">is available at SourceForge</a>, too. Simply …</li></ul><p><img alt="ogs-editor-0.10" src="http://opengamestudio.org/2016-10-03_ogs-editor-0.10.png"></p> <p>Note: we won't release 0.10 for macOS due to technical difficulties with the build system. macOS support will be back for 0.11.</p> <ul> <li><strong>OGS Editor 0.10</strong> <a href="https://sourceforge.net/projects/osrpgcreation/files/Editor/jenkins/51_2016-10-01_06-39-48_0.10.0/">is available at SourceForge</a>. Simply unpack the archive and launch the run script.</li> <li><strong>Mahjong Solitaire game</strong> <a href="https://sourceforge.net/projects/osrpgcreation/files/Games/MahjongSolitaire/">is available at SourceForge</a>, too. Simply unpack the archive and launch the run script.</li> <li><strong>Live session project</strong> <a href="https://github.com/OGStudio/mahjong-solitaire-livesession">is available at GitHub</a>.</li> <li><strong>Live session recording</strong> <a href="https://youtu.be/g8Tyj_YH2Qc?list=PLWMTZqE4MAMJzBnXS9qU_ObWnzJuskI3F">is available at YouTube</a>. The video depicts the whole process of creating Mahjong Solitaire from scratch using <a href="https://github.com/OGStudio/mahjong-solitaire-rehearsal">rehearsal project</a> resources.</li> -</ul>OGS Editor 0.10 и материалы прямого эфира2016-10-03T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-10-03:ogs-editor-0.10-ru.html<p><img alt="ogs-editor-0.10" src="http://opengamestudio.org/2016-10-03_ogs-editor-0.10.png" /> +</ul>OGS Editor 0.10 и материалы прямого эфира2016-10-03T00:00:00+03:002016-10-03T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-10-03:/ogs-editor-0.10-ru.html<p><img alt="ogs-editor-0.10" src="http://opengamestudio.org/2016-10-03_ogs-editor-0.10.png"> +Внимание: мы не выпустим версию 0.10 для macOS из-за технических проблем с системой сборки. Поддержку macOS вернём к 0.11.</p> +<ul> +<li><strong>OGS Editor 0.10</strong> <a href="https://sourceforge.net/projects/osrpgcreation/files/Editor/jenkins/51_2016-10-01_06-39-48_0.10.0/">доступен на SourceForge</a>. Просто распакуйте архив и запустите скрипт run.</li> +<li><strong>Пасьянс маджонг</strong> тоже <a href="https://sourceforge.net/projects/osrpgcreation/files/Games/MahjongSolitaire/">доступен на SourceForge</a>. Просто распакуйте архив и запустите скрипт run.</li> +<li><strong>Проект прямого …</strong></li></ul><p><img alt="ogs-editor-0.10" src="http://opengamestudio.org/2016-10-03_ogs-editor-0.10.png"> Внимание: мы не выпустим версию 0.10 для macOS из-за технических проблем с системой сборки. Поддержку macOS вернём к 0.11.</p> <ul> <li><strong>OGS Editor 0.10</strong> <a href="https://sourceforge.net/projects/osrpgcreation/files/Editor/jenkins/51_2016-10-01_06-39-48_0.10.0/">доступен на SourceForge</a>. Просто распакуйте архив и запустите скрипт run.</li> <li><strong>Пасьянс маджонг</strong> тоже <a href="https://sourceforge.net/projects/osrpgcreation/files/Games/MahjongSolitaire/">доступен на SourceForge</a>. Просто распакуйте архив и запустите скрипт run.</li> <li><strong>Проект прямого эфира</strong> <a href="https://github.com/OGStudio/mahjong-solitaire-livesession">доступен на GitHub</a>.</li> <li><strong>Запись прямого эфира</strong> <a href="https://youtu.be/g8Tyj_YH2Qc?list=PLWMTZqE4MAMJzBnXS9qU_ObWnzJuskI3F">доступна на YouTube</a>. Видео содержит весь процесс создания пасьянса маджонг с использованием ресурсов <a href="https://github.com/OGStudio/mahjong-solitaire-rehearsal">проекта-репетиции</a>.</li> -</ul>A few words about live session yesterday2016-09-26T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-09-26:yesterdays-live-session-short-overview.html<iframe width="560" height="315" src="https://www.youtube.com/embed/_t8TGhSgJG4" frameborder="0" allowfullscreen></iframe> +</ul>A few words about live session yesterday2016-09-26T00:00:00+03:002016-09-26T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-09-26:/yesterdays-live-session-short-overview.html<iframe width="560" height="315" src="https://www.youtube.com/embed/_t8TGhSgJG4" frameborder="0" allowfullscreen></iframe> + +<p>Mahjong Solitaire was successfully created, and it took less than 4 hours. +We will publish live session materials later this week.</p> +<p>Thank you for joining us.</p><iframe width="560" height="315" src="https://www.youtube.com/embed/_t8TGhSgJG4" frameborder="0" allowfullscreen></iframe> <p>Mahjong Solitaire was successfully created, and it took less than 4 hours. We will publish live session materials later this week.</p> -<p>Thank you for joining us.</p>Пара слов о вчерашнем прямом эфире2016-09-26T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-09-26:yesterdays-live-session-short-overview-ru.html<iframe width="560" height="315" src="https://www.youtube.com/embed/_t8TGhSgJG4" frameborder="0" allowfullscreen></iframe> +<p>Thank you for joining us.</p>Пара слов о вчерашнем прямом эфире2016-09-26T00:00:00+03:002016-09-26T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-09-26:/yesterdays-live-session-short-overview-ru.html<iframe width="560" height="315" src="https://www.youtube.com/embed/_t8TGhSgJG4" frameborder="0" allowfullscreen></iframe> <p>Создание пасьянса Маджонг прошло успешно, и заняло менее 4 часов. Мы опубликуем материалы прямого эфира чуть позже на этой неделе.</p> -<p>Спасибо за участие.</p>Live session is in 24 hours2016-09-24T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-09-24:september-live-session-announcement-tomorrow.html<iframe width="560" height="315" src="https://www.youtube.com/embed/Fj4yHG-mV1U" frameborder="0" allowfullscreen></iframe> +<p>Спасибо за участие.</p><iframe width="560" height="315" src="https://www.youtube.com/embed/_t8TGhSgJG4" frameborder="0" allowfullscreen></iframe> + +<p>Создание пасьянса Маджонг прошло успешно, и заняло менее 4 часов. +Мы опубликуем материалы прямого эфира чуть позже на этой неделе.</p> +<p>Спасибо за участие.</p>Live session is in 24 hours2016-09-24T00:00:00+03:002016-09-24T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-09-24:/september-live-session-announcement-tomorrow.html<iframe width="560" height="315" src="https://www.youtube.com/embed/Fj4yHG-mV1U" frameborder="0" allowfullscreen></iframe> + +<p>Get ready for <a href="https://www.livecoding.tv/kornerr">live session</a>, it's about to happen in 24 hours!</p><iframe width="560" height="315" src="https://www.youtube.com/embed/Fj4yHG-mV1U" frameborder="0" allowfullscreen></iframe> -<p>Get ready for <a href="https://www.livecoding.tv/kornerr">live session</a>, it's about to happen in 24 hours!</p>Прямой эфир через 24 часа2016-09-24T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-09-24:september-live-session-announcement-tomorrow-ru.html<iframe width="560" height="315" src="https://www.youtube.com/embed/Fj4yHG-mV1U" frameborder="0" allowfullscreen></iframe> +<p>Get ready for <a href="https://www.livecoding.tv/kornerr">live session</a>, it's about to happen in 24 hours!</p>Прямой эфир через 24 часа2016-09-24T00:00:00+03:002016-09-24T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-09-24:/september-live-session-announcement-tomorrow-ru.html<iframe width="560" height="315" src="https://www.youtube.com/embed/Fj4yHG-mV1U" frameborder="0" allowfullscreen></iframe> -<p>Приготовьтесь к <a href="https://www.livecoding.tv/kornerr">прямому эфиру</a>, он начнётся через 24 часа!</p>Live session: 25 September 20162016-09-17T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-09-17:september-live-session-announcement.html<iframe width="560" height="315" src="https://www.youtube.com/embed/Y5hOGKcQ8wA" frameborder="0" allowfullscreen></iframe> +<p>Приготовьтесь к <a href="https://www.livecoding.tv/kornerr">прямому эфиру</a>, он начнётся через 24 часа!</p><iframe width="560" height="315" src="https://www.youtube.com/embed/Fj4yHG-mV1U" frameborder="0" allowfullscreen></iframe> + +<p>Приготовьтесь к <a href="https://www.livecoding.tv/kornerr">прямому эфиру</a>, он начнётся через 24 часа!</p>Live session: 25 September 20162016-09-17T00:00:00+03:002016-09-17T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-09-17:/september-live-session-announcement.html<iframe width="560" height="315" src="https://www.youtube.com/embed/Y5hOGKcQ8wA" frameborder="0" allowfullscreen></iframe> + +<p>We will hold <a href="https://www.livecoding.tv/kornerr">live session</a> on <a href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio+September+2016+live+session&amp;iso=20160925T12&amp;p1=37&amp;ah=2">25 September 2016 at 12:00 CEST</a> +It's time to create simple Mahjong solitaire game.</p><iframe width="560" height="315" src="https://www.youtube.com/embed/Y5hOGKcQ8wA" frameborder="0" allowfullscreen></iframe> <p>We will hold <a href="https://www.livecoding.tv/kornerr">live session</a> on <a href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio+September+2016+live+session&amp;iso=20160925T12&amp;p1=37&amp;ah=2">25 September 2016 at 12:00 CEST</a> -It's time to create simple Mahjong solitaire game.</p>Прямой эфир: 25 сентября 20162016-09-17T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-09-17:september-live-session-announcement-ru.html<iframe width="560" height="315" src="https://www.youtube.com/embed/Y5hOGKcQ8wA" frameborder="0" allowfullscreen></iframe> +It's time to create simple Mahjong solitaire game.</p>Прямой эфир: 25 сентября 20162016-09-17T00:00:00+03:002016-09-17T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-09-17:/september-live-session-announcement-ru.html<iframe width="560" height="315" src="https://www.youtube.com/embed/Y5hOGKcQ8wA" frameborder="0" allowfullscreen></iframe> + +<p><a href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=%D0%9F%D1%80%D1%8F%D0%BC%D0%BE%D0%B9+%D1%8D%D1%84%D0%B8%D1%80+Open+Game+Studio%3A+%D0%A1%D0%B5%D0%BD%D1%82%D1%8F%D0%B1%D1%80%D1%8C+2016&amp;iso=20160925T13&amp;p1=166&amp;ah=2">25 сентября 2016 в 13:00 MSK</a> мы проведём <a href="https://www.livecoding.tv/kornerr">прямой эфир</a>. +Самое время создать простой пасьянс Маджонг</p><iframe width="560" height="315" src="https://www.youtube.com/embed/Y5hOGKcQ8wA" frameborder="0" allowfullscreen></iframe> <p><a href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=%D0%9F%D1%80%D1%8F%D0%BC%D0%BE%D0%B9+%D1%8D%D1%84%D0%B8%D1%80+Open+Game+Studio%3A+%D0%A1%D0%B5%D0%BD%D1%82%D1%8F%D0%B1%D1%80%D1%8C+2016&amp;iso=20160925T13&amp;p1=166&amp;ah=2">25 сентября 2016 в 13:00 MSK</a> мы проведём <a href="https://www.livecoding.tv/kornerr">прямой эфир</a>. -Самое время создать простой пасьянс Маджонг</p>August 2016 recap2016-09-03T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-09-03:2016-august-recap.html<p><img alt="2016-august-recap" src="http://opengamestudio.org/2016-09-03_august-recap.png" /></p> +Самое время создать простой пасьянс Маджонг</p>August 2016 recap2016-09-03T00:00:00+03:002016-09-03T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-09-03:/2016-august-recap.html<p><img alt="2016-august-recap" src="http://opengamestudio.org/2016-09-03_august-recap.png"></p> +<p>This article explains the most important technical details about development in August: UIQt module, its refactoring, a new feature based development approach, and its benefits.</p> +<p><strong>UIQt module</strong> is a collection of UI components backed by Qt. We only use it for Editor UI at the moment.</p> +<p>Here is a list …</p><p><img alt="2016-august-recap" src="http://opengamestudio.org/2016-09-03_august-recap.png"></p> <p>This article explains the most important technical details about development in August: UIQt module, its refactoring, a new feature based development approach, and its benefits.</p> <p><strong>UIQt module</strong> is a collection of UI components backed by Qt. We only use it for Editor UI at the moment.</p> <p>Here is a list of UIQt module components with their description and current code size:<table> @@ -1291,7 +1638,14 @@ It's time to create simple Mahjong solitaire game.</p>Август 2016 кратко2016-09-03T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-09-03:2016-august-recap-ru.html<p><img alt="2016-august-recap" src="http://opengamestudio.org/2016-09-03_august-recap.png" /></p> +<p>That's it for the most important technical details about development in August: UIQt module, its refactoring, a new feature based development approach, and its benefits.</p>Август 2016 кратко2016-09-03T00:00:00+03:002016-09-03T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-09-03:/2016-august-recap-ru.html<p><img alt="2016-august-recap" src="http://opengamestudio.org/2016-09-03_august-recap.png"></p> +<p>Эта статья описывает самые важные технические детали разработки за август: модуль UIQt, его переработку, новый подход к разработке на основе функционала и его преимущества.</p> +<p><strong>Модуль UIQt</strong> - это коллекция компонент UI на основе Qt. Сейчас используем лишь для интерфейса редактора.</p> +<p>Список компонент модуля UIQt с описанием и размером кода:<table> +<tr> + <th><strong>№</strong></th> + <th><strong>Компонента</strong></th> + <th><strong>Описание …</strong></th></tr></table></p><p><img alt="2016-august-recap" src="http://opengamestudio.org/2016-09-03_august-recap.png"></p> <p>Эта статья описывает самые важные технические детали разработки за август: модуль UIQt, его переработку, новый подход к разработке на основе функционала и его преимущества.</p> <p><strong>Модуль UIQt</strong> - это коллекция компонент UI на основе Qt. Сейчас используем лишь для интерфейса редактора.</p> <p>Список компонент модуля UIQt с описанием и размером кода:<table> @@ -1465,17 +1819,26 @@ It's time to create simple Mahjong solitaire game.</p>We’re back to social networks2016-08-18T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-08-18:back-to-social-networks.html<p>If you follow us on <a href="https://www.facebook.com/groups/162611230470183/">Facebook</a>, <a href="https://twitter.com/OpenGameStudio">Twitter</a>, or <a href="https://new.vk.com/opengamestudo">VK</a> you noticed we started to use them again. That's no coincidence: we're finally ready to communicate our progress verbally after 4 years of almost silent development.</p> -<p>Follow us to stay up-to-date!</p>Мы вернулись в социальные сети2016-08-18T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-08-18:back-to-social-networks-ru.html<p>Если вы подписаны на нашу группу в <a href="https://www.facebook.com/groups/162611230470183/">Facebook</a>, <a href="https://twitter.com/OpenGameStudio">Twitter</a> или <a href="https://new.vk.com/opengamestudo">VK</a>, вы заметили, что мы начали использовать её снова. Это не случайно: мы наконец созрели для вербального общения после 4 лет молчаливой разработки.</p> -<p>Подписывайтесь!</p>Once Mahjong – always Mahjong2016-08-10T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-08-10:once-mahjong-always-mahjong.html<p>We started Opensource Game Studio project a long time ago. We wanted to provide open source community with tools to create games. However, it was unclear what tools' purpose was. So we decided to start small: create a game first.</p> +<p>На этом мы заканчиваем описание самых важных технических деталей разработки за август: модуль UIQt, его переработку, новый подход к разработке на основе функционала и его преимущества.</p>We’re back to social networks2016-08-18T00:00:00+03:002016-08-18T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-08-18:/back-to-social-networks.html<p>If you follow us on <a href="https://www.facebook.com/groups/162611230470183/">Facebook</a>, <a href="https://twitter.com/OpenGameStudio">Twitter</a>, or <a href="https://new.vk.com/opengamestudo">VK</a> you noticed we started to use them again. That's no coincidence: we're finally ready to communicate our progress verbally after 4 years of almost silent development.</p> +<p>Follow us to stay up-to-date!</p><p>If you follow us on <a href="https://www.facebook.com/groups/162611230470183/">Facebook</a>, <a href="https://twitter.com/OpenGameStudio">Twitter</a>, or <a href="https://new.vk.com/opengamestudo">VK</a> you noticed we started to use them again. That's no coincidence: we're finally ready to communicate our progress verbally after 4 years of almost silent development.</p> +<p>Follow us to stay up-to-date!</p>Мы вернулись в социальные сети2016-08-18T00:00:00+03:002016-08-18T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-08-18:/back-to-social-networks-ru.html<p>Если вы подписаны на нашу группу в <a href="https://www.facebook.com/groups/162611230470183/">Facebook</a>, <a href="https://twitter.com/OpenGameStudio">Twitter</a> или <a href="https://new.vk.com/opengamestudo">VK</a>, вы заметили, что мы начали использовать её снова. Это не случайно: мы наконец созрели для вербального общения после 4 лет молчаливой разработки.</p> +<p>Подписывайтесь!</p><p>Если вы подписаны на нашу группу в <a href="https://www.facebook.com/groups/162611230470183/">Facebook</a>, <a href="https://twitter.com/OpenGameStudio">Twitter</a> или <a href="https://new.vk.com/opengamestudo">VK</a>, вы заметили, что мы начали использовать её снова. Это не случайно: мы наконец созрели для вербального общения после 4 лет молчаливой разработки.</p> +<p>Подписывайтесь!</p>Once Mahjong – always Mahjong2016-08-10T00:00:00+03:002016-08-10T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-08-10:/once-mahjong-always-mahjong.html<p>We started Opensource Game Studio project a long time ago. We wanted to provide open source community with tools to create games. However, it was unclear what tools' purpose was. So we decided to start small: create a game first.</p> +<p>It took us 3 years to reach the first goal …</p><p>We started Opensource Game Studio project a long time ago. We wanted to provide open source community with tools to create games. However, it was unclear what tools' purpose was. So we decided to start small: create a game first.</p> <p>It took us 3 years to reach the first goal: we released OGS Mahjong 1.0 in 2012. Even for a hobby project (we spend about 40 hours a month) it's too long.</p> <p>Upon the game release we got it: <strong>Tools are means to save development time</strong>.</p> <p>We spent 4 more years to develop them. Now is the time to prove they are worth every single day spent. How? We will <strong>recreate Mahjong solitaire mode</strong> in just a few hours!</p> -<p>Join our next live session in September.</p>Раз Маджонг – всегда Маджонг2016-08-10T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-08-10:once-mahjong-always-mahjong-ru.html<p>Мы начали проект Opensource Game Studio очень давно. Мы хотели дать сообществу свободного программного обеспечения средства для создания игр. Правда, тогда не было ясно, что они из себя должны представлять. Поэтому решили начать с малого: создать игру.</p> +<p>Join our next live session in September.</p>Раз Маджонг – всегда Маджонг2016-08-10T00:00:00+03:002016-08-10T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-08-10:/once-mahjong-always-mahjong-ru.html<p>Мы начали проект Opensource Game Studio очень давно. Мы хотели дать сообществу свободного программного обеспечения средства для создания игр. Правда, тогда не было ясно, что они из себя должны представлять. Поэтому решили начать с малого: создать игру.</p> +<p>Мы потратили 3 года для достижения этой цели: выпуск OGS Mahjong 1.0 …</p><p>Мы начали проект Opensource Game Studio очень давно. Мы хотели дать сообществу свободного программного обеспечения средства для создания игр. Правда, тогда не было ясно, что они из себя должны представлять. Поэтому решили начать с малого: создать игру.</p> <p>Мы потратили 3 года для достижения этой цели: выпуск OGS Mahjong 1.0 состоялся в 2012 году. Даже для хобби-проекта (мы тратим в среднем около 40 часов в месяц) это очень долго.</p> <p>После выпуска игры до нас дошло: <strong>Средства для создания игр должны экономить время разработки</strong>.</p> <p>Мы потратили ещё 4 года на их разработку. Пришло время доказать, что они стоят каждого затраченного дня. Как? Мы <strong>воссоздадим режим "пасьянс Маджонг"</strong> за считанные часы!</p> -<p>Присоединяйтесь к нашему следующему прямому эфиру в сентябре.</p>May 2016 live session materials2016-05-29T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-05-29:ogs-editor-0.9.html<iframe width="560" height="315" src="https://www.youtube.com/embed/8gHYOkMRoos?list=PLWMTZqE4MAMKp3wP1N63xbdhdgfKi-d-J" frameborder="0" allowfullscreen></iframe> +<p>Присоединяйтесь к нашему следующему прямому эфиру в сентябре.</p>May 2016 live session materials2016-05-29T00:00:00+03:002016-05-29T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-05-29:/ogs-editor-0.9.html<iframe width="560" height="315" src="https://www.youtube.com/embed/8gHYOkMRoos?list=PLWMTZqE4MAMKp3wP1N63xbdhdgfKi-d-J" frameborder="0" allowfullscreen></iframe> + +<p>This time we have shown how to create a simple Domino based game. Below you can find all materials related to the game creation.</p> +<ol> +<li>Editor 0.9 for Linux (Debian based), OS X (10.9+), Windows <a title="SourceForge" href="https://sourceforge.net/projects/osrpgcreation/files/Editor/jenkins/49_2016-05-24_04-48-47_0.9.0/">is available at SourceForge</a>. Simply unpack it and launch the run script.</li> +<li>Domino project …</li></ol><iframe width="560" height="315" src="https://www.youtube.com/embed/8gHYOkMRoos?list=PLWMTZqE4MAMKp3wP1N63xbdhdgfKi-d-J" frameborder="0" allowfullscreen></iframe> <p>This time we have shown how to create a simple Domino based game. Below you can find all materials related to the game creation.</p> <ol> @@ -1484,7 +1847,12 @@ It's time to create simple Mahjong solitaire game.</p>Материалы прямого эфира за май 20162016-05-29T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-05-29:ogs-editor-0.9-ru.html<iframe width="560" height="315" src="https://www.youtube.com/embed/8gHYOkMRoos?list=PLWMTZqE4MAMKp3wP1N63xbdhdgfKi-d-J" frameborder="0" allowfullscreen></iframe> +<p>The next live session will be held in September 2016.</p>Материалы прямого эфира за май 20162016-05-29T00:00:00+03:002016-05-29T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-05-29:/ogs-editor-0.9-ru.html<iframe width="560" height="315" src="https://www.youtube.com/embed/8gHYOkMRoos?list=PLWMTZqE4MAMKp3wP1N63xbdhdgfKi-d-J" frameborder="0" allowfullscreen></iframe> + +<p>В этот раз мы показали, как создать простую игру на основе Домино. Ниже приведены все материалы, связанные с созданием игры.</p> +<ol> +<li>Редактор 0.9 для Linux (на основе Debian), OS X (10.9+), Windows <a title="SourceForge" href="https://sourceforge.net/projects/osrpgcreation/files/Editor/jenkins/49_2016-05-24_04-48-47_0.9.0/">доступен на SourceForge</a>. Просто распакуйте и запустите скрипт run.</li> +<li>Проект Домино, созданный во время прямого эфира <a title="GitHub" href="https://github.com/OGStudio/domino-livesession">доступен …</a></li></ol><iframe width="560" height="315" src="https://www.youtube.com/embed/8gHYOkMRoos?list=PLWMTZqE4MAMKp3wP1N63xbdhdgfKi-d-J" frameborder="0" allowfullscreen></iframe> <p>В этот раз мы показали, как создать простую игру на основе Домино. Ниже приведены все материалы, связанные с созданием игры.</p> <ol> @@ -1492,13 +1860,22 @@ It's time to create simple Mahjong solitaire game.</p>Live session: 28 May 20162016-05-17T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-05-17:may-live-session-announcement.html<p>We're glad to annouce that the <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> session will take place on <a title="Local time" href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio+May+live+session&iso=20160528T12&p1=37&ah=3">28 May 2016 at 12:00 CEST</a>. Join us!</p>Прямой эфир: 28 мая 20162016-05-17T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-05-17:may-live-session-announcement-ru.html<p>Мы рады сообщить, что трансляция <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> состоится <a href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=%D0%9C%D0%B0%D0%B9%D1%81%D0%BA%D0%B8%D0%B9+%D0%BF%D1%80%D1%8F%D0%BC%D0%BE%D0%B9+%D1%8D%D1%84%D0%B8%D1%80+Open+Game+Studio&amp;iso=20160528T13&amp;p1=166&amp;ah=3">28 мая 2016 в 13:00 MSK</a>. Присоединяйтесь!</p>May live session (Editor 0.9)2016-04-24T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-04-24:may-live-session-decision.html<p>As you know, the previously published roadmap assumed, that we would hold a live session in April and it would feature a ping-pong game created with Editor 0.9.</p> +</ol>Live session: 28 May 20162016-05-17T00:00:00+03:002016-05-17T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-05-17:/may-live-session-announcement.html<p>We're glad to annouce that the <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> session will take place on <a title="Local time" href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio+May+live+session&iso=20160528T12&p1=37&ah=3">28 May 2016 at 12:00 CEST</a>. Join us!</p><p>We're glad to annouce that the <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> session will take place on <a title="Local time" href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio+May+live+session&iso=20160528T12&p1=37&ah=3">28 May 2016 at 12:00 CEST</a>. Join us!</p>Прямой эфир: 28 мая 20162016-05-17T00:00:00+03:002016-05-17T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-05-17:/may-live-session-announcement-ru.html<p>Мы рады сообщить, что трансляция <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> состоится <a href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=%D0%9C%D0%B0%D0%B9%D1%81%D0%BA%D0%B8%D0%B9+%D0%BF%D1%80%D1%8F%D0%BC%D0%BE%D0%B9+%D1%8D%D1%84%D0%B8%D1%80+Open+Game+Studio&amp;iso=20160528T13&amp;p1=166&amp;ah=3">28 мая 2016 в 13:00 MSK</a>. Присоединяйтесь!</p><p>Мы рады сообщить, что трансляция <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> состоится <a href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=%D0%9C%D0%B0%D0%B9%D1%81%D0%BA%D0%B8%D0%B9+%D0%BF%D1%80%D1%8F%D0%BC%D0%BE%D0%B9+%D1%8D%D1%84%D0%B8%D1%80+Open+Game+Studio&amp;iso=20160528T13&amp;p1=166&amp;ah=3">28 мая 2016 в 13:00 MSK</a>. Присоединяйтесь!</p>May live session (Editor 0.9)2016-04-24T00:00:00+03:002016-04-24T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-04-24:/may-live-session-decision.html<p>As you know, the previously published roadmap assumed, that we would hold a live session in April and it would feature a ping-pong game created with Editor 0.9.</p> +<p>We have to admit, our abilities to plan are not yet good enough. That's why the next live session will take …</p><p>As you know, the previously published roadmap assumed, that we would hold a live session in April and it would feature a ping-pong game created with Editor 0.9.</p> <p>We have to admit, our abilities to plan are not yet good enough. That's why the next live session will take place by the end of May. The exact date will be announced later.</p> <p>Here's a short preview of the coming game: -<iframe width="560" height="315" src="https://www.youtube.com/embed/V3EvCVPc6kg" frameborder="0" allowfullscreen></iframe></p>Майский прямой эфир (Редактор 0.9)2016-04-24T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-04-24:may-live-session-decision-ru.html<p>Как вы знаете, ранее опубликованная дорожная карта предполагала, что в апреле будет прямой эфир, в котором с помощью Редактора 0.9 мы создадим игру пинг-понг.</p> +<iframe width="560" height="315" src="https://www.youtube.com/embed/V3EvCVPc6kg" frameborder="0" allowfullscreen></iframe></p>Майский прямой эфир (Редактор 0.9)2016-04-24T00:00:00+03:002016-04-24T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-04-24:/may-live-session-decision-ru.html<p>Как вы знаете, ранее опубликованная дорожная карта предполагала, что в апреле будет прямой эфир, в котором с помощью Редактора 0.9 мы создадим игру пинг-понг.</p> +<p>Мы должны признать, что наши способности к планированию всё ещё недостаточно высоки, поэтому следующий прямой эфир состоится в конце мая. Точную дату мы объявим позже …</p><p>Как вы знаете, ранее опубликованная дорожная карта предполагала, что в апреле будет прямой эфир, в котором с помощью Редактора 0.9 мы создадим игру пинг-понг.</p> <p>Мы должны признать, что наши способности к планированию всё ещё недостаточно высоки, поэтому следующий прямой эфир состоится в конце мая. Точную дату мы объявим позже.</p> <p>Вот пара моментов из будущей игры: -<iframe width="560" height="315" src="https://www.youtube.com/embed/V3EvCVPc6kg" frameborder="0" allowfullscreen></iframe></p>"Rolling ball" live session videos and downloads2016-02-10T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-02-10:rolling-ball.html<p>Since we held 2 live sessions to create "Rolling ball" game, here are 2 YouTube videos of the process:</p> +<iframe width="560" height="315" src="https://www.youtube.com/embed/V3EvCVPc6kg" frameborder="0" allowfullscreen></iframe></p>"Rolling ball" live session videos and downloads2016-02-10T00:00:00+03:002016-02-10T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-02-10:/rolling-ball.html<p>Since we held 2 live sessions to create "Rolling ball" game, here are 2 YouTube videos of the process:</p> +<iframe width="560" height="315" src="https://www.youtube.com/embed/70Jny1xJxK8" frameborder="0" allowfullscreen></iframe> + +<iframe width="560" height="315" src="http://www.youtube.com/embed/851IlFT7y18" frameborder="0" allowfullscreen></iframe> + +<p>"Rolling ball" game for Linux (Debian based), OS X (10.9+), Windows <a title="SourceForge" href="http://sourceforge.net/projects/osrpgcreation/files/Games/RollingBall/">is available at SourceForge</a>. +Simply unpack it and launch the run script.</p> +<p>Editor 0.8 <a title="SourceForge" href="http://sourceforge.net/projects/osrpgcreation/files/Editor/jenkins/46_2016-01-30_22-20-41_0.8.0/">is available at SourceForge …</a></p><p>Since we held 2 live sessions to create "Rolling ball" game, here are 2 YouTube videos of the process:</p> <iframe width="560" height="315" src="https://www.youtube.com/embed/70Jny1xJxK8" frameborder="0" allowfullscreen></iframe> <iframe width="560" height="315" src="http://www.youtube.com/embed/851IlFT7y18" frameborder="0" allowfullscreen></iframe> @@ -1512,7 +1889,14 @@ Simply unpack it and launch the run script.</p> <li>replace slideDown.ogs with rollingBall.ogs you downloaded</li> <li>rename rollingBall.ogs to slideDown.ogs</li> </ul> -<p>Since live session took us so long, we decided to concentrate on polishing. Editor already has a lot of features, but their use is inconvenient. We will fix major obstacles for the next Editor release.</p>Запись прямого эфира "Катящийся мяч" и материалы2016-02-10T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-02-10:rolling-ball-ru.html<p>Т.к. мы провели 2 прямые трансляции для создания игры "Катящийся мяч", ниже вы можете увидеть 2 записи этого процесса на YouTube:</p> +<p>Since live session took us so long, we decided to concentrate on polishing. Editor already has a lot of features, but their use is inconvenient. We will fix major obstacles for the next Editor release.</p>Запись прямого эфира "Катящийся мяч" и материалы2016-02-10T00:00:00+03:002016-02-10T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-02-10:/rolling-ball-ru.html<p>Т.к. мы провели 2 прямые трансляции для создания игры "Катящийся мяч", ниже вы можете увидеть 2 записи этого процесса на YouTube:</p> +<iframe width="560" height="315" src="https://www.youtube.com/embed/70Jny1xJxK8" frameborder="0" allowfullscreen></iframe> + +<iframe width="560" height="315" src="http://www.youtube.com/embed/851IlFT7y18" frameborder="0" allowfullscreen></iframe> + +<p>Игра "Катящийся мяч" для Linux (на основе Debian), OS X (10.9+), Windows <a title="SourceForge" href="http://sourceforge.net/projects/osrpgcreation/files/Games/RollingBall/">доступна на SourceForge</a>. +Просто распакуйте и запустите скрипт 'run'.</p> +<p>Редактор 0.8 <a title="SourceForge" href="http://sourceforge.net/projects/osrpgcreation/files/Editor/jenkins/46_2016-01-30_22-20-41_0.8.0/">доступен тоже на …</a></p><p>Т.к. мы провели 2 прямые трансляции для создания игры "Катящийся мяч", ниже вы можете увидеть 2 записи этого процесса на YouTube:</p> <iframe width="560" height="315" src="https://www.youtube.com/embed/70Jny1xJxK8" frameborder="0" allowfullscreen></iframe> <iframe width="560" height="315" src="http://www.youtube.com/embed/851IlFT7y18" frameborder="0" allowfullscreen></iframe> @@ -1526,21 +1910,32 @@ Simply unpack it and launch the run script.</p> <li>замените slideDown.ogs загруженным rollingBall.ogs</li> <li>переименуйте rollingBall.ogs в slideDown.ogs</li> </ul> -<p>Т.к. прямой эфир занял гораздо больше времени, чем мы планировали, мы решили сконцентрировать свои усилия на улучшении удобства редактора. Его возможности уже довольно обширны, но использовать их крайне неудобно. Наиболее серьезные из этих проблем мы планируем исправить в следующем релизе Редактора.</p>Game creation live session (part 2): 7 February 20162016-02-02T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-02-02:rolling-ball-live-session-pt2.html<p>Unfortunately, we have failed to finish creation of the simple "Rolling ball" game in 3 hours. That's why we will hold the second <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> session on <a title="Local time" href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio%3A+Game+creation+live+session%2C+part+2&iso=20160207T12&p1=37&ah=3">7 February 2016 at 12:00 CET</a>. Let's finish the game!</p>Создание игры в прямом эфире (часть 2): 7 февраля 20162016-02-02T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-02-02:rolling-ball-live-session-pt2-ru.html<p>К сожалению, нам не удалось завершить создание простой игры "Катящийся мяч" за 3 часа. Поэтому вторая часть трансляции <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> состоится <a href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio%3A+%D0%9F%D1%80%D1%8F%D0%BC%D0%B0%D1%8F+%D1%82%D1%80%D0%B0%D0%BD%D1%81%D0%BB%D1%8F%D1%86%D0%B8%D1%8F+%D1%81%D0%BE%D0%B7%D0%B4%D0%B0%D0%BD%D0%B8%D1%8F+%D0%B8%D0%B3%D1%80%D1%8B%2C+%D1%87%D0%B0%D1%81%D1%82%D1%8C+2&amp;iso=20160207T14&amp;p1=166&amp;ah=3">7 февраля 2016 в 14:00 MSK</a>. Давайте завершим игру!</p>Game creation live session: 31 January 20162016-01-25T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-01-25:january-live-session-announcement.html<p>We're glad to annouce that the <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> session will take place on <a title="Local time" href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio%3A+Game+creation+live+session&iso=20160131T12&p1=37&ah=3">31 January 2016 at 12:00 CET</a>. Join us!</p>Создание игры в прямом эфире: 31 января 20162016-01-25T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-01-25:january-live-session-announcement-ru.html<p>Мы рады сообщить, что трансляция <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> состоится <a href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio%3A+%D0%9F%D1%80%D1%8F%D0%BC%D0%B0%D1%8F+%D1%82%D1%80%D0%B0%D0%BD%D1%81%D0%BB%D1%8F%D1%86%D0%B8%D1%8F+%D1%81%D0%BE%D0%B7%D0%B4%D0%B0%D0%BD%D0%B8%D1%8F+%D0%B8%D0%B3%D1%80%D1%8B&amp;iso=20160131T14&amp;p1=166&amp;ah=3">31 января 2016 в 14:00 MSK</a>. Присоединяйтесь!</p>SOON: Creating a simple game live (Editor 0.8)2016-01-21T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-01-21:january-live-session-decision.html<p>We are ready to present Editor 0.8 with Player. The live session will be held at <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> SOON. We will show you how to create a simple game with sounds from scratch. And this time it will not need an Editor to run. -The exact date and time is to be announced in the coming days. Stay tuned!</p>СКОРО: Создание простой игры в прямом эфире (Редактор 0.8)2016-01-21T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-01-21:january-live-session-decision-ru.html<p>Мы готовы предоставить вам Редактор 0.8 с Проигрывателем. Прямая трансляция будет проведена на <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> СКОРО. Мы покажем вам, как создать простую игру со звуком с нуля. И на этот раз она не будет требовать Редактора для работы. -Точную дату и время мы объявим в ближайшие дни. Оставайтесь на связи!</p>Roadmap for 20162015-12-26T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2015-12-26:2016-roadmap.html<p>As you know, according to the <a href="http://opengamestudio.org/2015-roadmap.html">previously published roadmap</a>, we now have sound system in place. However, we decided to go further and implement the first version of Player. We wanted to get it done by December, but, unfortunately, more work resulted in the change of dates.</p> +<p>Т.к. прямой эфир занял гораздо больше времени, чем мы планировали, мы решили сконцентрировать свои усилия на улучшении удобства редактора. Его возможности уже довольно обширны, но использовать их крайне неудобно. Наиболее серьезные из этих проблем мы планируем исправить в следующем релизе Редактора.</p>Game creation live session (part 2): 7 February 20162016-02-02T00:00:00+03:002016-02-02T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-02-02:/rolling-ball-live-session-pt2.html<p>Unfortunately, we have failed to finish creation of the simple "Rolling ball" game in 3 hours. That's why we will hold the second <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> session on <a title="Local time" href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio%3A+Game+creation+live+session%2C+part+2&iso=20160207T12&p1=37&ah=3">7 February 2016 at 12:00 CET</a>. Let's finish the game!</p><p>Unfortunately, we have failed to finish creation of the simple "Rolling ball" game in 3 hours. That's why we will hold the second <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> session on <a title="Local time" href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio%3A+Game+creation+live+session%2C+part+2&iso=20160207T12&p1=37&ah=3">7 February 2016 at 12:00 CET</a>. Let's finish the game!</p>Создание игры в прямом эфире (часть 2): 7 февраля 20162016-02-02T00:00:00+03:002016-02-02T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-02-02:/rolling-ball-live-session-pt2-ru.html<p>К сожалению, нам не удалось завершить создание простой игры "Катящийся мяч" за 3 часа. Поэтому вторая часть трансляции <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> состоится <a href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio%3A+%D0%9F%D1%80%D1%8F%D0%BC%D0%B0%D1%8F+%D1%82%D1%80%D0%B0%D0%BD%D1%81%D0%BB%D1%8F%D1%86%D0%B8%D1%8F+%D1%81%D0%BE%D0%B7%D0%B4%D0%B0%D0%BD%D0%B8%D1%8F+%D0%B8%D0%B3%D1%80%D1%8B%2C+%D1%87%D0%B0%D1%81%D1%82%D1%8C+2&amp;iso=20160207T14&amp;p1=166&amp;ah=3">7 февраля 2016 в 14:00 MSK</a>. Давайте завершим игру!</p><p>К сожалению, нам не удалось завершить создание простой игры "Катящийся мяч" за 3 часа. Поэтому вторая часть трансляции <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> состоится <a href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio%3A+%D0%9F%D1%80%D1%8F%D0%BC%D0%B0%D1%8F+%D1%82%D1%80%D0%B0%D0%BD%D1%81%D0%BB%D1%8F%D1%86%D0%B8%D1%8F+%D1%81%D0%BE%D0%B7%D0%B4%D0%B0%D0%BD%D0%B8%D1%8F+%D0%B8%D0%B3%D1%80%D1%8B%2C+%D1%87%D0%B0%D1%81%D1%82%D1%8C+2&amp;iso=20160207T14&amp;p1=166&amp;ah=3">7 февраля 2016 в 14:00 MSK</a>. Давайте завершим игру!</p>Game creation live session: 31 January 20162016-01-25T00:00:00+03:002016-01-25T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-01-25:/january-live-session-announcement.html<p>We're glad to annouce that the <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> session will take place on <a title="Local time" href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio%3A+Game+creation+live+session&iso=20160131T12&p1=37&ah=3">31 January 2016 at 12:00 CET</a>. Join us!</p><p>We're glad to annouce that the <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> session will take place on <a title="Local time" href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio%3A+Game+creation+live+session&iso=20160131T12&p1=37&ah=3">31 January 2016 at 12:00 CET</a>. Join us!</p>Создание игры в прямом эфире: 31 января 20162016-01-25T00:00:00+03:002016-01-25T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-01-25:/january-live-session-announcement-ru.html<p>Мы рады сообщить, что трансляция <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> состоится <a href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio%3A+%D0%9F%D1%80%D1%8F%D0%BC%D0%B0%D1%8F+%D1%82%D1%80%D0%B0%D0%BD%D1%81%D0%BB%D1%8F%D1%86%D0%B8%D1%8F+%D1%81%D0%BE%D0%B7%D0%B4%D0%B0%D0%BD%D0%B8%D1%8F+%D0%B8%D0%B3%D1%80%D1%8B&amp;iso=20160131T14&amp;p1=166&amp;ah=3">31 января 2016 в 14:00 MSK</a>. Присоединяйтесь!</p><p>Мы рады сообщить, что трансляция <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> состоится <a href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio%3A+%D0%9F%D1%80%D1%8F%D0%BC%D0%B0%D1%8F+%D1%82%D1%80%D0%B0%D0%BD%D1%81%D0%BB%D1%8F%D1%86%D0%B8%D1%8F+%D1%81%D0%BE%D0%B7%D0%B4%D0%B0%D0%BD%D0%B8%D1%8F+%D0%B8%D0%B3%D1%80%D1%8B&amp;iso=20160131T14&amp;p1=166&amp;ah=3">31 января 2016 в 14:00 MSK</a>. Присоединяйтесь!</p>SOON: Creating a simple game live (Editor 0.8)2016-01-21T00:00:00+03:002016-01-21T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-01-21:/january-live-session-decision.html<p>We are ready to present Editor 0.8 with Player. The live session will be held at <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> SOON. We will show you how to create a simple game with sounds from scratch. And this time it will not need an Editor to run. +The exact date and time is …</p><p>We are ready to present Editor 0.8 with Player. The live session will be held at <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> SOON. We will show you how to create a simple game with sounds from scratch. And this time it will not need an Editor to run. +The exact date and time is to be announced in the coming days. Stay tuned!</p>СКОРО: Создание простой игры в прямом эфире (Редактор 0.8)2016-01-21T00:00:00+03:002016-01-21T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-01-21:/january-live-session-decision-ru.html<p>Мы готовы предоставить вам Редактор 0.8 с Проигрывателем. Прямая трансляция будет проведена на <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> СКОРО. Мы покажем вам, как создать простую игру со звуком с нуля. И на этот раз она не будет требовать Редактора для работы. +Точную дату и время мы объявим в ближайшие дни. Оставайтесь на связи …</p><p>Мы готовы предоставить вам Редактор 0.8 с Проигрывателем. Прямая трансляция будет проведена на <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> СКОРО. Мы покажем вам, как создать простую игру со звуком с нуля. И на этот раз она не будет требовать Редактора для работы. +Точную дату и время мы объявим в ближайшие дни. Оставайтесь на связи!</p>Roadmap for 20162015-12-26T00:00:00+03:002015-12-26T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2015-12-26:/2016-roadmap.html<p>As you know, according to the <a href="http://opengamestudio.org/2015-roadmap.html">previously published roadmap</a>, we now have sound system in place. However, we decided to go further and implement the first version of Player. We wanted to get it done by December, but, unfortunately, more work resulted in the change of dates.</p> +<p>Here's the revised …</p><p>As you know, according to the <a href="http://opengamestudio.org/2015-roadmap.html">previously published roadmap</a>, we now have sound system in place. However, we decided to go further and implement the first version of Player. We wanted to get it done by December, but, unfortunately, more work resulted in the change of dates.</p> <p>Here's the revised roadmap for the first half of 2016:</p> <ol> <li>Editor + Player 0.8.0 (January 2016): Sound system, Whac-a-mole game with sounds</li> <li>Editor + Player 0.9.0 (April 2016): Networking system, simple ping pong game for 2 players over the net</li> <li>Editor + Player 0.10.0 (July 2016): Polishing, "Shuan" prototype</li> -</ol>Дорожная карта 20162015-12-26T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2015-12-26:2016-roadmap-ru.html<p>Как вы знаете, согласно <a href="http://opengamestudio.org/2015-roadmap-ru.html">ранее опубликованной дорожной карте</a>, мы добавили звуковую систему. Тем не менее, мы решили пойти дальше и создать первую версию Проигрывателя. Мы хотели завершить его в декабре, но, к сожалению, изменение планов вылилось в изменение сроков.</p> +</ol>Дорожная карта 20162015-12-26T00:00:00+03:002015-12-26T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2015-12-26:/2016-roadmap-ru.html<p>Как вы знаете, согласно <a href="http://opengamestudio.org/2015-roadmap-ru.html">ранее опубликованной дорожной карте</a>, мы добавили звуковую систему. Тем не менее, мы решили пойти дальше и создать первую версию Проигрывателя. Мы хотели завершить его в декабре, но, к сожалению, изменение планов вылилось в изменение сроков.</p> +<p>Представляем вам обновлённую дорожную карту на первую половину 2016:</p> +<ol> +<li>Редактор + Проигрыватель …</li></ol><p>Как вы знаете, согласно <a href="http://opengamestudio.org/2015-roadmap-ru.html">ранее опубликованной дорожной карте</a>, мы добавили звуковую систему. Тем не менее, мы решили пойти дальше и создать первую версию Проигрывателя. Мы хотели завершить его в декабре, но, к сожалению, изменение планов вылилось в изменение сроков.</p> <p>Представляем вам обновлённую дорожную карту на первую половину 2016:</p> <ol> <li>Редактор + Проигрыватель 0.8.0 (Январь 2016): Звуковая система, игра "Поймай крота" со звуком</li> <li>Редактор + Проигрыватель 0.9.0 (Апрель 2016): Сетевая система, простая игра ping pong для двух игроков по сети</li> <li>Редактор + Проигрыватель 0.10.0 (Июль 2016): Полировка, прототип игры "Шуан"</li> -</ol>Live session video and downloads2015-11-15T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2015-11-15:livesession-materials-editor-07.html<p>If you missed the live session, you can watch it here: +</ol>Live session video and downloads2015-11-15T00:00:00+03:002015-11-15T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2015-11-15:/livesession-materials-editor-07.html<p>If you missed the live session, you can watch it here: +<a href="https://www.livecoding.tv/video/kornerr/playlists/whac-a-mole-from-scratch/">https://www.livecoding.tv/video/kornerr/playlists/whac-a-mole-from-scratch/</a></p> +<p>You can download the resulting project here: +<a href="https://github.com/OGStudio/liveSessionWhacAMole/archive/master.zip">https://github.com/OGStudio/liveSessionWhacAMole/archive/master.zip</a></p> +<p>The latest editor can be found here: +<a href="http://sourceforge.net/projects/osrpgcreation/files/Editor/jenkins/42_2015-11-13_08-16-46_0.7.4/">http://sourceforge.net/projects/osrpgcreation/files/Editor/jenkins/42_2015-11-13_08-16-46_0 …</a></p><p>If you missed the live session, you can watch it here: <a href="https://www.livecoding.tv/video/kornerr/playlists/whac-a-mole-from-scratch/">https://www.livecoding.tv/video/kornerr/playlists/whac-a-mole-from-scratch/</a></p> <p>You can download the resulting project here: <a href="https://github.com/OGStudio/liveSessionWhacAMole/archive/master.zip">https://github.com/OGStudio/liveSessionWhacAMole/archive/master.zip</a></p> @@ -1550,7 +1945,12 @@ The exact date and time is to be announced in the coming days. Stay tuned!</p <ul> <li>in Windows - run the <code>run.bat</code> file.</li> <li>in Linux and OSX - run the <code>run</code> file.</li> -</ul>Видеозапись живой сессии и материалы2015-11-15T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2015-11-15:livesession-materials-editor-07-ru.html<p>Если вы пропустили живую сессию, вы можете посмотреть ее здесь: +</ul>Видеозапись живой сессии и материалы2015-11-15T00:00:00+03:002015-11-15T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2015-11-15:/livesession-materials-editor-07-ru.html<p>Если вы пропустили живую сессию, вы можете посмотреть ее здесь: +<a href="https://www.livecoding.tv/video/kornerr/playlists/whac-a-mole-from-scratch/">https://www.livecoding.tv/video/kornerr/playlists/whac-a-mole-from-scratch/</a></p> +<p>Проект, созданный в ходе сессии, можно скачать здесь: +<a href="https://github.com/OGStudio/liveSessionWhacAMole/archive/master.zip">https://github.com/OGStudio/liveSessionWhacAMole/archive/master.zip</a></p> +<p>Последняя версия редактора доступна здесь: +<a href="http://sourceforge.net/projects/osrpgcreation/files/Editor/jenkins/42_2015-11-13_08-16-46_0.7.4/">http://sourceforge.net/projects/osrpgcreation/files/Editor/jenkins/42_2015-11-13_08-16-46_0.7.4 …</a></p><p>Если вы пропустили живую сессию, вы можете посмотреть ее здесь: <a href="https://www.livecoding.tv/video/kornerr/playlists/whac-a-mole-from-scratch/">https://www.livecoding.tv/video/kornerr/playlists/whac-a-mole-from-scratch/</a></p> <p>Проект, созданный в ходе сессии, можно скачать здесь: <a href="https://github.com/OGStudio/liveSessionWhacAMole/archive/master.zip">https://github.com/OGStudio/liveSessionWhacAMole/archive/master.zip</a></p> @@ -1560,30 +1960,49 @@ The exact date and time is to be announced in the coming days. Stay tuned!</p <ul> <li>в Windows - запустите файл <code>run.bat</code>.</li> <li>в Linux и OSX - запустите файл <code>run</code>.</li> -</ul>Creating a simple game live: 15 November 20152015-11-09T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2015-11-09:livesession-editor-07.html<p>We're glad to annouce that the <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> session will take place on <a title="Local time" href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Whac-a-mole+game+from+scratch+live&amp;iso=20151115T12&amp;p1=37&amp;ah=3">15 November 2015 at 12:00 CET</a>. Join us!</p>Создание простой игры в прямом эфире: 15 ноября 20152015-11-09T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2015-11-09:livesession-editor-07-ru.html<p>Мы рады сообщить, что трансляция <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> состоится <a title="Локальное время" href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Whac-a-mole+game+from+scratch+live&amp;iso=20151115T14&amp;p1=166&amp;ah=3">15 ноября 2015 в 14:00 MSK</a>. Присоединяйтесь!</p>SOON: Creating a simple game live (Editor 0.7)2015-11-02T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2015-11-02:soon-game-creation-editor-07.html<p>As we have promised, we are ready to give you Editor 0.7 which is capable of creating the complete test chamber. However, after recreating the test chamber ourselves, it became clear that:</p> +</ul>Creating a simple game live: 15 November 20152015-11-09T00:00:00+03:002015-11-09T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2015-11-09:/livesession-editor-07.html<p>We're glad to annouce that the <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> session will take place on <a title="Local time" href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Whac-a-mole+game+from+scratch+live&amp;iso=20151115T12&amp;p1=37&amp;ah=3">15 November 2015 at 12:00 CET</a>. Join us!</p><p>We're glad to annouce that the <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> session will take place on <a title="Local time" href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Whac-a-mole+game+from+scratch+live&amp;iso=20151115T12&amp;p1=37&amp;ah=3">15 November 2015 at 12:00 CET</a>. Join us!</p>Создание простой игры в прямом эфире: 15 ноября 20152015-11-09T00:00:00+03:002015-11-09T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2015-11-09:/livesession-editor-07-ru.html<p>Мы рады сообщить, что трансляция <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> состоится <a title="Локальное время" href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Whac-a-mole+game+from+scratch+live&amp;iso=20151115T14&amp;p1=166&amp;ah=3">15 ноября 2015 в 14:00 MSK</a>. Присоединяйтесь!</p><p>Мы рады сообщить, что трансляция <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> состоится <a title="Локальное время" href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Whac-a-mole+game+from+scratch+live&amp;iso=20151115T14&amp;p1=166&amp;ah=3">15 ноября 2015 в 14:00 MSK</a>. Присоединяйтесь!</p>SOON: Creating a simple game live (Editor 0.7)2015-11-02T00:00:00+03:002015-11-02T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2015-11-02:/soon-game-creation-editor-07.html<p>As we have promised, we are ready to give you Editor 0.7 which is capable of creating the complete test chamber. However, after recreating the test chamber ourselves, it became clear that:</p> +<ol> +<li>it takes more than 8 hours to recreate it (too long)</li> +<li>it's inappropriate to be presented in …</li></ol><p>As we have promised, we are ready to give you Editor 0.7 which is capable of creating the complete test chamber. However, after recreating the test chamber ourselves, it became clear that:</p> <ol> <li>it takes more than 8 hours to recreate it (too long)</li> <li>it's inappropriate to be presented in the form of an article (too boring)</li> </ol> <p>Therefore we decided to hold a live session at <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> SOON to show you how to create a simple <a title="Whac-a-mole" href="http://google.com/search?q=whac+a+mole">whac-a-mole like game</a> from scratch.</p> -<p>Currently we are busy making final preparations, so we'll tell you the exact time and date this week. Stay tuned!</p>СКОРО: Создание простой игры в прямом эфире (Редактор 0.7)2015-11-02T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2015-11-02:soon-game-creation-editor-07-ru.html<p>Как и было обещано, мы готовы предоставить вам Редактор 0.7, с помощью которого можно создать тестовый цех. Тем не менее, после воссоздания цеха стало ясно, что:</p> +<p>Currently we are busy making final preparations, so we'll tell you the exact time and date this week. Stay tuned!</p>СКОРО: Создание простой игры в прямом эфире (Редактор 0.7)2015-11-02T00:00:00+03:002015-11-02T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2015-11-02:/soon-game-creation-editor-07-ru.html<p>Как и было обещано, мы готовы предоставить вам Редактор 0.7, с помощью которого можно создать тестовый цех. Тем не менее, после воссоздания цеха стало ясно, что:</p> +<ol> +<li>это занимает более 8 часов (слишком долго)</li> +<li>описание в виде статьи не подходит по формату (слишком скучно)</li> +</ol> +<p>Поэтому мы решили провести прямую трансляцию …</p><p>Как и было обещано, мы готовы предоставить вам Редактор 0.7, с помощью которого можно создать тестовый цех. Тем не менее, после воссоздания цеха стало ясно, что:</p> <ol> <li>это занимает более 8 часов (слишком долго)</li> <li>описание в виде статьи не подходит по формату (слишком скучно)</li> </ol> <p>Поэтому мы решили провести прямую трансляцию на <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> СКОРО, чтобы показать, как создать простую <a title="Whac-a-mole" href="http://google.com/search?q=whac+a+mole">игру типа "поймай крота"</a> с нуля.</p> -<p>Сейчас мы заняты последними приготовлениями, поэтому точные дату и время мы сообщим на этой неделе. Оставайтесь на связи!</p>Desura no more, hello Humble Bundle Widget2015-07-23T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2015-07-23:bye-desura-hello-humblebundle.html<p>After the recent bankruptcy of Desura's parent company, we decided, that we need a new place for our Deluxe version. Something better, more modern and more trustworthy. We have chosen the Humble Widget, with which you can buy the deluxe version of the game without leaving our site.</p> +<p>Сейчас мы заняты последними приготовлениями, поэтому точные дату и время мы сообщим на этой неделе. Оставайтесь на связи!</p>Desura no more, hello Humble Bundle Widget2015-07-23T00:00:00+03:002015-07-23T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2015-07-23:/bye-desura-hello-humblebundle.html<p>After the recent bankruptcy of Desura's parent company, we decided, that we need a new place for our Deluxe version. Something better, more modern and more trustworthy. We have chosen the Humble Widget, with which you can buy the deluxe version of the game without leaving our site.</p> +<p>Here it …</p><p>After the recent bankruptcy of Desura's parent company, we decided, that we need a new place for our Deluxe version. Something better, more modern and more trustworthy. We have chosen the Humble Widget, with which you can buy the deluxe version of the game without leaving our site.</p> <p>Here it is:</p> <iframe src="https://www.humblebundle.com/widget/v2/product/ogsmahjong/ySGF3h34?theme=transparent-light" width="526" height="325" style="border: none;" scrolling="no" frameborder="0"></iframe> -<p>We haven't received a single penny from Desura (due to the minimal cache out limitations), but if you bought the deluxe version from them and experiencing any problems with downloading it (right now we see no problems with that), send us a letter, tell your name on Desura, we'll figure something out.</p>Прощай, Desura. Здравствуй, Humble Bundle Widget2015-07-23T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2015-07-23:bye-desura-hello-humblebundle-ru.html<p>После недавнего банкротства родительской компании сервиса Desura мы пришли к выводу, что нам необходима новая площадка для распространения Deluxe-версии игры. Более современная, удобная, надежная. +<p>We haven't received a single penny from Desura (due to the minimal cache out limitations), but if you bought the deluxe version from them and experiencing any problems with downloading it (right now we see no problems with that), send us a letter, tell your name on Desura, we'll figure something out.</p>Прощай, Desura. Здравствуй, Humble Bundle Widget2015-07-23T00:00:00+03:002015-07-23T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2015-07-23:/bye-desura-hello-humblebundle-ru.html<p>После недавнего банкротства родительской компании сервиса Desura мы пришли к выводу, что нам необходима новая площадка для распространения Deluxe-версии игры. Более современная, удобная, надежная. +Наш выбор пал на Humble Widget, благодаря которому вы можете приобрести Deluxe-версию игры прямо у нас на сайте.</p> +<p>Вот он:</p> +<iframe src="https://www.humblebundle.com/widget/v2/product/ogsmahjong/ySGF3h34?theme=transparent-light" width="526" height="325" style="border: none;" scrolling="no" frameborder="0"></iframe> + +<p>К сожалению, мы не получили от …</p><p>После недавнего банкротства родительской компании сервиса Desura мы пришли к выводу, что нам необходима новая площадка для распространения Deluxe-версии игры. Более современная, удобная, надежная. Наш выбор пал на Humble Widget, благодаря которому вы можете приобрести Deluxe-версию игры прямо у нас на сайте.</p> <p>Вот он:</p> <iframe src="https://www.humblebundle.com/widget/v2/product/ogsmahjong/ySGF3h34?theme=transparent-light" width="526" height="325" style="border: none;" scrolling="no" frameborder="0"></iframe> -<p>К сожалению, мы не получили от Desura ни копейки (из-за минимального порога вывода средств, которого мы не достигли), однако, если вы приобретали Deluxe-версию OGS Mahjong на Desura и испытываете проблемы с ее скачиванием (в настоящее время проблем не обнаружено), напишите нам, указав свое имя на Desura, и мы что-нибудь придумаем.</p>Test chamber for everyone (Editor 0.7.0)2015-07-22T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2015-07-22:test-chamber-for-everyone.html<p>As you know, the main goal of Editor 0.7.0 is the ability to create the <a title="Test chamber" href="https://youtu.be/9_6seUWcPbU" target="_blank">test chamber</a> with it. It needs Actions' system and a few stability fixes for that. We are going to publish a detailed article describing how to create the test chamber, too, so that anyone could create their own test chamber!</p> -<p>We estimate to complete it in October.</p>Тестовый цех каждому (Редактор 0.7.0)2015-07-22T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2015-07-22:test-chamber-for-everyone-ru.html<p>Как вы знаете, основная цель Редактора 0.7.0 - это возможность создать <a title="Тестовый цех" href="https://youtu.be/9_6seUWcPbU" target="_blank">тестовый цех</a> с помощью него. Редактору не хватает системы Действий и исправления некоторых ошибок для этого. Помимо выпуска Редактора мы опубликуем подробную статью, описывающую создание тестового цеха, чтобы каждый мог создать себе свой тестовый цех!</p> -<p>Мы планируем завершить его в Октябре.</p>Roadmap for 2015-20162015-07-19T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2015-07-19:2015-roadmap.html<p>As promised, we have come up with a list of milestones and their approximate dates for the coming year:</p> +<p>К сожалению, мы не получили от Desura ни копейки (из-за минимального порога вывода средств, которого мы не достигли), однако, если вы приобретали Deluxe-версию OGS Mahjong на Desura и испытываете проблемы с ее скачиванием (в настоящее время проблем не обнаружено), напишите нам, указав свое имя на Desura, и мы что-нибудь придумаем.</p>Test chamber for everyone (Editor 0.7.0)2015-07-22T00:00:00+03:002015-07-22T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2015-07-22:/test-chamber-for-everyone.html<p>As you know, the main goal of Editor 0.7.0 is the ability to create the <a title="Test chamber" href="https://youtu.be/9_6seUWcPbU" target="_blank">test chamber</a> with it. It needs Actions' system and a few stability fixes for that. We are going to publish a detailed article describing how to create the test chamber, too, so that …</p><p>As you know, the main goal of Editor 0.7.0 is the ability to create the <a title="Test chamber" href="https://youtu.be/9_6seUWcPbU" target="_blank">test chamber</a> with it. It needs Actions' system and a few stability fixes for that. We are going to publish a detailed article describing how to create the test chamber, too, so that anyone could create their own test chamber!</p> +<p>We estimate to complete it in October.</p>Тестовый цех каждому (Редактор 0.7.0)2015-07-22T00:00:00+03:002015-07-22T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2015-07-22:/test-chamber-for-everyone-ru.html<p>Как вы знаете, основная цель Редактора 0.7.0 - это возможность создать <a title="Тестовый цех" href="https://youtu.be/9_6seUWcPbU" target="_blank">тестовый цех</a> с помощью него. Редактору не хватает системы Действий и исправления некоторых ошибок для этого. Помимо выпуска Редактора мы опубликуем подробную статью, описывающую создание тестового цеха, чтобы каждый мог создать себе свой тестовый цех!</p> +<p>Мы планируем завершить …</p><p>Как вы знаете, основная цель Редактора 0.7.0 - это возможность создать <a title="Тестовый цех" href="https://youtu.be/9_6seUWcPbU" target="_blank">тестовый цех</a> с помощью него. Редактору не хватает системы Действий и исправления некоторых ошибок для этого. Помимо выпуска Редактора мы опубликуем подробную статью, описывающую создание тестового цеха, чтобы каждый мог создать себе свой тестовый цех!</p> +<p>Мы планируем завершить его в Октябре.</p>Roadmap for 2015-20162015-07-19T00:00:00+03:002015-07-19T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2015-07-19:/2015-roadmap.html<p>As promised, we have come up with a list of milestones and their approximate dates for the coming year:</p> +<ol> +<li>Editor 0.7.0 (October 2015) - Actions' system: we recreate the <a title="Test chamber" href="https://youtu.be/9_6seUWcPbU" target="_blank">test chamber</a></li> +<li>Editor 0.8.0 (December 2015) - Sound system</li> +<li>Editor 0.9.0 (February 2016) - Particles' system and minimal …</li></ol><p>As promised, we have come up with a list of milestones and their approximate dates for the coming year:</p> <ol> <li>Editor 0.7.0 (October 2015) - Actions' system: we recreate the <a title="Test chamber" href="https://youtu.be/9_6seUWcPbU" target="_blank">test chamber</a></li> <li>Editor 0.8.0 (December 2015) - Sound system</li> @@ -1592,7 +2011,12 @@ The exact date and time is to be announced in the coming days. Stay tuned!</p <li>Editor 0.11.0, Player 0.2.0 (June 2016) - Networking: we create Classic 4-player Mahjong prototype</li> </ol> <p>These approximate dates presume one coder spends 40 hours a month. That's about 1 work week at full-time job. Not much, but that's the only time we have.</p> -<p>We will post more details about Editor 0.7.0 shortly: we need to decide what features deserve 80 hours of our time for the next 2 months.</p>Дорожная карта 2015-20162015-07-19T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2015-07-19:2015-roadmap-ru.html<p>Как и было обещано, мы составили список вех и их примерные даты на ближайший год:</p> +<p>We will post more details about Editor 0.7.0 shortly: we need to decide what features deserve 80 hours of our time for the next 2 months.</p>Дорожная карта 2015-20162015-07-19T00:00:00+03:002015-07-19T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2015-07-19:/2015-roadmap-ru.html<p>Как и было обещано, мы составили список вех и их примерные даты на ближайший год:</p> +<ol> +<li>Редактор 0.7.0 (Октябрь 2015) - Система действий: мы воссоздаём <a title="Тестовый цех" href="https://youtu.be/9_6seUWcPbU" target="_blank">тестовый цех</a></li> +<li>Редактор 0.8.0 (Декабрь 2015) - Звуковая система</li> +<li>Редактор 0.9.0 (Февраль 2016) - Система частиц и минимальный интерфейс пользователя (UI)</li> +<li>Редактор 0 …</li></ol><p>Как и было обещано, мы составили список вех и их примерные даты на ближайший год:</p> <ol> <li>Редактор 0.7.0 (Октябрь 2015) - Система действий: мы воссоздаём <a title="Тестовый цех" href="https://youtu.be/9_6seUWcPbU" target="_blank">тестовый цех</a></li> <li>Редактор 0.8.0 (Декабрь 2015) - Звуковая система</li> @@ -1601,7 +2025,14 @@ The exact date and time is to be announced in the coming days. Stay tuned!</p <li>Редактор 0.11.0, Проигрыватель 0.2.0 (Июнь 2016) - Поддержка сети: мы создаём прототип классического Маджонга для 4-х игроков</li> </ol> <p>Эти примерные даты предполагают трату 40 часов в месяц одним программистом. Это около 1 рабочей недели. Не много, но это всё время, что у нас есть.</p> -<p>Мы сообщим больше деталей о Редакторе 0.7.0 чуть позже: нам нужно решить, какие возможности заслуживают 80 часов нашего времени в следующие 2 месяца.</p>Editor 0.6.02015-06-28T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2015-06-28:editor-06.html<p>We completed Editor 0.6.0. You can <a title="Editor 0.6.0" href="https://youtu.be/q85GcC6l4Tw" target="_blank">see 0.6.0 in action here</a>. </p> +<p>Мы сообщим больше деталей о Редакторе 0.7.0 чуть позже: нам нужно решить, какие возможности заслуживают 80 часов нашего времени в следующие 2 месяца.</p>Editor 0.6.02015-06-28T00:00:00+03:002015-06-28T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2015-06-28:/editor-06.html<p>We completed Editor 0.6.0. You can <a title="Editor 0.6.0" href="https://youtu.be/q85GcC6l4Tw" target="_blank">see 0.6.0 in action here</a>. </p> +<p>Editor 0.6.0 got the following new features:</p> +<ol> +<li>Camera and light node positioning</li> +<li>Node rotation along X axis</li> +<li>Node scripting support</li> +<li>Thumbnail dialog to preview models when editing scene node model properties</li> +<li>Node copying …</li></ol><p>We completed Editor 0.6.0. You can <a title="Editor 0.6.0" href="https://youtu.be/q85GcC6l4Tw" target="_blank">see 0.6.0 in action here</a>. </p> <p>Editor 0.6.0 got the following new features:</p> <ol> <li>Camera and light node positioning</li> @@ -1612,7 +2043,14 @@ The exact date and time is to be announced in the coming days. Stay tuned!</p <li>Node selection by LMB click in the scene</li> <li>Window geometry and state restoration after restart</li> </ol> -<p>We don't have 0.7.0 completion date at the moment, because we decided to take some time to set up a roadmap for Shuan and Mahjong 2. Once done, we will share 0.7.0 completion date and its feature list along with the roadmap.</p>Редактор 0.6.02015-06-28T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2015-06-28:editor-06-ru.html<p>Мы завершили работу над версией 0.6.0 редактора. Вы можете <a title="Editor 0.6.0" href="https://youtu.be/q85GcC6l4Tw" target="_blank">увидеть 0.6.0 в действии здесь</a>. </p> +<p>We don't have 0.7.0 completion date at the moment, because we decided to take some time to set up a roadmap for Shuan and Mahjong 2. Once done, we will share 0.7.0 completion date and its feature list along with the roadmap.</p>Редактор 0.6.02015-06-28T00:00:00+03:002015-06-28T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2015-06-28:/editor-06-ru.html<p>Мы завершили работу над версией 0.6.0 редактора. Вы можете <a title="Editor 0.6.0" href="https://youtu.be/q85GcC6l4Tw" target="_blank">увидеть 0.6.0 в действии здесь</a>. </p> +<p>Список новых возможностей Редактора 0.6.0:</p> +<ol> +<li>Позиционирование узлов с камерой и светом</li> +<li>Вращение узлов по оси X</li> +<li>Поддержка скриптов у узлов</li> +<li>Диалог для предпросмотра моделей при редактировании моделей у узла</li> +<li>Копирование …</li></ol><p>Мы завершили работу над версией 0.6.0 редактора. Вы можете <a title="Editor 0.6.0" href="https://youtu.be/q85GcC6l4Tw" target="_blank">увидеть 0.6.0 в действии здесь</a>. </p> <p>Список новых возможностей Редактора 0.6.0:</p> <ol> <li>Позиционирование узлов с камерой и светом</li> @@ -1623,7 +2061,12 @@ The exact date and time is to be announced in the coming days. Stay tuned!</p <li>Выбор узла с помощью клика мышью в сцене</li> <li>Восстановление позиции и состояния окна после перезапуска</li> </ol> -<p>На текущий момент у нас нет даты завершения 0.7.0, потому что мы решили взять паузу и потратить некоторое время на составление дорожной карты для Shuan и Mahjong 2. Как только мы её закончим, мы расскажем и о возможностях 0.7.0, и о дате завершения 0.7.0, и о самой дорожной карте.</p>Editor 0.5.0 and plans for 0.6.02015-04-15T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2015-04-15:editor-06-roadmap.html<p>We completed Editor 0.5.0. As it was planned, it has scene node tree editing, property browser, and Qt5 support. You can <a title="Editor 0.5.0" href="https://youtu.be/Vb2Q6IuQDbo" target="_blank">see 0.5.0 in action here</a>. </p> +<p>На текущий момент у нас нет даты завершения 0.7.0, потому что мы решили взять паузу и потратить некоторое время на составление дорожной карты для Shuan и Mahjong 2. Как только мы её закончим, мы расскажем и о возможностях 0.7.0, и о дате завершения 0.7.0, и о самой дорожной карте.</p>Editor 0.5.0 and plans for 0.6.02015-04-15T00:00:00+03:002015-04-15T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2015-04-15:/editor-06-roadmap.html<p>We completed Editor 0.5.0. As it was planned, it has scene node tree editing, property browser, and Qt5 support. You can <a title="Editor 0.5.0" href="https://youtu.be/Vb2Q6IuQDbo" target="_blank">see 0.5.0 in action here</a>. </p> +<p>Also, we have just started Editor 0.6.0 development.</p> +<p>Editor 0.6.0 planned features:</p> +<ol> +<li>Camera node editing</li> +<li>Light …</li></ol><p>We completed Editor 0.5.0. As it was planned, it has scene node tree editing, property browser, and Qt5 support. You can <a title="Editor 0.5.0" href="https://youtu.be/Vb2Q6IuQDbo" target="_blank">see 0.5.0 in action here</a>. </p> <p>Also, we have just started Editor 0.6.0 development.</p> <p>Editor 0.6.0 planned features:</p> <ol> @@ -1635,7 +2078,11 @@ The exact date and time is to be announced in the coming days. Stay tuned!</p <li>Copying and pasting of scene nodes</li> <li>Scene node selection by clicking a mouse in the scene</li> </ol> -<p>We estimate to complete it in August.</p>Редактор 0.5.0 и планы для 0.6.02015-04-15T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2015-04-15:editor-06-roadmap-ru.html<p>Мы завершили работу над версией 0.5.0 редактора. Как было запланировано, эта версия содержит редактирование узлов сцены, браузер свойств, поддеркжу Qt5. Вы можете <a title="Editor 0.5.0" href="https://youtu.be/Vb2Q6IuQDbo" target="_blank">увидеть 0.5.0 в действии здесь</a>. </p> +<p>We estimate to complete it in August.</p>Редактор 0.5.0 и планы для 0.6.02015-04-15T00:00:00+03:002015-04-15T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2015-04-15:/editor-06-roadmap-ru.html<p>Мы завершили работу над версией 0.5.0 редактора. Как было запланировано, эта версия содержит редактирование узлов сцены, браузер свойств, поддеркжу Qt5. Вы можете <a title="Editor 0.5.0" href="https://youtu.be/Vb2Q6IuQDbo" target="_blank">увидеть 0.5.0 в действии здесь</a>. </p> +<p>Также мы только что начали разработку Редактора 0.6.0.</p> +<p>Запланированные возможности Редактора 0.6.0:</p> +<ol> +<li>Редактирование узлов с …</li></ol><p>Мы завершили работу над версией 0.5.0 редактора. Как было запланировано, эта версия содержит редактирование узлов сцены, браузер свойств, поддеркжу Qt5. Вы можете <a title="Editor 0.5.0" href="https://youtu.be/Vb2Q6IuQDbo" target="_blank">увидеть 0.5.0 в действии здесь</a>. </p> <p>Также мы только что начали разработку Редактора 0.6.0.</p> <p>Запланированные возможности Редактора 0.6.0:</p> <ol> @@ -1647,4 +2094,4 @@ The exact date and time is to be announced in the coming days. Stay tuned!</p <li>Копирование и вставка узлов</li> <li>Выбор узла с помощью клика мышью в сцене</li> </ol> -<p>Мы планируем завершить его в августе.</p> \ No newline at end of file +<p>Мы планируем завершить его в августе.</p> \ No newline at end of file diff --git a/feeds/news.atom.xml b/feeds/news.atom.xml index 60dbb2c..f8c4f35 100644 --- a/feeds/news.atom.xml +++ b/feeds/news.atom.xml @@ -1,10 +1,80 @@ -Opensource Game Studiohttp://opengamestudio.org/2018-06-27T00:00:00+03:00Example-driven development2018-06-27T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2018-06-27:example-driven-development.html<p><img alt="Screenshot" src="http://opengamestudio.org/2018-06-27-example-driven-development.png" /></p> +Opensource Game Studio - Newshttp://opengamestudio.org/2018-08-21T00:00:00+03:00Examples and dependencies2018-08-21T00:00:00+03:002018-08-21T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2018-08-21:/examples-and-dependencies.html<p><img alt="Screenshot" src="http://opengamestudio.org/2018-08-21-examples-and-dependencies.png"></p> +<p>This article describes two new OpenSceneGraph cross-platform examples and the +change in handling dependencies.</p> +<p><strong>Examples of HTTP client and node selection</strong></p> +<p>Once we finished working on <a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/04.RemoteDebugging">the remote debugging example</a> and +<a href="http://opengamestudio.org/example-driven-development.html">reported its completion</a>, we were surprised by the fact +that secure HTTP connection between a debugged application and debug …</p><p><img alt="Screenshot" src="http://opengamestudio.org/2018-08-21-examples-and-dependencies.png"></p> +<p>This article describes two new OpenSceneGraph cross-platform examples and the +change in handling dependencies.</p> +<p><strong>Examples of HTTP client and node selection</strong></p> +<p>Once we finished working on <a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/04.RemoteDebugging">the remote debugging example</a> and +<a href="http://opengamestudio.org/example-driven-development.html">reported its completion</a>, we were surprised by the fact +that secure HTTP connection between a debugged application and debug broker +was only working in the web version of the example. Desktop and mobile versions +only worked with insecure HTTP.</p> +<p>Since current debug scheme has no authentication, insecure debugging over HTTP +doesn't really hurt. However, if we want to access resources located at popular +sites like GitHub and BitBucket, we have to support secure HTTP.</p> +<p>The need to support HTTPS on each platform spurred us to create +<a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/03.HTTPClient">HTTP client example</a>. Turned out, each platform had its own +preferred way of doing secure HTTP:</p> +<ul> +<li>web (Emscripten) provides Fetch API</li> +<li>desktop is fine with Mongoose and OpenSSL</li> +<li>Android provides HttpUrlConnection in Java</li> +<li>iOS provides NSURLSession in Objective-C</li> +</ul> +<p>The need to support different languages on different platforms resulted +in the creation of so-called 'host-guest' pattern:</p> +<ul> +<li>guest (platform agnostic)<ul> +<li>provides networking representation</li> +<li>used by cross-platform C++ code</li> +</ul> +</li> +<li>host (specific platform)<ul> +<li>polls guest for pending requests</li> +<li>processes them</li> +<li>reports results back to the guest</li> +</ul> +</li> +</ul> +<p><a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/05.NodeSelection">Node selection example</a> was straightforward and caused no troubles.</p> +<p><strong>The change in handling dependencies</strong></p> +<p>For over a year we had to deal with the following +<a href="http://forum.openscenegraph.org/viewtopic.php?t=17443">shortcomings</a> when building OpenSceneGraph across platforms +using conventional methods:</p> +<ul> +<li>macOS builds failing due to certain compile flags we use</li> +<li>hacking PNG plugin safety guards to have PNG support under Android</li> +<li>iOS simulator and device builds of the same example being in separate Xcode projects</li> +<li>OpenSceneGraph taking 20-30 minutes to build</li> +</ul> +<p>These shortcomings were slowing us down and complicating the development of +new examples. Upon hitting these problems ten more times this month we decided +it was time to solve them once and for all. Now OpenSceneGraph is built as part +of each example in 2-3 minutes, and there's no more dependency magic involved. +We took the same approach of building dependencies as part of each example to +other external libraries like Mongoose and libpng-android, too.</p> +<p>With these obstacles out of the way, we can now iterate faster. Just in time +for the next technical demonstration of Mahjong 2!</p> +<p>That's it for describing two new OpenSceneGraph cross-platform examples and +the change in handling dependencies.</p>Example-driven development2018-06-27T00:00:00+03:002018-06-27T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2018-06-27:/example-driven-development.html<p><img alt="Screenshot" src="http://opengamestudio.org/2018-06-27-example-driven-development.png"></p> <p>This article explains how the third OpenSceneGraph cross-platform example opened our eyes to example-driven development.</p> +<p><strong>2018-08 EDIT</strong>: the third example has been renamed to the fourth one due to +the reasons described in the <a href="http://opengamestudio.org/examples-and-dependencies.html">next article</a>.</p> +<p><strong>The third OpenSceneGraph cross-platform example</strong></p> +<p>The third OpenSceneGraph cross-platform example explains how to implement …</p><p><img alt="Screenshot" src="http://opengamestudio.org/2018-06-27-example-driven-development.png"></p> +<p>This article explains how the third OpenSceneGraph cross-platform example +opened our eyes to example-driven development.</p> +<p><strong>2018-08 EDIT</strong>: the third example has been renamed to the fourth one due to +the reasons described in the <a href="http://opengamestudio.org/examples-and-dependencies.html">next article</a>.</p> <p><strong>The third OpenSceneGraph cross-platform example</strong></p> <p>The third OpenSceneGraph cross-platform example explains how to implement -<a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/03.RemoteDebugging">remote debugging across platforms</a>. This example is less about +<a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/04.RemoteDebugging">remote debugging across platforms</a>. This example is less about OpenSceneGraph and more about different platforms.</p> <p>Remote anything nowadays assumes the use of HTTP(s) over TCP/IP. Thus, the first idea was to embed HTTP server into an application and let HTTP clients @@ -41,7 +111,13 @@ beneficial it is to develop new features outside the main project:</p> resource caching, etc. are going to be first implemented as examples. We call this example-driven development.</p> <p>That's it for explaining how the third OpenSceneGraph cross-platform example -opened our eyes to example-driven development.</p>OpenSceneGraph cross-platform examples2018-04-20T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2018-04-20:openscenegraph-examples.html<p><img alt="Screenshot" src="http://opengamestudio.org/2018-04-20-openscenegraph-examples.png" /></p> +opened our eyes to example-driven development.</p>OpenSceneGraph cross-platform examples2018-04-20T00:00:00+03:002018-04-20T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2018-04-20:/openscenegraph-examples.html<p><img alt="Screenshot" src="http://opengamestudio.org/2018-04-20-openscenegraph-examples.png"></p> +<p>This article summarizes the work we did to produce the first two +cross-platform OpenSceneGraph examples.</p> +<p>By the time <a href="http://opengamestudio.org/mahjong-techdemo1-gameplay.html">the first technology demonstration of OGS Mahjong 2</a> +has been released, we've already had <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide/issues/4">issue request</a> +(to explain how to load images with OpenSceneGraph on Android) hanging for some +time. We considered …</p><p><img alt="Screenshot" src="http://opengamestudio.org/2018-04-20-openscenegraph-examples.png"></p> <p>This article summarizes the work we did to produce the first two cross-platform OpenSceneGraph examples.</p> <p>By the time <a href="http://opengamestudio.org/mahjong-techdemo1-gameplay.html">the first technology demonstration of OGS Mahjong 2</a> @@ -66,7 +142,17 @@ knowledge in the form of concrete examples. That's how <li>Use PNG images with PNG plugins: this explains the requirements necessary to build and use PNG plugins</li> </ul> <p>We will be adding new examples as we proceed with OGS Mahjong 2 development.</p> -<p>That's it for summarizing the work we did to produce the first two cross-platform OpenSceneGraph examples.</p>First techdemo of OGS Mahjong 2: Gameplay2018-02-16T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2018-02-16:mahjong-techdemo1-gameplay.html<p><img alt="Screenshot" src="http://opengamestudio.org/2018-02-16-mahjong-techdemo1-gameplay.png" /></p> +<p>That's it for summarizing the work we did to produce the first two cross-platform OpenSceneGraph examples.</p>First techdemo of OGS Mahjong 2: Gameplay2018-02-16T00:00:00+03:002018-02-16T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2018-02-16:/mahjong-techdemo1-gameplay.html<p><img alt="Screenshot" src="http://opengamestudio.org/2018-02-16-mahjong-techdemo1-gameplay.png"></p> +<p>We are glad to announce the release of the first technical demonstration of +OGS Mahjong 2. The purpose of this release was to verify gameplay across +supported platforms.</p> +<p>Get techdemo for your platform:</p> +<ul> +<li>Run <a href="https://ogstudio.github.io/game-mahjong/versions/013/mjin-player.html">Web version</a> in your browser</li> +<li>Get <a href="https://drive.google.com/open?id=1KW8IEN8Dpz8ODeg8BctVSJyzj9-AL9hR">Android version</a></li> +<li>Get <a href="https://drive.google.com/open?id=1oj0-OXSmEatttzn86u2vgP9SRAIC0ozB">Windows version</a></li> +<li>Get <a href="https://drive.google.com/open?id=1EX7kLIThLiMz9_W7VmBPySms3mlrF-i6">Linux version</a></li> +<li>Get <a href="https://drive.google.com/open?id=1KWnvbHzan8MpMcZPG2QC-7KWoEYbqrM2">macOS …</a></li></ul><p><img alt="Screenshot" src="http://opengamestudio.org/2018-02-16-mahjong-techdemo1-gameplay.png"></p> <p>We are glad to announce the release of the first technical demonstration of OGS Mahjong 2. The purpose of this release was to verify gameplay across supported platforms.</p> @@ -85,7 +171,18 @@ supported platforms.</p> <li>Linux version is only available in 64-bit variant.</li> <li>macOS version should run on macOS Sierra or newer.</li> </ul> -<p>That's it for now, have a nice testing!</p>Mahjong recreation start2018-01-26T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2018-01-26:mahjong-recreation-start.html<p><img alt="Screenshot" src="http://opengamestudio.org/2018-01-26-mahjong-recreation-start.png" /></p> +<p>That's it for now, have a nice testing!</p>Mahjong recreation start2018-01-26T00:00:00+03:002018-01-26T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2018-01-26:/mahjong-recreation-start.html<p><img alt="Screenshot" src="http://opengamestudio.org/2018-01-26-mahjong-recreation-start.png"></p> +<p>This article describes the start of Mahjong game recreation.</p> +<p><strong>Plan</strong></p> +<p>We started Mahjong recreation endeavour by composing a brief plan to get gameplay with minimal graphics:</p> +<ul> +<li>Load single layout</li> +<li>Place tiles in layout positions</li> +<li>Distinguish tiles</li> +<li>Implement selection</li> +<li>Implement matching</li> +</ul> +<p>Just like any other plan, this one looked fine at …</p><p><img alt="Screenshot" src="http://opengamestudio.org/2018-01-26-mahjong-recreation-start.png"></p> <p>This article describes the start of Mahjong game recreation.</p> <p><strong>Plan</strong></p> <p>We started Mahjong recreation endeavour by composing a brief plan to get gameplay with minimal graphics:</p> @@ -125,7 +222,12 @@ Building the plugin for Android and iOS is still waiting for us. Once we get PNG <p><strong>Current Mahjong game status</strong></p> <p>As of the time of this writing, we have implemented tile selection. <a href="https://ogstudio.github.io/game-mahjong/versions/010/mjin-player.html">Try it in your browser!</a></p> <p>Once we finish tile matching implementation, we are going to publish the intermediate result for all supported platforms.</p> -<p>That's it for describing the start of Mahjong game recreation.</p>The year of lessons2017-12-31T22:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-12-31:the-year-of-lessons.html<p><img alt="Screenshot" src="http://opengamestudio.org/2017-12-31-celebration.jpg" /></p> +<p>That's it for describing the start of Mahjong game recreation.</p>The year of lessons2017-12-31T22:00:00+03:002017-12-31T22:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-12-31:/the-year-of-lessons.html<p><img alt="Screenshot" src="http://opengamestudio.org/2017-12-31-celebration.jpg"></p> +<p>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.</p> +<p>As it may be clear from other articles …</p><p><img alt="Screenshot" src="http://opengamestudio.org/2017-12-31-celebration.jpg"></p> <p>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 @@ -145,7 +247,11 @@ we can do).</p> <p>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.</p> -<p>The Opensource Game Studio Team.</p>2017 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>The Opensource Game Studio Team.</p>2017 summary2017-11-22T00:00:00+03:002017-11-22T00:00:00+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 …</p><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> @@ -162,13 +268,24 @@ The project was in a constant turmoil because we had no clear purpose and discip <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>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+03:002017-10-16T00:00:00+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> <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+03:00Opensource 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> +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> <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> @@ -188,7 +305,10 @@ 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+03:00Opensource 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>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>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> @@ -217,7 +337,10 @@ 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+03:00Opensource 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>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>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> @@ -236,7 +359,9 @@ 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+03:00Opensource 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>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>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> @@ -275,7 +400,9 @@ 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>OpenSceneGraph sample2017-05-12T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-05-12:osg-sample.html<p><img alt="OSG sample" src="http://opengamestudio.org/2017-05_osg-sample.png" /></p> +<p>That's it for describing problems we faced during the creation of iOS tutorial in May 2017.</p>OpenSceneGraph sample2017-05-12T00:00:00+03:002017-05-12T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-05-12:/osg-sample.html<p><img alt="OSG sample" src="http://opengamestudio.org/2017-05_osg-sample.png"></p> +<p>This article describes creation of the tutorials for building sample OpenSceneGraph application under Linux, macOS, Windows, and Android in April 2017.</p> +<p>Previous tutorials described how to install OpenSceneGraph under Linux, macOS, Windows and render a model using the standard <strong>osgviewer</strong> tool. This time we worked on a <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide-application">sample OpenSceneGraph application …</a></p><p><img alt="OSG sample" src="http://opengamestudio.org/2017-05_osg-sample.png"></p> <p>This article describes creation of the tutorials for building sample OpenSceneGraph application under Linux, macOS, Windows, and Android in April 2017.</p> <p>Previous tutorials described how to install OpenSceneGraph under Linux, macOS, Windows and render a model using the standard <strong>osgviewer</strong> tool. This time we worked on a <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide-application">sample OpenSceneGraph application</a> that would run under Linux, macOS, Windows, and Android.</p> <p>The application is very basic and has the following features:</p> @@ -309,7 +436,10 @@ We spent 120 hours in five months to produce ten tutorials of the guide.</p&g <li>You have to manually copy/reference built OpenSceneGraph libraries into Android Studio project</li> </ol> <p>Our approach includes building OpenSceneGraph for those target architectures that Android Studio project is built for. Also, OpenSceneGraph is already referenced, so no extra work is required: you just need to rebuild the project, and you're done.</p> -<p>That's it for describing the creation of the tutorials for building sample OpenSceneGraph application under Linux, macOS, Windows, and Android in April 2017.</p>It's all fine2017-04-07T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-04-07:its-all-fine.html<p><img alt="ItsAllFine" src="http://opengamestudio.org/2017-04_its-all-fine.png" /></p> +<p>That's it for describing the creation of the tutorials for building sample OpenSceneGraph application under Linux, macOS, Windows, and Android in April 2017.</p>It's all fine2017-04-07T00:00:00+03:002017-04-07T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-04-07:/its-all-fine.html<p><img alt="ItsAllFine" src="http://opengamestudio.org/2017-04_its-all-fine.png"></p> +<p>This article describes creation of the first four OpenSceneGraph tutorials in March 2017.</p> +<p>The <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide/">first four OpenSceneGraph tutorials</a> explain how to create a cube model with Blender and display the model under Linux, macOS, or Windows using OpenSceneGraph tool called osgviewer.</p> +<p>The whole process of creating a single tutorial turned …</p><p><img alt="ItsAllFine" src="http://opengamestudio.org/2017-04_its-all-fine.png"></p> <p>This article describes creation of the first four OpenSceneGraph tutorials in March 2017.</p> <p>The <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide/">first four OpenSceneGraph tutorials</a> explain how to create a cube model with Blender and display the model under Linux, macOS, or Windows using OpenSceneGraph tool called osgviewer.</p> <p>The whole process of creating a single tutorial turned out to be pretty daunting because it includes several tasks:</p> @@ -327,7 +457,10 @@ We spent 120 hours in five months to produce ten tutorials of the guide.</p&g </ol> <p>Some of those tasks had to be repeated multiple times until the combination of video, text, and article was clear and logical.</p> <p>Overall, it took us 30 hours to create the tutorials. The whole process gave us a lot of experience, which will help us in shaping learning materials for our technologies in the future. We don't know how they will look like exactly, but they will definitely be better.</p> -<p>That's it for describing creation of the first four OpenSceneGraph tutorials in March 2017.</p>Let's go2017-03-16T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-03-16:lets-go.html<p><img alt="Let's go" src="http://opengamestudio.org/2017-03_lets-go.png" /></p> +<p>That's it for describing creation of the first four OpenSceneGraph tutorials in March 2017.</p>Let's go2017-03-16T00:00:00+03:002017-03-16T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-03-16:/lets-go.html<p><img alt="Let's go" src="http://opengamestudio.org/2017-03_lets-go.png"></p> +<p>In this article we describe our progress in January and February of 2017: rendering under iOS/Web and a new tutorial tool.</p> +<p><strong>Rendering under iOS/Web</strong></p> +<p>To our surprise, we got a simple red cube rendered under <a href="https://twitter.com/OpenGameStudio/status/826816343433498627">iOS</a> and <a href="https://twitter.com/OpenGameStudio/status/829731986264698881">Web</a> pretty fast: in early February. However, this is only the …</p><p><img alt="Let's go" src="http://opengamestudio.org/2017-03_lets-go.png"></p> <p>In this article we describe our progress in January and February of 2017: rendering under iOS/Web and a new tutorial tool.</p> <p><strong>Rendering under iOS/Web</strong></p> <p>To our surprise, we got a simple red cube rendered under <a href="https://twitter.com/OpenGameStudio/status/826816343433498627">iOS</a> and <a href="https://twitter.com/OpenGameStudio/status/829731986264698881">Web</a> pretty fast: in early February. However, this is only the beginning of this year's challenge to support Android, iOS, and Web platforms. There's a long and bumpy road ahead of us as we need a lot more on each platform before we can claim a success: visual effects, Python scripting, data archives.</p> @@ -341,7 +474,7 @@ We spent 120 hours in five months to produce ten tutorials of the guide.</p&g </ul> <p>Since OpenSceneGraph cross-platform guide would consist of several tutorials, we decided to automate the process. Brief research revealed a great multimedia framework called <a href="http://mltframework.org">MLT</a>, which powers OpenShot itself. With MLT we got our tutorial tool in no time.</p> <p>Currently, the tutorial tool allows anyone to combine text and video using a simple text file like this:</p> -<div class="highlight"><pre>background bg.png +<div class="highlight"><pre><span></span>background bg.png text 5 Let&#39;s install Blender video 0:6 install_blender.mp4 text 5 Installing it with apt @@ -353,17 +486,23 @@ text 5 Congratulations! We just finished installing Blender <p>This is the actual script. See the final result <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide/tree/master/tutorial-tool">here</a>.</p> -<p>That's it for describing our progress in January and February of 2017: rendering under iOS/Web and the new tutorial tool.</p>The year of challenges2017-01-25T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-01-25:the-year-of-challenges.html<p><img alt="The year of challenges" src="http://opengamestudio.org/2017-01_the-year-of-challenges.png" /></p> +<p>That's it for describing our progress in January and February of 2017: rendering under iOS/Web and the new tutorial tool.</p>The year of challenges2017-01-25T00:00:00+03:002017-01-25T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2017-01-25:/the-year-of-challenges.html<p><img alt="The year of challenges" src="http://opengamestudio.org/2017-01_the-year-of-challenges.png"></p> +<p>This article describes our plans for 2017.</p> +<p>Our past plans suggested we would have Android platform support by this time. However, we have a long way to go, before we can declare Android support. See for yourself:</p> +<p><img alt="Android rendering" src="http://opengamestudio.org/2017-01_mjin-android-gles.png"></p> +<p>Some people would consider this a failure. We don't. We see a chance …</p><p><img alt="The year of challenges" src="http://opengamestudio.org/2017-01_the-year-of-challenges.png"></p> <p>This article describes our plans for 2017.</p> <p>Our past plans suggested we would have Android platform support by this time. However, we have a long way to go, before we can declare Android support. See for yourself:</p> -<p><img alt="Android rendering" src="http://opengamestudio.org/2017-01_mjin-android-gles.png" /></p> +<p><img alt="Android rendering" src="http://opengamestudio.org/2017-01_mjin-android-gles.png"></p> <p>Some people would consider this a failure. We don't. We see a chance to start low and jump high!</p> <p>Having only worked with liberal and forgiving desktop environments, Android was a complete surprise for us. Android punished us for everything: memory, resources, graphics. The usual Android response was either a crash, or an empty screen. At the same time, such a harsh environment highlighted weak spots in our technologies and helped us see where to go next.</p> <p>This month we start working on iOS platform support, even though we have only scratched Android. Why? Because it's a lot easier to get those red cubes rendered on iOS without polishing Android first. We don't want to spend months polishing Android only to find out later we had to implement certain feature differently so that it works on all supported platforms.</p> <p>And right after we get those cubes rendered on iOS, we start to work on bringing them to Web.</p> <p><strong>You got it right: we challenge ourselves with support for Android, iOS, and Web this year.</strong></p> -<p>That's it for describing our plans for 2017.</p>Happy 20172016-12-31T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-12-31:2017-happy-new-year.html<p><img alt="Happy new year" src="http://opengamestudio.org/2016-12-31_happy-new-year.png" /></p> +<p>That's it for describing our plans for 2017.</p>Happy 20172016-12-31T00:00:00+03:002016-12-31T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-12-31:/2017-happy-new-year.html<p><img alt="Happy new year" src="http://opengamestudio.org/2016-12-31_happy-new-year.png"></p> +<p>Okay. It's been a hard year for everyone in the team. And it's almost over. Praise it ends! Praise the new one!</p> +<p>It may seem, that our progress stalled. Three years ago we announced the beginning of a new project (two to be precise), and now we still working on …</p><p><img alt="Happy new year" src="http://opengamestudio.org/2016-12-31_happy-new-year.png"></p> <p>Okay. It's been a hard year for everyone in the team. And it's almost over. Praise it ends! Praise the new one!</p> <p>It may seem, that our progress stalled. Three years ago we announced the beginning of a new project (two to be precise), and now we still working on the engine and editor, haven't even started creating the actual game.</p> <p>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.</p> @@ -372,7 +511,9 @@ At the same time, such a harsh environment highlighted weak spots in our technol So. You want our game to become a reality? Join us. Together we will rule the galaxy. Or just wait and see. We didn't stop several years ago. We won't stop now. After all, there is only one way to create a fine tool (and it's our initial goal if you remember) - we need to use it ourselves. We will. Stay tuned.</p> -<p>Happy 2017. Let it be simple.</p>November 2016 recap2016-12-15T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-12-15:2016-november-recap.html<p><img alt="November recap" src="http://opengamestudio.org/2016-12-15_2016-november-recap.png" /></p> +<p>Happy 2017. Let it be simple.</p>November 2016 recap2016-12-15T00:00:00+03:002016-12-15T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-12-15:/2016-november-recap.html<p><img alt="November recap" src="http://opengamestudio.org/2016-12-15_2016-november-recap.png"></p> +<p>This article describes the start of MJIN library separation into modules.</p> +<p>Once we built OpenSceneGraph for Android, it became obvious that some MJIN functionality is not suitable for Android. For example, UIQt provides a basis for OGS Editor UI. Since OGS Editor is a desktop application, we don't need UIQt …</p><p><img alt="November recap" src="http://opengamestudio.org/2016-12-15_2016-november-recap.png"></p> <p>This article describes the start of MJIN library separation into modules.</p> <p>Once we built OpenSceneGraph for Android, it became obvious that some MJIN functionality is not suitable for Android. For example, UIQt provides a basis for OGS Editor UI. Since OGS Editor is a desktop application, we don't need UIQt for Android.</p> <p>We decided to have a look at two approaches to separate MJIN into modules: build-time separation and run-time one. @@ -401,7 +542,10 @@ The easiest way to achieve it was to use C API, because C ABI rules are much sim </ul> <p>Sound and UIQt modules are currently statically linked into MJIN library, while Android module is already a separate library due to JNI requirements.</p> <p>In the coming year, we're going to significantly restructure MJIN so that it suits as many platforms as possible.</p> -<p>That's it for describing the start of MJIN library separation into modules.</p>October 2016 recap2016-11-19T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-11-19:2016-october-recap.html<p><img alt="October recap" src="http://opengamestudio.org/2016-11-19_2016-october-recap.png" /></p> +<p>That's it for describing the start of MJIN library separation into modules.</p>October 2016 recap2016-11-19T00:00:00+03:002016-11-19T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-11-19:/2016-october-recap.html<p><img alt="October recap" src="http://opengamestudio.org/2016-11-19_2016-october-recap.png"></p> +<p>This article describes how we spent a month building OpenSceneGraph (OSG) for Android: the first attempt to build OSG, the search for OSG alternatives, and the success in building OSG.</p> +<p><strong>First attempt to build OSG.</strong></p> +<p>Having no prior knowledge of Android development, we grabbed the latest Android Studio and started …</p><p><img alt="October recap" src="http://opengamestudio.org/2016-11-19_2016-october-recap.png"></p> <p>This article describes how we spent a month building OpenSceneGraph (OSG) for Android: the first attempt to build OSG, the search for OSG alternatives, and the success in building OSG.</p> <p><strong>First attempt to build OSG.</strong></p> <p>Having no prior knowledge of Android development, we grabbed the latest Android Studio and started doing beginner tutorials. @@ -431,7 +575,11 @@ In a few days, we gradually updated both OSG and Android tools to their latest v <li>Android API headers changed in NDK r12</li> <li>OSG only works as a static library under Android</li> </ul> -<p>That's it for describing how we spent the month building OSG for Android: the first attempt to build OSG, the search for OSG alternatives, and the success in building OSG.</p>Technology showcases2016-10-31T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-10-31:2016-tech-showcases.html<p><img alt="TechShowcases" src="http://opengamestudio.org/2016-10-31_tech-showcases.png" /></p> +<p>That's it for describing how we spent the month building OSG for Android: the first attempt to build OSG, the search for OSG alternatives, and the success in building OSG.</p>Technology showcases2016-10-31T00:00:00+03:002016-10-31T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-10-31:/2016-tech-showcases.html<p><img alt="TechShowcases" src="http://opengamestudio.org/2016-10-31_tech-showcases.png"></p> +<p>In this article, we take another look at 2015-2016 live sessions' format and introduce a new showcase format for 2017.</p> +<p><strong>2015 and 2016: live sessions.</strong></p> +<p>As you know, we use live sessions to show the state of our technology and create a small functional game from scratch. +We have conducted …</p><p><img alt="TechShowcases" src="http://opengamestudio.org/2016-10-31_tech-showcases.png"></p> <p>In this article, we take another look at 2015-2016 live sessions' format and introduce a new showcase format for 2017.</p> <p><strong>2015 and 2016: live sessions.</strong></p> <p>As you know, we use live sessions to show the state of our technology and create a small functional game from scratch. @@ -501,7 +649,12 @@ Why? We want to spend more time on actual development!</p> <td>To be announced</td> </tr> </table></p> -<p>That's it for taking another look at 2015-2016 live sessions' format and introducing the new showcase format for 2017.</p>September 2016 recap2016-10-11T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-10-11:2016-september-recap.html<p><img alt="September recap" src="http://opengamestudio.org/2016-10-11_september-recap.png" /></p> +<p>That's it for taking another look at 2015-2016 live sessions' format and introducing the new showcase format for 2017.</p>September 2016 recap2016-10-11T00:00:00+03:002016-10-11T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-10-11:/2016-september-recap.html<p><img alt="September recap" src="http://opengamestudio.org/2016-10-11_september-recap.png"></p> +<p>This article explains September 2016 live session stages: draft, rehearsal, live session itself, and publishing.</p> +<p>Even though live session takes only a few hours, we devote a whole month to prepare for it. Let's have a look at live session stages in detail.</p> +<ol> +<li> +<p><strong>Draft.</strong> Game creation for the first time …</p></li></ol><p><img alt="September recap" src="http://opengamestudio.org/2016-10-11_september-recap.png"></p> <p>This article explains September 2016 live session stages: draft, rehearsal, live session itself, and publishing.</p> <p>Even though live session takes only a few hours, we devote a whole month to prepare for it. Let's have a look at live session stages in detail.</p> <ol> @@ -541,23 +694,39 @@ Why? We want to spend more time on actual development!</p> <p><strong>Publishing.</strong> The release of our technologies' last version, live session materials, and stand alone game.</p> </li> </ol> -<p>That's it for explaining September 2016 live session stages: draft, rehearsal, live session itself, and publishing.</p>OGS Editor 0.10 and live session materials2016-10-03T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-10-03:ogs-editor-0.10.html<p><img alt="ogs-editor-0.10" src="http://opengamestudio.org/2016-10-03_ogs-editor-0.10.png" /></p> +<p>That's it for explaining September 2016 live session stages: draft, rehearsal, live session itself, and publishing.</p>OGS Editor 0.10 and live session materials2016-10-03T00:00:00+03:002016-10-03T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-10-03:/ogs-editor-0.10.html<p><img alt="ogs-editor-0.10" src="http://opengamestudio.org/2016-10-03_ogs-editor-0.10.png"></p> +<p>Note: we won't release 0.10 for macOS due to technical difficulties with the build system. macOS support will be back for 0.11.</p> +<ul> +<li><strong>OGS Editor 0.10</strong> <a href="https://sourceforge.net/projects/osrpgcreation/files/Editor/jenkins/51_2016-10-01_06-39-48_0.10.0/">is available at SourceForge</a>. Simply unpack the archive and launch the run script.</li> +<li><strong>Mahjong Solitaire game</strong> <a href="https://sourceforge.net/projects/osrpgcreation/files/Games/MahjongSolitaire/">is available at SourceForge</a>, too. Simply …</li></ul><p><img alt="ogs-editor-0.10" src="http://opengamestudio.org/2016-10-03_ogs-editor-0.10.png"></p> <p>Note: we won't release 0.10 for macOS due to technical difficulties with the build system. macOS support will be back for 0.11.</p> <ul> <li><strong>OGS Editor 0.10</strong> <a href="https://sourceforge.net/projects/osrpgcreation/files/Editor/jenkins/51_2016-10-01_06-39-48_0.10.0/">is available at SourceForge</a>. Simply unpack the archive and launch the run script.</li> <li><strong>Mahjong Solitaire game</strong> <a href="https://sourceforge.net/projects/osrpgcreation/files/Games/MahjongSolitaire/">is available at SourceForge</a>, too. Simply unpack the archive and launch the run script.</li> <li><strong>Live session project</strong> <a href="https://github.com/OGStudio/mahjong-solitaire-livesession">is available at GitHub</a>.</li> <li><strong>Live session recording</strong> <a href="https://youtu.be/g8Tyj_YH2Qc?list=PLWMTZqE4MAMJzBnXS9qU_ObWnzJuskI3F">is available at YouTube</a>. The video depicts the whole process of creating Mahjong Solitaire from scratch using <a href="https://github.com/OGStudio/mahjong-solitaire-rehearsal">rehearsal project</a> resources.</li> -</ul>A few words about live session yesterday2016-09-26T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-09-26:yesterdays-live-session-short-overview.html<iframe width="560" height="315" src="https://www.youtube.com/embed/_t8TGhSgJG4" frameborder="0" allowfullscreen></iframe> +</ul>A few words about live session yesterday2016-09-26T00:00:00+03:002016-09-26T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-09-26:/yesterdays-live-session-short-overview.html<iframe width="560" height="315" src="https://www.youtube.com/embed/_t8TGhSgJG4" frameborder="0" allowfullscreen></iframe> + +<p>Mahjong Solitaire was successfully created, and it took less than 4 hours. +We will publish live session materials later this week.</p> +<p>Thank you for joining us.</p><iframe width="560" height="315" src="https://www.youtube.com/embed/_t8TGhSgJG4" frameborder="0" allowfullscreen></iframe> <p>Mahjong Solitaire was successfully created, and it took less than 4 hours. We will publish live session materials later this week.</p> -<p>Thank you for joining us.</p>Live session is in 24 hours2016-09-24T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-09-24:september-live-session-announcement-tomorrow.html<iframe width="560" height="315" src="https://www.youtube.com/embed/Fj4yHG-mV1U" frameborder="0" allowfullscreen></iframe> +<p>Thank you for joining us.</p>Live session is in 24 hours2016-09-24T00:00:00+03:002016-09-24T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-09-24:/september-live-session-announcement-tomorrow.html<iframe width="560" height="315" src="https://www.youtube.com/embed/Fj4yHG-mV1U" frameborder="0" allowfullscreen></iframe> -<p>Get ready for <a href="https://www.livecoding.tv/kornerr">live session</a>, it's about to happen in 24 hours!</p>Live session: 25 September 20162016-09-17T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-09-17:september-live-session-announcement.html<iframe width="560" height="315" src="https://www.youtube.com/embed/Y5hOGKcQ8wA" frameborder="0" allowfullscreen></iframe> +<p>Get ready for <a href="https://www.livecoding.tv/kornerr">live session</a>, it's about to happen in 24 hours!</p><iframe width="560" height="315" src="https://www.youtube.com/embed/Fj4yHG-mV1U" frameborder="0" allowfullscreen></iframe> + +<p>Get ready for <a href="https://www.livecoding.tv/kornerr">live session</a>, it's about to happen in 24 hours!</p>Live session: 25 September 20162016-09-17T00:00:00+03:002016-09-17T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-09-17:/september-live-session-announcement.html<iframe width="560" height="315" src="https://www.youtube.com/embed/Y5hOGKcQ8wA" frameborder="0" allowfullscreen></iframe> <p>We will hold <a href="https://www.livecoding.tv/kornerr">live session</a> on <a href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio+September+2016+live+session&amp;iso=20160925T12&amp;p1=37&amp;ah=2">25 September 2016 at 12:00 CEST</a> -It's time to create simple Mahjong solitaire game.</p>August 2016 recap2016-09-03T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-09-03:2016-august-recap.html<p><img alt="2016-august-recap" src="http://opengamestudio.org/2016-09-03_august-recap.png" /></p> +It's time to create simple Mahjong solitaire game.</p><iframe width="560" height="315" src="https://www.youtube.com/embed/Y5hOGKcQ8wA" frameborder="0" allowfullscreen></iframe> + +<p>We will hold <a href="https://www.livecoding.tv/kornerr">live session</a> on <a href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio+September+2016+live+session&amp;iso=20160925T12&amp;p1=37&amp;ah=2">25 September 2016 at 12:00 CEST</a> +It's time to create simple Mahjong solitaire game.</p>August 2016 recap2016-09-03T00:00:00+03:002016-09-03T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-09-03:/2016-august-recap.html<p><img alt="2016-august-recap" src="http://opengamestudio.org/2016-09-03_august-recap.png"></p> +<p>This article explains the most important technical details about development in August: UIQt module, its refactoring, a new feature based development approach, and its benefits.</p> +<p><strong>UIQt module</strong> is a collection of UI components backed by Qt. We only use it for Editor UI at the moment.</p> +<p>Here is a list …</p><p><img alt="2016-august-recap" src="http://opengamestudio.org/2016-09-03_august-recap.png"></p> <p>This article explains the most important technical details about development in August: UIQt module, its refactoring, a new feature based development approach, and its benefits.</p> <p><strong>UIQt module</strong> is a collection of UI components backed by Qt. We only use it for Editor UI at the moment.</p> <p>Here is a list of UIQt module components with their description and current code size:<table> @@ -731,12 +900,19 @@ It's time to create simple Mahjong solitaire game.</p>We’re back to social networks2016-08-18T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-08-18:back-to-social-networks.html<p>If you follow us on <a href="https://www.facebook.com/groups/162611230470183/">Facebook</a>, <a href="https://twitter.com/OpenGameStudio">Twitter</a>, or <a href="https://new.vk.com/opengamestudo">VK</a> you noticed we started to use them again. That's no coincidence: we're finally ready to communicate our progress verbally after 4 years of almost silent development.</p> -<p>Follow us to stay up-to-date!</p>Once Mahjong – always Mahjong2016-08-10T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-08-10:once-mahjong-always-mahjong.html<p>We started Opensource Game Studio project a long time ago. We wanted to provide open source community with tools to create games. However, it was unclear what tools' purpose was. So we decided to start small: create a game first.</p> +<p>That's it for the most important technical details about development in August: UIQt module, its refactoring, a new feature based development approach, and its benefits.</p>We’re back to social networks2016-08-18T00:00:00+03:002016-08-18T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-08-18:/back-to-social-networks.html<p>If you follow us on <a href="https://www.facebook.com/groups/162611230470183/">Facebook</a>, <a href="https://twitter.com/OpenGameStudio">Twitter</a>, or <a href="https://new.vk.com/opengamestudo">VK</a> you noticed we started to use them again. That's no coincidence: we're finally ready to communicate our progress verbally after 4 years of almost silent development.</p> +<p>Follow us to stay up-to-date!</p><p>If you follow us on <a href="https://www.facebook.com/groups/162611230470183/">Facebook</a>, <a href="https://twitter.com/OpenGameStudio">Twitter</a>, or <a href="https://new.vk.com/opengamestudo">VK</a> you noticed we started to use them again. That's no coincidence: we're finally ready to communicate our progress verbally after 4 years of almost silent development.</p> +<p>Follow us to stay up-to-date!</p>Once Mahjong – always Mahjong2016-08-10T00:00:00+03:002016-08-10T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-08-10:/once-mahjong-always-mahjong.html<p>We started Opensource Game Studio project a long time ago. We wanted to provide open source community with tools to create games. However, it was unclear what tools' purpose was. So we decided to start small: create a game first.</p> +<p>It took us 3 years to reach the first goal …</p><p>We started Opensource Game Studio project a long time ago. We wanted to provide open source community with tools to create games. However, it was unclear what tools' purpose was. So we decided to start small: create a game first.</p> <p>It took us 3 years to reach the first goal: we released OGS Mahjong 1.0 in 2012. Even for a hobby project (we spend about 40 hours a month) it's too long.</p> <p>Upon the game release we got it: <strong>Tools are means to save development time</strong>.</p> <p>We spent 4 more years to develop them. Now is the time to prove they are worth every single day spent. How? We will <strong>recreate Mahjong solitaire mode</strong> in just a few hours!</p> -<p>Join our next live session in September.</p>May 2016 live session materials2016-05-29T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-05-29:ogs-editor-0.9.html<iframe width="560" height="315" src="https://www.youtube.com/embed/8gHYOkMRoos?list=PLWMTZqE4MAMKp3wP1N63xbdhdgfKi-d-J" frameborder="0" allowfullscreen></iframe> +<p>Join our next live session in September.</p>May 2016 live session materials2016-05-29T00:00:00+03:002016-05-29T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-05-29:/ogs-editor-0.9.html<iframe width="560" height="315" src="https://www.youtube.com/embed/8gHYOkMRoos?list=PLWMTZqE4MAMKp3wP1N63xbdhdgfKi-d-J" frameborder="0" allowfullscreen></iframe> + +<p>This time we have shown how to create a simple Domino based game. Below you can find all materials related to the game creation.</p> +<ol> +<li>Editor 0.9 for Linux (Debian based), OS X (10.9+), Windows <a title="SourceForge" href="https://sourceforge.net/projects/osrpgcreation/files/Editor/jenkins/49_2016-05-24_04-48-47_0.9.0/">is available at SourceForge</a>. Simply unpack it and launch the run script.</li> +<li>Domino project …</li></ol><iframe width="560" height="315" src="https://www.youtube.com/embed/8gHYOkMRoos?list=PLWMTZqE4MAMKp3wP1N63xbdhdgfKi-d-J" frameborder="0" allowfullscreen></iframe> <p>This time we have shown how to create a simple Domino based game. Below you can find all materials related to the game creation.</p> <ol> @@ -745,10 +921,18 @@ It's time to create simple Mahjong solitaire game.</p>Live session: 28 May 20162016-05-17T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-05-17:may-live-session-announcement.html<p>We're glad to annouce that the <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> session will take place on <a title="Local time" href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio+May+live+session&iso=20160528T12&p1=37&ah=3">28 May 2016 at 12:00 CEST</a>. Join us!</p>May live session (Editor 0.9)2016-04-24T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-04-24:may-live-session-decision.html<p>As you know, the previously published roadmap assumed, that we would hold a live session in April and it would feature a ping-pong game created with Editor 0.9.</p> +<p>The next live session will be held in September 2016.</p>Live session: 28 May 20162016-05-17T00:00:00+03:002016-05-17T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-05-17:/may-live-session-announcement.html<p>We're glad to annouce that the <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> session will take place on <a title="Local time" href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio+May+live+session&iso=20160528T12&p1=37&ah=3">28 May 2016 at 12:00 CEST</a>. Join us!</p><p>We're glad to annouce that the <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> session will take place on <a title="Local time" href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio+May+live+session&iso=20160528T12&p1=37&ah=3">28 May 2016 at 12:00 CEST</a>. Join us!</p>May live session (Editor 0.9)2016-04-24T00:00:00+03:002016-04-24T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-04-24:/may-live-session-decision.html<p>As you know, the previously published roadmap assumed, that we would hold a live session in April and it would feature a ping-pong game created with Editor 0.9.</p> +<p>We have to admit, our abilities to plan are not yet good enough. That's why the next live session will take …</p><p>As you know, the previously published roadmap assumed, that we would hold a live session in April and it would feature a ping-pong game created with Editor 0.9.</p> <p>We have to admit, our abilities to plan are not yet good enough. That's why the next live session will take place by the end of May. The exact date will be announced later.</p> <p>Here's a short preview of the coming game: -<iframe width="560" height="315" src="https://www.youtube.com/embed/V3EvCVPc6kg" frameborder="0" allowfullscreen></iframe></p>"Rolling ball" live session videos and downloads2016-02-10T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-02-10:rolling-ball.html<p>Since we held 2 live sessions to create "Rolling ball" game, here are 2 YouTube videos of the process:</p> +<iframe width="560" height="315" src="https://www.youtube.com/embed/V3EvCVPc6kg" frameborder="0" allowfullscreen></iframe></p>"Rolling ball" live session videos and downloads2016-02-10T00:00:00+03:002016-02-10T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-02-10:/rolling-ball.html<p>Since we held 2 live sessions to create "Rolling ball" game, here are 2 YouTube videos of the process:</p> +<iframe width="560" height="315" src="https://www.youtube.com/embed/70Jny1xJxK8" frameborder="0" allowfullscreen></iframe> + +<iframe width="560" height="315" src="http://www.youtube.com/embed/851IlFT7y18" frameborder="0" allowfullscreen></iframe> + +<p>"Rolling ball" game for Linux (Debian based), OS X (10.9+), Windows <a title="SourceForge" href="http://sourceforge.net/projects/osrpgcreation/files/Games/RollingBall/">is available at SourceForge</a>. +Simply unpack it and launch the run script.</p> +<p>Editor 0.8 <a title="SourceForge" href="http://sourceforge.net/projects/osrpgcreation/files/Editor/jenkins/46_2016-01-30_22-20-41_0.8.0/">is available at SourceForge …</a></p><p>Since we held 2 live sessions to create "Rolling ball" game, here are 2 YouTube videos of the process:</p> <iframe width="560" height="315" src="https://www.youtube.com/embed/70Jny1xJxK8" frameborder="0" allowfullscreen></iframe> <iframe width="560" height="315" src="http://www.youtube.com/embed/851IlFT7y18" frameborder="0" allowfullscreen></iframe> @@ -762,14 +946,21 @@ Simply unpack it and launch the run script.</p> <li>replace slideDown.ogs with rollingBall.ogs you downloaded</li> <li>rename rollingBall.ogs to slideDown.ogs</li> </ul> -<p>Since live session took us so long, we decided to concentrate on polishing. Editor already has a lot of features, but their use is inconvenient. We will fix major obstacles for the next Editor release.</p>Game creation live session (part 2): 7 February 20162016-02-02T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-02-02:rolling-ball-live-session-pt2.html<p>Unfortunately, we have failed to finish creation of the simple "Rolling ball" game in 3 hours. That's why we will hold the second <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> session on <a title="Local time" href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio%3A+Game+creation+live+session%2C+part+2&iso=20160207T12&p1=37&ah=3">7 February 2016 at 12:00 CET</a>. Let's finish the game!</p>Game creation live session: 31 January 20162016-01-25T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-01-25:january-live-session-announcement.html<p>We're glad to annouce that the <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> session will take place on <a title="Local time" href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio%3A+Game+creation+live+session&iso=20160131T12&p1=37&ah=3">31 January 2016 at 12:00 CET</a>. Join us!</p>SOON: Creating a simple game live (Editor 0.8)2016-01-21T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-01-21:january-live-session-decision.html<p>We are ready to present Editor 0.8 with Player. The live session will be held at <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> SOON. We will show you how to create a simple game with sounds from scratch. And this time it will not need an Editor to run. -The exact date and time is to be announced in the coming days. Stay tuned!</p>Roadmap for 20162015-12-26T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2015-12-26:2016-roadmap.html<p>As you know, according to the <a href="http://opengamestudio.org/2015-roadmap.html">previously published roadmap</a>, we now have sound system in place. However, we decided to go further and implement the first version of Player. We wanted to get it done by December, but, unfortunately, more work resulted in the change of dates.</p> +<p>Since live session took us so long, we decided to concentrate on polishing. Editor already has a lot of features, but their use is inconvenient. We will fix major obstacles for the next Editor release.</p>Game creation live session (part 2): 7 February 20162016-02-02T00:00:00+03:002016-02-02T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-02-02:/rolling-ball-live-session-pt2.html<p>Unfortunately, we have failed to finish creation of the simple "Rolling ball" game in 3 hours. That's why we will hold the second <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> session on <a title="Local time" href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio%3A+Game+creation+live+session%2C+part+2&iso=20160207T12&p1=37&ah=3">7 February 2016 at 12:00 CET</a>. Let's finish the game!</p><p>Unfortunately, we have failed to finish creation of the simple "Rolling ball" game in 3 hours. That's why we will hold the second <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> session on <a title="Local time" href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio%3A+Game+creation+live+session%2C+part+2&iso=20160207T12&p1=37&ah=3">7 February 2016 at 12:00 CET</a>. Let's finish the game!</p>Game creation live session: 31 January 20162016-01-25T00:00:00+03:002016-01-25T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-01-25:/january-live-session-announcement.html<p>We're glad to annouce that the <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> session will take place on <a title="Local time" href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio%3A+Game+creation+live+session&iso=20160131T12&p1=37&ah=3">31 January 2016 at 12:00 CET</a>. Join us!</p><p>We're glad to annouce that the <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> session will take place on <a title="Local time" href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio%3A+Game+creation+live+session&iso=20160131T12&p1=37&ah=3">31 January 2016 at 12:00 CET</a>. Join us!</p>SOON: Creating a simple game live (Editor 0.8)2016-01-21T00:00:00+03:002016-01-21T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2016-01-21:/january-live-session-decision.html<p>We are ready to present Editor 0.8 with Player. The live session will be held at <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> SOON. We will show you how to create a simple game with sounds from scratch. And this time it will not need an Editor to run. +The exact date and time is …</p><p>We are ready to present Editor 0.8 with Player. The live session will be held at <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> SOON. We will show you how to create a simple game with sounds from scratch. And this time it will not need an Editor to run. +The exact date and time is to be announced in the coming days. Stay tuned!</p>Roadmap for 20162015-12-26T00:00:00+03:002015-12-26T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2015-12-26:/2016-roadmap.html<p>As you know, according to the <a href="http://opengamestudio.org/2015-roadmap.html">previously published roadmap</a>, we now have sound system in place. However, we decided to go further and implement the first version of Player. We wanted to get it done by December, but, unfortunately, more work resulted in the change of dates.</p> +<p>Here's the revised …</p><p>As you know, according to the <a href="http://opengamestudio.org/2015-roadmap.html">previously published roadmap</a>, we now have sound system in place. However, we decided to go further and implement the first version of Player. We wanted to get it done by December, but, unfortunately, more work resulted in the change of dates.</p> <p>Here's the revised roadmap for the first half of 2016:</p> <ol> <li>Editor + Player 0.8.0 (January 2016): Sound system, Whac-a-mole game with sounds</li> <li>Editor + Player 0.9.0 (April 2016): Networking system, simple ping pong game for 2 players over the net</li> <li>Editor + Player 0.10.0 (July 2016): Polishing, "Shuan" prototype</li> -</ol>Live session video and downloads2015-11-15T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2015-11-15:livesession-materials-editor-07.html<p>If you missed the live session, you can watch it here: +</ol>Live session video and downloads2015-11-15T00:00:00+03:002015-11-15T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2015-11-15:/livesession-materials-editor-07.html<p>If you missed the live session, you can watch it here: +<a href="https://www.livecoding.tv/video/kornerr/playlists/whac-a-mole-from-scratch/">https://www.livecoding.tv/video/kornerr/playlists/whac-a-mole-from-scratch/</a></p> +<p>You can download the resulting project here: +<a href="https://github.com/OGStudio/liveSessionWhacAMole/archive/master.zip">https://github.com/OGStudio/liveSessionWhacAMole/archive/master.zip</a></p> +<p>The latest editor can be found here: +<a href="http://sourceforge.net/projects/osrpgcreation/files/Editor/jenkins/42_2015-11-13_08-16-46_0.7.4/">http://sourceforge.net/projects/osrpgcreation/files/Editor/jenkins/42_2015-11-13_08-16-46_0 …</a></p><p>If you missed the live session, you can watch it here: <a href="https://www.livecoding.tv/video/kornerr/playlists/whac-a-mole-from-scratch/">https://www.livecoding.tv/video/kornerr/playlists/whac-a-mole-from-scratch/</a></p> <p>You can download the resulting project here: <a href="https://github.com/OGStudio/liveSessionWhacAMole/archive/master.zip">https://github.com/OGStudio/liveSessionWhacAMole/archive/master.zip</a></p> @@ -779,18 +970,26 @@ The exact date and time is to be announced in the coming days. Stay tuned!</p <ul> <li>in Windows - run the <code>run.bat</code> file.</li> <li>in Linux and OSX - run the <code>run</code> file.</li> -</ul>Creating a simple game live: 15 November 20152015-11-09T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2015-11-09:livesession-editor-07.html<p>We're glad to annouce that the <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> session will take place on <a title="Local time" href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Whac-a-mole+game+from+scratch+live&amp;iso=20151115T12&amp;p1=37&amp;ah=3">15 November 2015 at 12:00 CET</a>. Join us!</p>SOON: Creating a simple game live (Editor 0.7)2015-11-02T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2015-11-02:soon-game-creation-editor-07.html<p>As we have promised, we are ready to give you Editor 0.7 which is capable of creating the complete test chamber. However, after recreating the test chamber ourselves, it became clear that:</p> +</ul>Creating a simple game live: 15 November 20152015-11-09T00:00:00+03:002015-11-09T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2015-11-09:/livesession-editor-07.html<p>We're glad to annouce that the <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> session will take place on <a title="Local time" href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Whac-a-mole+game+from+scratch+live&amp;iso=20151115T12&amp;p1=37&amp;ah=3">15 November 2015 at 12:00 CET</a>. Join us!</p><p>We're glad to annouce that the <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> session will take place on <a title="Local time" href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Whac-a-mole+game+from+scratch+live&amp;iso=20151115T12&amp;p1=37&amp;ah=3">15 November 2015 at 12:00 CET</a>. Join us!</p>SOON: Creating a simple game live (Editor 0.7)2015-11-02T00:00:00+03:002015-11-02T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2015-11-02:/soon-game-creation-editor-07.html<p>As we have promised, we are ready to give you Editor 0.7 which is capable of creating the complete test chamber. However, after recreating the test chamber ourselves, it became clear that:</p> +<ol> +<li>it takes more than 8 hours to recreate it (too long)</li> +<li>it's inappropriate to be presented in …</li></ol><p>As we have promised, we are ready to give you Editor 0.7 which is capable of creating the complete test chamber. However, after recreating the test chamber ourselves, it became clear that:</p> <ol> <li>it takes more than 8 hours to recreate it (too long)</li> <li>it's inappropriate to be presented in the form of an article (too boring)</li> </ol> <p>Therefore we decided to hold a live session at <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> SOON to show you how to create a simple <a title="Whac-a-mole" href="http://google.com/search?q=whac+a+mole">whac-a-mole like game</a> from scratch.</p> -<p>Currently we are busy making final preparations, so we'll tell you the exact time and date this week. Stay tuned!</p>Desura no more, hello Humble Bundle Widget2015-07-23T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2015-07-23:bye-desura-hello-humblebundle.html<p>After the recent bankruptcy of Desura's parent company, we decided, that we need a new place for our Deluxe version. Something better, more modern and more trustworthy. We have chosen the Humble Widget, with which you can buy the deluxe version of the game without leaving our site.</p> +<p>Currently we are busy making final preparations, so we'll tell you the exact time and date this week. Stay tuned!</p>Desura no more, hello Humble Bundle Widget2015-07-23T00:00:00+03:002015-07-23T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2015-07-23:/bye-desura-hello-humblebundle.html<p>After the recent bankruptcy of Desura's parent company, we decided, that we need a new place for our Deluxe version. Something better, more modern and more trustworthy. We have chosen the Humble Widget, with which you can buy the deluxe version of the game without leaving our site.</p> +<p>Here it …</p><p>After the recent bankruptcy of Desura's parent company, we decided, that we need a new place for our Deluxe version. Something better, more modern and more trustworthy. We have chosen the Humble Widget, with which you can buy the deluxe version of the game without leaving our site.</p> <p>Here it is:</p> <iframe src="https://www.humblebundle.com/widget/v2/product/ogsmahjong/ySGF3h34?theme=transparent-light" width="526" height="325" style="border: none;" scrolling="no" frameborder="0"></iframe> -<p>We haven't received a single penny from Desura (due to the minimal cache out limitations), but if you bought the deluxe version from them and experiencing any problems with downloading it (right now we see no problems with that), send us a letter, tell your name on Desura, we'll figure something out.</p>Test chamber for everyone (Editor 0.7.0)2015-07-22T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2015-07-22:test-chamber-for-everyone.html<p>As you know, the main goal of Editor 0.7.0 is the ability to create the <a title="Test chamber" href="https://youtu.be/9_6seUWcPbU" target="_blank">test chamber</a> with it. It needs Actions' system and a few stability fixes for that. We are going to publish a detailed article describing how to create the test chamber, too, so that anyone could create their own test chamber!</p> -<p>We estimate to complete it in October.</p>Roadmap for 2015-20162015-07-19T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2015-07-19:2015-roadmap.html<p>As promised, we have come up with a list of milestones and their approximate dates for the coming year:</p> +<p>We haven't received a single penny from Desura (due to the minimal cache out limitations), but if you bought the deluxe version from them and experiencing any problems with downloading it (right now we see no problems with that), send us a letter, tell your name on Desura, we'll figure something out.</p>Test chamber for everyone (Editor 0.7.0)2015-07-22T00:00:00+03:002015-07-22T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2015-07-22:/test-chamber-for-everyone.html<p>As you know, the main goal of Editor 0.7.0 is the ability to create the <a title="Test chamber" href="https://youtu.be/9_6seUWcPbU" target="_blank">test chamber</a> with it. It needs Actions' system and a few stability fixes for that. We are going to publish a detailed article describing how to create the test chamber, too, so that …</p><p>As you know, the main goal of Editor 0.7.0 is the ability to create the <a title="Test chamber" href="https://youtu.be/9_6seUWcPbU" target="_blank">test chamber</a> with it. It needs Actions' system and a few stability fixes for that. We are going to publish a detailed article describing how to create the test chamber, too, so that anyone could create their own test chamber!</p> +<p>We estimate to complete it in October.</p>Roadmap for 2015-20162015-07-19T00:00:00+03:002015-07-19T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2015-07-19:/2015-roadmap.html<p>As promised, we have come up with a list of milestones and their approximate dates for the coming year:</p> +<ol> +<li>Editor 0.7.0 (October 2015) - Actions' system: we recreate the <a title="Test chamber" href="https://youtu.be/9_6seUWcPbU" target="_blank">test chamber</a></li> +<li>Editor 0.8.0 (December 2015) - Sound system</li> +<li>Editor 0.9.0 (February 2016) - Particles' system and minimal …</li></ol><p>As promised, we have come up with a list of milestones and their approximate dates for the coming year:</p> <ol> <li>Editor 0.7.0 (October 2015) - Actions' system: we recreate the <a title="Test chamber" href="https://youtu.be/9_6seUWcPbU" target="_blank">test chamber</a></li> <li>Editor 0.8.0 (December 2015) - Sound system</li> @@ -799,7 +998,14 @@ The exact date and time is to be announced in the coming days. Stay tuned!</p <li>Editor 0.11.0, Player 0.2.0 (June 2016) - Networking: we create Classic 4-player Mahjong prototype</li> </ol> <p>These approximate dates presume one coder spends 40 hours a month. That's about 1 work week at full-time job. Not much, but that's the only time we have.</p> -<p>We will post more details about Editor 0.7.0 shortly: we need to decide what features deserve 80 hours of our time for the next 2 months.</p>Editor 0.6.02015-06-28T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2015-06-28:editor-06.html<p>We completed Editor 0.6.0. You can <a title="Editor 0.6.0" href="https://youtu.be/q85GcC6l4Tw" target="_blank">see 0.6.0 in action here</a>. </p> +<p>We will post more details about Editor 0.7.0 shortly: we need to decide what features deserve 80 hours of our time for the next 2 months.</p>Editor 0.6.02015-06-28T00:00:00+03:002015-06-28T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2015-06-28:/editor-06.html<p>We completed Editor 0.6.0. You can <a title="Editor 0.6.0" href="https://youtu.be/q85GcC6l4Tw" target="_blank">see 0.6.0 in action here</a>. </p> +<p>Editor 0.6.0 got the following new features:</p> +<ol> +<li>Camera and light node positioning</li> +<li>Node rotation along X axis</li> +<li>Node scripting support</li> +<li>Thumbnail dialog to preview models when editing scene node model properties</li> +<li>Node copying …</li></ol><p>We completed Editor 0.6.0. You can <a title="Editor 0.6.0" href="https://youtu.be/q85GcC6l4Tw" target="_blank">see 0.6.0 in action here</a>. </p> <p>Editor 0.6.0 got the following new features:</p> <ol> <li>Camera and light node positioning</li> @@ -810,7 +1016,12 @@ The exact date and time is to be announced in the coming days. Stay tuned!</p <li>Node selection by LMB click in the scene</li> <li>Window geometry and state restoration after restart</li> </ol> -<p>We don't have 0.7.0 completion date at the moment, because we decided to take some time to set up a roadmap for Shuan and Mahjong 2. Once done, we will share 0.7.0 completion date and its feature list along with the roadmap.</p>Editor 0.5.0 and plans for 0.6.02015-04-15T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2015-04-15:editor-06-roadmap.html<p>We completed Editor 0.5.0. As it was planned, it has scene node tree editing, property browser, and Qt5 support. You can <a title="Editor 0.5.0" href="https://youtu.be/Vb2Q6IuQDbo" target="_blank">see 0.5.0 in action here</a>. </p> +<p>We don't have 0.7.0 completion date at the moment, because we decided to take some time to set up a roadmap for Shuan and Mahjong 2. Once done, we will share 0.7.0 completion date and its feature list along with the roadmap.</p>Editor 0.5.0 and plans for 0.6.02015-04-15T00:00:00+03:002015-04-15T00:00:00+03:00Opensource Game Studiotag:opengamestudio.org,2015-04-15:/editor-06-roadmap.html<p>We completed Editor 0.5.0. As it was planned, it has scene node tree editing, property browser, and Qt5 support. You can <a title="Editor 0.5.0" href="https://youtu.be/Vb2Q6IuQDbo" target="_blank">see 0.5.0 in action here</a>. </p> +<p>Also, we have just started Editor 0.6.0 development.</p> +<p>Editor 0.6.0 planned features:</p> +<ol> +<li>Camera node editing</li> +<li>Light …</li></ol><p>We completed Editor 0.5.0. As it was planned, it has scene node tree editing, property browser, and Qt5 support. You can <a title="Editor 0.5.0" href="https://youtu.be/Vb2Q6IuQDbo" target="_blank">see 0.5.0 in action here</a>. </p> <p>Also, we have just started Editor 0.6.0 development.</p> <p>Editor 0.6.0 planned features:</p> <ol> @@ -822,4 +1033,4 @@ The exact date and time is to be announced in the coming days. Stay tuned!</p <li>Copying and pasting of scene nodes</li> <li>Scene node selection by clicking a mouse in the scene</li> </ol> -<p>We estimate to complete it in August.</p> \ No newline at end of file +<p>We estimate to complete it in August.</p> \ No newline at end of file diff --git a/index.html b/index.html index 6f0efd6..c962846 100644 --- a/index.html +++ b/index.html @@ -48,53 +48,67 @@
    -

    Example-driven development

    -
    Ср 27 Июнь 2018 - ru - -

    Screenshot

    -

    This article explains how the third OpenSceneGraph cross-platform example -opened our eyes to example-driven development.

    -

    The third OpenSceneGraph cross-platform example

    -

    The third OpenSceneGraph cross-platform example explains how to implement -remote debugging across platforms. This example is less about -OpenSceneGraph and more about different platforms.

    -

    Remote anything nowadays assumes the use of HTTP(s) over TCP/IP. Thus, the -first idea was to embed HTTP server into an application and let HTTP clients -interact with the server. However, serving HTTP across all platforms is -complicated:

    +

    Examples and dependencies

    +
    Вт 21 августа 2018 + ru + +

    Screenshot

    +

    This article describes two new OpenSceneGraph cross-platform examples and the +change in handling dependencies.

    +

    Examples of HTTP client and node selection

    +

    Once we finished working on the remote debugging example and +reported its completion, we were surprised by the fact +that secure HTTP connection between a debugged application and debug broker +was only working in the web version of the example. Desktop and mobile versions +only worked with insecure HTTP.

    +

    Since current debug scheme has no authentication, insecure debugging over HTTP +doesn't really hurt. However, if we want to access resources located at popular +sites like GitHub and BitBucket, we have to support secure HTTP.

    +

    The need to support HTTPS on each platform spurred us to create +HTTP client example. Turned out, each platform had its own +preferred way of doing secure HTTP:

      -
    • desktops have firewalls
    • -
    • mobiles have restrictions on background processes
    • -
    • web browsers are HTTP clients by design
    • +
    • web (Emscripten) provides Fetch API
    • +
    • desktop is fine with Mongoose and OpenSSL
    • +
    • Android provides HttpUrlConnection in Java
    • +
    • iOS provides NSURLSession in Objective-C
    -

    That's why we decided to create a mediator between debugged application and UI. -Debug broker, a small Node.js application, became that mediator. -Debug broker uses no external dependencies, so it's easy to run virtually -anywhere. Also, since debug broker is a server application, you can configure -it once and use it for any number of applications.

    -

    Both debug UI and debug broker use JavaScript -because we wanted these tools to be accessible from anywhere with no prior -installation. This decision limited us to web browser solution. Providing -any sort of desktop application would incur additional installation and -maintenance effort, which would only complicate the tools.

    -

    Example-driven development establishment

    -

    Once the third example was implemented, we realized how important and -beneficial it is to develop new features outside the main project:

    +

    The need to support different languages on different platforms resulted +in the creation of so-called 'host-guest' pattern:

      -
    • the main project is freed from excessive commit noise
    • -
    • a new feature is publicly shared for everyone to learn, criticize, and improve
    • +
    • guest (platform agnostic)
        +
      • provides networking representation
      • +
      • used by cross-platform C++ code
      • +
      +
    • +
    • host (specific platform)
        +
      • polls guest for pending requests
      • +
      • processes them
      • +
      • reports results back to the guest
      • +
      +
    -

    When we publicly share our knowledge:

    +

    Node selection example was straightforward and caused no troubles.

    +

    The change in handling dependencies

    +

    For over a year we had to deal with the following +shortcomings when building OpenSceneGraph across platforms +using conventional methods:

      -
    • we must create documentation for everyone (including ourselves later) to understand what's going on
    • -
    • we must not use hacks because that would break your trust in us
    • +
    • macOS builds failing due to certain compile flags we use
    • +
    • hacking PNG plugin safety guards to have PNG support under Android
    • +
    • iOS simulator and device builds of the same example being in separate Xcode projects
    • +
    • OpenSceneGraph taking 20-30 minutes to build
    -

    From now on, all new features like input handling, Mahjong layout loading, -resource caching, etc. are going to be first implemented as examples. -We call this example-driven development.

    -

    That's it for explaining how the third OpenSceneGraph cross-platform example -opened our eyes to example-driven development.

    Category: News +

    These shortcomings were slowing us down and complicating the development of +new examples. Upon hitting these problems ten more times this month we decided +it was time to solve them once and for all. Now OpenSceneGraph is built as part +of each example in 2-3 minutes, and there's no more dependency magic involved. +We took the same approach of building dependencies as part of each example to +other external libraries like Mongoose and libpng-android, too.

    +

    With these obstacles out of the way, we can now iterate faster. Just in time +for the next technical demonstration of Mahjong 2!

    +

    That's it for describing two new OpenSceneGraph cross-platform examples and +the change in handling dependencies.

    Category: News

    @@ -108,18 +122,41 @@ opened our eyes to example-driven development.

    Category: +

    +

    Example-driven development

    +
    Ср 27 июня 2018 + ru + +

    Screenshot

    +

    This article explains how the third OpenSceneGraph cross-platform example +opened our eyes to example-driven development.

    +

    2018-08 EDIT: the third example has been renamed to the fourth one due to +the reasons described in the next article.

    +

    The third OpenSceneGraph cross-platform example

    +

    The third OpenSceneGraph cross-platform example explains how to implement …

    Category: News + +

    + + + Read More +
    +
    + + + +

    OpenSceneGraph cross-platform examples

    -
    Пт 20 Апрель 2018 +
    Пт 20 апреля 2018 ru -

    Screenshot

    +

    Screenshot

    This article summarizes the work we did to produce the first two cross-platform OpenSceneGraph examples.

    By the time the first technology demonstration of OGS Mahjong 2 has been released, we've already had issue request (to explain how to load images with OpenSceneGraph on Android) hanging for some -time. We ...

    Category: News +time. We considered …

    Category: News

    @@ -133,10 +170,10 @@ time. We ...

    Category:

    First techdemo of OGS Mahjong 2: Gameplay

    -
    Пт 16 Февраль 2018 +
    Пт 16 февраля 2018 ru -

    Screenshot

    +

    Screenshot

    We are glad to announce the release of the first technical demonstration of OGS Mahjong 2. The purpose of this release was to verify gameplay across supported platforms.

    @@ -146,7 +183,7 @@ supported platforms.

  • Get Android version
  • Get Windows version
  • Get Linux version
  • -
  • Get macOS ...
  • Category: News +

  • Get macOS …
  • Category: News

    @@ -160,10 +197,10 @@ supported platforms.

    Mahjong recreation start

    -
    Пт 26 Январь 2018 +
    Пт 26 января 2018 ru -

    Screenshot

    +

    Screenshot

    This article describes the start of Mahjong game recreation.

    Plan

    We started Mahjong recreation endeavour by composing a brief plan to get gameplay with minimal graphics:

    @@ -174,7 +211,7 @@ supported platforms.

  • Implement selection
  • Implement matching
  • -

    Just like any other plan, this one looked fine at ...

    Category: News +

    Just like any other plan, this one looked fine at …

    Category: News

    @@ -188,15 +225,15 @@ supported platforms.

    The year of lessons

    -
    Вс 31 Декабрь 2017 +
    Вс 31 декабря 2017 ru -

    Screenshot

    +

    Screenshot

    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 it may be clear from ...

    Category: News +

    As it may be clear from other articles …

    Category: News

    @@ -210,14 +247,14 @@ following year.

    2017 summary

    -
    Ср 22 Ноябрь 2017 +
    Ср 22 ноября 2017 ru -

    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 to create the best game ...

    Category: News +

    2005. We started the project with a fanatic call to create the best game ever …

    Category: News

    @@ -231,13 +268,13 @@ following year.

    Back to the Static

    -
    Пн 16 Октябрь 2017 +
    Пн 16 октября 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 ...

    Category: News +It seems that this is the technology capable of …

    Category: News

    @@ -251,10 +288,10 @@ It seems that this is the technology ...

    Category:

    The birth of MJIN world

    -
    Вс 10 Сентябрь 2017 +
    Вс 10 сентября 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:

    @@ -262,7 +299,7 @@ It seems that this is the technology ...

    Category: 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

    @@ -276,13 +313,13 @@ It seems that this is the technology ...

    Category:

    Scripting research

    -
    Ср 16 Август 2017 +
    Ср 16 августа 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

    @@ -291,26 +328,6 @@ It seems that this is the technology ...

    Category:

    - - - - -
    Page 1 of 5
    diff --git a/index2.html b/index2.html index 0a654be..07f6b94 100644 --- a/index2.html +++ b/index2.html @@ -48,14 +48,34 @@ + + + + +

    iOS tutorial

    -
    Чт 08 Июнь 2017 +
    Чт 08 июня 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 ...

    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 up …

    Category: News

    @@ -69,12 +89,12 @@

    OpenSceneGraph sample

    -
    Пт 12 Май 2017 +
    Пт 12 мая 2017 ru -

    OSG sample

    +

    OSG sample

    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 ...

    Category: News +

    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 …

    Category: News

    @@ -88,13 +108,13 @@

    It's all fine

    -
    Пт 07 Апрель 2017 +
    Пт 07 апреля 2017 ru -

    ItsAllFine

    +

    ItsAllFine

    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 ...

    Category: News +

    The whole process of creating a single tutorial turned …

    Category: News

    @@ -108,13 +128,13 @@

    Let's go

    -
    Чт 16 Март 2017 +
    Чт 16 марта 2017 ru -

    Let's go

    +

    Let's go

    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 ...

    Category: News +

    To our surprise, we got a simple red cube rendered under iOS and Web pretty fast: in early February. However, this is only the …

    Category: News

    @@ -128,14 +148,14 @@

    The year of challenges

    -
    Ср 25 Январь 2017 +
    Ср 25 января 2017 ru -

    The year of challenges

    +

    The year of challenges

    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:

    -

    Android rendering

    -

    Some people would consider this a failure. We don't. We see a ...

    Category: News +

    Android rendering

    +

    Some people would consider this a failure. We don't. We see a chance …

    Category: News

    @@ -149,12 +169,12 @@

    Happy 2017

    -
    Сб 31 Декабрь 2016 +
    Сб 31 декабря 2016 ru -

    Happy new year

    +

    Happy new year

    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 ...

    Category: News +

    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 …

    Category: News

    @@ -168,12 +188,12 @@

    November 2016 recap

    -
    Чт 15 Декабрь 2016 +
    Чт 15 декабря 2016 ru -

    November recap

    +

    November recap

    This article describes the start of MJIN library separation into modules.

    -

    Once we built OpenSceneGraph for Android, it became obvious that some MJIN functionality is not suitable for Android. For example, UIQt provides a basis for OGS Editor UI. Since OGS Editor is a desktop application, we don't need ...

    Category: News +

    Once we built OpenSceneGraph for Android, it became obvious that some MJIN functionality is not suitable for Android. For example, UIQt provides a basis for OGS Editor UI. Since OGS Editor is a desktop application, we don't need UIQt …

    Category: News

    @@ -187,13 +207,13 @@

    October 2016 recap

    -
    Сб 19 Ноябрь 2016 +
    Сб 19 ноября 2016 ru -

    October recap

    +

    October recap

    This article describes how we spent a month building OpenSceneGraph (OSG) for Android: the first attempt to build OSG, the search for OSG alternatives, and the success in building OSG.

    First attempt to build OSG.

    -

    Having no prior knowledge of Android development, we grabbed the latest Android Studio and started ...

    Category: News +

    Having no prior knowledge of Android development, we grabbed the latest Android Studio and started …

    Category: News

    @@ -207,14 +227,14 @@

    Technology showcases

    -
    Пн 31 Октябрь 2016 +
    Пн 31 октября 2016 ru -

    TechShowcases

    +

    TechShowcases

    In this article, we take another look at 2015-2016 live sessions' format and introduce a new showcase format for 2017.

    2015 and 2016: live sessions.

    As you know, we use live sessions to show the state of our technology and create a small functional game from scratch. -We have conducted ...

    Category: News +We have conducted …

    Category: News

    @@ -223,28 +243,6 @@ We have conducted ...

    Category:

    - - - -
    -

    September 2016 recap

    -
    Вт 11 Октябрь 2016 - ru - -

    September recap

    -

    This article explains September 2016 live session stages: draft, rehearsal, live session itself, and publishing.

    -

    Even though live session takes only a few hours, we devote a whole month to prepare for it. Let's have a look at live session stages in detail.

    -
      -
    1. -

      Draft. Game creation for the first ...

    Category: News - -

    - - - Read More -
    -
    -
    Page 2 of 5
    diff --git a/index3.html b/index3.html index 5c67f16..bf1b444 100644 --- a/index3.html +++ b/index3.html @@ -48,16 +48,38 @@ +
    +

    September 2016 recap

    +
    Вт 11 октября 2016 + ru + +

    September recap

    +

    This article explains September 2016 live session stages: draft, rehearsal, live session itself, and publishing.

    +

    Even though live session takes only a few hours, we devote a whole month to prepare for it. Let's have a look at live session stages in detail.

    +
      +
    1. +

      Draft. Game creation for the first time …

    Category: News + +

    + + + Read More +
    +
    + + + +

    OGS Editor 0.10 and live session materials

    -
    Пн 03 Октябрь 2016 +
    Пн 03 октября 2016 ru -

    ogs-editor-0.10

    +

    ogs-editor-0.10

    Note: we won't release 0.10 for macOS due to technical difficulties with the build system. macOS support will be back for 0.11.

    Category: News +

  • Mahjong Solitaire game is available at SourceForge, too. Simply …
  • Category: News

    @@ -71,7 +93,7 @@

    A few words about live session yesterday

    -
    Пн 26 Сентябрь 2016 +
    Пн 26 сентября 2016 ru
    @@ -92,7 +114,7 @@ We will publish live session materials later this week.

    Live session is in 24 hours

    -
    Сб 24 Сентябрь 2016 +
    Сб 24 сентября 2016 ru
    @@ -111,7 +133,7 @@ We will publish live session materials later this week.

    Live session: 25 September 2016

    -
    Сб 17 Сентябрь 2016 +
    Сб 17 сентября 2016 ru
    @@ -131,13 +153,13 @@ It's time to create simple Mahjong solitaire game.

    Categ

    August 2016 recap

    -
    Сб 03 Сентябрь 2016 +
    Сб 03 сентября 2016 ru -

    2016-august-recap

    +

    2016-august-recap

    This article explains the most important technical details about development in August: UIQt module, its refactoring, a new feature based development approach, and its benefits.

    UIQt module is a collection of UI components backed by Qt. We only use it for Editor UI at the moment.

    -

    Here is a list ...

    Category: News +

    Here is a list …

    Category: News

    @@ -151,7 +173,7 @@ It's time to create simple Mahjong solitaire game.

    Categ

    We’re back to social networks

    -
    Чт 18 Август 2016 +
    Чт 18 августа 2016 ru

    If you follow us on Facebook, Twitter, or VK you noticed we started to use them again. That's no coincidence: we're finally ready to communicate our progress verbally after 4 years of almost silent development.

    @@ -169,11 +191,11 @@ It's time to create simple Mahjong solitaire game.

    Categ

    Once Mahjong – always Mahjong

    -
    Ср 10 Август 2016 +
    Ср 10 августа 2016 ru

    We started Opensource Game Studio project a long time ago. We wanted to provide open source community with tools to create games. However, it was unclear what tools' purpose was. So we decided to start small: create a game first.

    -

    It took us 3 years to reach the first goal ...

    Category: News +

    It took us 3 years to reach the first goal …

    Category: News

    @@ -187,7 +209,7 @@ It's time to create simple Mahjong solitaire game.

    Categ

    May 2016 live session materials

    -
    Вс 29 Май 2016 +
    Вс 29 мая 2016 ru
    @@ -195,7 +217,7 @@ It's time to create simple Mahjong solitaire game.

    Categ

    This time we have shown how to create a simple Domino based game. Below you can find all materials related to the game creation.

    1. Editor 0.9 for Linux (Debian based), OS X (10.9+), Windows is available at SourceForge. Simply unpack it and launch the run script.
    2. -
    3. Domino project ...

    Category: News +

  • Domino project …
  • Category: News

    @@ -209,7 +231,7 @@ It's time to create simple Mahjong solitaire game.

    Categ

    - - - -
    -

    May live session (Editor 0.9)

    -
    Вс 24 Апрель 2016 - ru - -

    As you know, the previously published roadmap assumed, that we would hold a live session in April and it would feature a ping-pong game created with Editor 0.9.

    -

    We have to admit, our abilities to plan are not yet good enough. That's why the next live session will ...

    Category: News - -

    - - - Read More -
    -
    -
    Page 3 of 5
    diff --git a/index4.html b/index4.html index 7220186..4af145c 100644 --- a/index4.html +++ b/index4.html @@ -48,9 +48,27 @@ +
    +

    May live session (Editor 0.9)

    +
    Вс 24 апреля 2016 + ru + +

    As you know, the previously published roadmap assumed, that we would hold a live session in April and it would feature a ping-pong game created with Editor 0.9.

    +

    We have to admit, our abilities to plan are not yet good enough. That's why the next live session will take …

    Category: News + +

    + + + Read More +
    +
    + + + +

    "Rolling ball" live session videos and downloads

    -
    Ср 10 Февраль 2016 +
    Ср 10 февраля 2016 ru

    Since we held 2 live sessions to create "Rolling ball" game, here are 2 YouTube videos of the process:

    @@ -60,7 +78,7 @@

    "Rolling ball" game for Linux (Debian based), OS X (10.9+), Windows is available at SourceForge. Simply unpack it and launch the run script.

    -

    Editor 0.8 is available at SourceForge ...

    Category: News +

    Editor 0.8 is available at SourceForge …

    Category: News

    @@ -74,7 +92,7 @@ Simply unpack it and launch the run script.

    Game creation live session (part 2): 7 February 2016

    -
    Вт 02 Февраль 2016 +
    Вт 02 февраля 2016 ru

    Unfortunately, we have failed to finish creation of the simple "Rolling ball" game in 3 hours. That's why we will hold the second LiveCoding session on 7 February 2016 at 12:00 CET. Let's finish the game!

    Category: News @@ -91,7 +109,7 @@ Simply unpack it and launch the run script.

    Game creation live session: 31 January 2016

    -
    Пн 25 Январь 2016 +
    Пн 25 января 2016 ru

    We're glad to annouce that the LiveCoding session will take place on 31 January 2016 at 12:00 CET. Join us!

    Category: News @@ -108,11 +126,11 @@ Simply unpack it and launch the run script.

    SOON: Creating a simple game live (Editor 0.8)

    -
    Чт 21 Январь 2016 +
    Чт 21 января 2016 ru

    We are ready to present Editor 0.8 with Player. The live session will be held at LiveCoding SOON. We will show you how to create a simple game with sounds from scratch. And this time it will not need an Editor to run. -The exact date and time is ...

    Category: News +The exact date and time is …

    Category: News

    @@ -126,11 +144,11 @@ The exact date and time is ...

    Category:

    Roadmap for 2016

    -
    Сб 26 Декабрь 2015 +
    Сб 26 декабря 2015 ru

    As you know, according to the previously published roadmap, we now have sound system in place. However, we decided to go further and implement the first version of Player. We wanted to get it done by December, but, unfortunately, more work resulted in the change of dates.

    -

    Here's the ...

    Category: News +

    Here's the revised …

    Category: News

    @@ -144,7 +162,7 @@ The exact date and time is ...

    Category:

    Live session video and downloads

    -
    Вс 15 Ноябрь 2015 +
    Вс 15 ноября 2015 ru

    If you missed the live session, you can watch it here: @@ -152,7 +170,7 @@ The exact date and time is ...

    Category: https://github.com/OGStudio/liveSessionWhacAMole/archive/master.zip

    The latest editor can be found here: -http://sourceforge.net/projects/osrpgcreation/files/Editor/jenkins/42_2015-11-13_08-16-46_0 ...

    Category: News +http://sourceforge.net/projects/osrpgcreation/files/Editor/jenkins/42_2015-11-13_08-16-46_0 …

    Category: News

    @@ -166,7 +184,7 @@ The exact date and time is ...

    Category:

    Creating a simple game live: 15 November 2015

    -
    Пн 09 Ноябрь 2015 +
    Пн 09 ноября 2015 ru

    We're glad to annouce that the LiveCoding session will take place on 15 November 2015 at 12:00 CET. Join us!

    Category: News @@ -183,13 +201,13 @@ The exact date and time is ...

    Category:

    SOON: Creating a simple game live (Editor 0.7)

    -
    Пн 02 Ноябрь 2015 +
    Пн 02 ноября 2015 ru

    As we have promised, we are ready to give you Editor 0.7 which is capable of creating the complete test chamber. However, after recreating the test chamber ourselves, it became clear that:

    1. it takes more than 8 hours to recreate it (too long)
    2. -
    3. it's inappropriate to be presented ...

    Category: News +

  • it's inappropriate to be presented in …
  • Category: News

    @@ -203,11 +221,11 @@ The exact date and time is ...

    Category:

    Desura no more, hello Humble Bundle Widget

    -
    Чт 23 Июль 2015 +
    Чт 23 июля 2015 ru

    After the recent bankruptcy of Desura's parent company, we decided, that we need a new place for our Deluxe version. Something better, more modern and more trustworthy. We have chosen the Humble Widget, with which you can buy the deluxe version of the game without leaving our site.

    -

    Here ...

    Category: News +

    Here it …

    Category: News

    @@ -216,23 +234,6 @@ The exact date and time is ...

    Category:

    - - - -
    -

    Test chamber for everyone (Editor 0.7.0)

    -
    Ср 22 Июль 2015 - ru - -

    As you know, the main goal of Editor 0.7.0 is the ability to create the test chamber with it. It needs Actions' system and a few stability fixes for that. We are going to publish a detailed article describing how to create the test chamber, too, so that ...

    Category: News - -

    - - - Read More -
    -
    -
    Page 4 of 5
    diff --git a/index5.html b/index5.html index 15108f5..7248908 100644 --- a/index5.html +++ b/index5.html @@ -48,16 +48,33 @@ +
    +

    Test chamber for everyone (Editor 0.7.0)

    +
    Ср 22 июля 2015 + ru + +

    As you know, the main goal of Editor 0.7.0 is the ability to create the test chamber with it. It needs Actions' system and a few stability fixes for that. We are going to publish a detailed article describing how to create the test chamber, too, so that …

    Category: News + +

    + + + Read More +
    +
    + + + +

    Roadmap for 2015-2016

    -
    Вс 19 Июль 2015 +
    Вс 19 июля 2015 ru

    As promised, we have come up with a list of milestones and their approximate dates for the coming year:

    1. Editor 0.7.0 (October 2015) - Actions' system: we recreate the test chamber
    2. Editor 0.8.0 (December 2015) - Sound system
    3. -
    4. Editor 0.9.0 (February 2016) - Particles' system and minimal ...

    Category: News +

  • Editor 0.9.0 (February 2016) - Particles' system and minimal …
  • Category: News

    @@ -71,7 +88,7 @@

    Editor 0.6.0

    -
    Вс 28 Июнь 2015 +
    Вс 28 июня 2015 ru

    We completed Editor 0.6.0. You can see 0.6.0 in action here.

    @@ -81,7 +98,7 @@
  • Node rotation along X axis
  • Node scripting support
  • Thumbnail dialog to preview models when editing scene node model properties
  • -
  • Node copying ...
  • Category: News +

  • Node copying …
  • Category: News

    @@ -95,7 +112,7 @@

    Editor 0.5.0 and plans for 0.6.0

    -
    Ср 15 Апрель 2015 +
    Ср 15 апреля 2015 ru

    We completed Editor 0.5.0. As it was planned, it has scene node tree editing, property browser, and Qt5 support. You can see 0.5.0 in action here.

    @@ -103,7 +120,7 @@

    Editor 0.6.0 planned features:

    1. Camera node editing
    2. -
    3. Light ...

    Category: News +

  • Light …
  • Category: News

    diff --git a/ios-tutorial-ru.html b/ios-tutorial-ru.html index 22c163b..3a4a69a 100644 --- a/ios-tutorial-ru.html +++ b/ios-tutorial-ru.html @@ -50,10 +50,10 @@ title="Permalink to Самоучитель iOS">Самоучитель iOS -
    Чт 08 Июнь 2017 +
    Чт 08 июня 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 1c63a16..dc01e04 100644 --- a/ios-tutorial.html +++ b/ios-tutorial.html @@ -50,10 +50,10 @@ title="Permalink to iOS tutorial">iOS tutorial -
    Чт 08 Июнь 2017 +
    Чт 08 июня 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/its-all-fine-ru.html b/its-all-fine-ru.html index 718bd25..1ede992 100644 --- a/its-all-fine-ru.html +++ b/its-all-fine-ru.html @@ -50,10 +50,10 @@ title="Permalink to Всё проходит хорошо">Всё проходит хорошо -
    Пт 07 Апрель 2017 +
    Пт 07 апреля 2017 en -

    ItsAllFine

    +

    ItsAllFine

    Эта статья рассказывает о создании первых четырёх самоучителей OpenSceneGraph в марте 2017.

    Первые четыре самоучителя OpenSceneGraph объясняют, как создать модель куба в Blender и затем отобразить её на Linux, macOS или Windows с помощью osgviewer, стандартного инструмента OpenSceneGraph.

    Процесс создания одного самоучителя оказался довольно утомительным, т.к. он состоит из следующих задач:

    diff --git a/its-all-fine.html b/its-all-fine.html index d817e4d..d55cc68 100644 --- a/its-all-fine.html +++ b/its-all-fine.html @@ -50,10 +50,10 @@ title="Permalink to It's all fine">It's all fine -
    Пт 07 Апрель 2017 +
    Пт 07 апреля 2017 ru -

    ItsAllFine

    +

    ItsAllFine

    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 out to be pretty daunting because it includes several tasks:

    diff --git a/january-live-session-announcement-ru.html b/january-live-session-announcement-ru.html index c76e3b1..e2c2e86 100644 --- a/january-live-session-announcement-ru.html +++ b/january-live-session-announcement-ru.html @@ -50,7 +50,7 @@ title="Permalink to Создание игры в прямом эфире: 31 января 2016">Создание игры в прямом эфире: 31 января 2016 -
    Пн 25 Январь 2016 +
    Пн 25 января 2016 en

    Мы рады сообщить, что трансляция LiveCoding состоится 31 января 2016 в 14:00 MSK. Присоединяйтесь!

    diff --git a/january-live-session-announcement.html b/january-live-session-announcement.html index 1cd83d5..152db22 100644 --- a/january-live-session-announcement.html +++ b/january-live-session-announcement.html @@ -50,7 +50,7 @@ title="Permalink to Game creation live session: 31 January 2016">Game creation live session: 31 January 2016 -
    Пн 25 Январь 2016 +
    Пн 25 января 2016 ru

    We're glad to annouce that the LiveCoding session will take place on 31 January 2016 at 12:00 CET. Join us!

    diff --git a/january-live-session-decision-ru.html b/january-live-session-decision-ru.html index 582563a..b712ed4 100644 --- a/january-live-session-decision-ru.html +++ b/january-live-session-decision-ru.html @@ -50,7 +50,7 @@ title="Permalink to СКОРО: Создание простой игры в прямом эфире (Редактор 0.8)">СКОРО: Создание простой игры в прямом эфире (Редактор 0.8) -
    Чт 21 Январь 2016 +
    Чт 21 января 2016 en

    Мы готовы предоставить вам Редактор 0.8 с Проигрывателем. Прямая трансляция будет проведена на LiveCoding СКОРО. Мы покажем вам, как создать простую игру со звуком с нуля. И на этот раз она не будет требовать Редактора для работы. diff --git a/january-live-session-decision.html b/january-live-session-decision.html index 577ffbf..e996c36 100644 --- a/january-live-session-decision.html +++ b/january-live-session-decision.html @@ -50,7 +50,7 @@ title="Permalink to SOON: Creating a simple game live (Editor 0.8)">SOON: Creating a simple game live (Editor 0.8) -

    Чт 21 Январь 2016 +
    Чт 21 января 2016 ru

    We are ready to present Editor 0.8 with Player. The live session will be held at LiveCoding SOON. We will show you how to create a simple game with sounds from scratch. And this time it will not need an Editor to run. diff --git a/lets-go-ru.html b/lets-go-ru.html index e9b7567..560101a 100644 --- a/lets-go-ru.html +++ b/lets-go-ru.html @@ -50,10 +50,10 @@ title="Permalink to Поехали">Поехали -

    Чт 16 Март 2017 +
    Чт 16 марта 2017 en -

    Let's go

    +

    Let's go

    В этой статье мы расскажем о результатах нашей работы в январе и феврале 2017: отображении куба на iOS/Веб и нашем инструменте для создания самоучителей.

    Отображение куба на iOS/Web

    К нашему удивлению, мы смогли отобразить простой красный куб на iOS и Веб довольно быстро: в начале февраля. Тем не менее, это лишь начало поддержки платформ Android, iOS и Веб. Впереди нас ждёт тернистая дорога, т.к. нам предстоит сделать ещё много вещей, прежде чем мы сможем объявить о полноценной поддержке этих платформ: визуальные эффекты, скрипты Python, архивы данных.

    @@ -67,7 +67,7 @@

    Т.к. руководство по использованию OpenSceneGraph будет состоять из нескольких самоучителей, мы решили автоматизировать процесс. Быстрый поиск рассказал нам о существовании замечательного мультимедийного фреймворка MLT, который используется и в OpenShot. С помощью MLT мы быстро сделали свой инструмент для создания самоучителей.

    На текущий момент наш инструмент позволяет совместить видео и текст с помощью простого текстового файла:

    -
    background bg.png
    +
    background bg.png
     text 5 Let's install Blender
     video 0:6 install_blender.mp4
     text 5 Installing it with apt
    diff --git a/lets-go.html b/lets-go.html
    index b96d31d..04bc10c 100644
    --- a/lets-go.html
    +++ b/lets-go.html
    @@ -50,10 +50,10 @@
             title="Permalink to Let's go">Let's go
         
     
    -
    Чт 16 Март 2017 +
    Чт 16 марта 2017 ru -

    Let's go

    +

    Let's go

    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 beginning of this year's challenge to support Android, iOS, and Web platforms. There's a long and bumpy road ahead of us as we need a lot more on each platform before we can claim a success: visual effects, Python scripting, data archives.

    @@ -67,7 +67,7 @@

    Since OpenSceneGraph cross-platform guide would consist of several tutorials, we decided to automate the process. Brief research revealed a great multimedia framework called MLT, which powers OpenShot itself. With MLT we got our tutorial tool in no time.

    Currently, the tutorial tool allows anyone to combine text and video using a simple text file like this:

    -
    background bg.png
    +
    background bg.png
     text 5 Let's install Blender
     video 0:6 install_blender.mp4
     text 5 Installing it with apt
    diff --git a/livesession-editor-07-ru.html b/livesession-editor-07-ru.html
    index 36f02bd..f834fe0 100644
    --- a/livesession-editor-07-ru.html
    +++ b/livesession-editor-07-ru.html
    @@ -50,7 +50,7 @@
             title="Permalink to Создание простой игры в прямом эфире: 15 ноября 2015">Создание простой игры в прямом эфире: 15 ноября 2015
         
     
    -
    Пн 09 Ноябрь 2015 +
    Пн 09 ноября 2015 en

    Мы рады сообщить, что трансляция LiveCoding состоится 15 ноября 2015 в 14:00 MSK. Присоединяйтесь!

    diff --git a/livesession-editor-07.html b/livesession-editor-07.html index 616487e..a4a23eb 100644 --- a/livesession-editor-07.html +++ b/livesession-editor-07.html @@ -50,7 +50,7 @@ title="Permalink to Creating a simple game live: 15 November 2015">Creating a simple game live: 15 November 2015 -
    Пн 09 Ноябрь 2015 +
    Пн 09 ноября 2015 ru

    We're glad to annouce that the LiveCoding session will take place on 15 November 2015 at 12:00 CET. Join us!

    diff --git a/livesession-materials-editor-07-ru.html b/livesession-materials-editor-07-ru.html index 094a650..06680a6 100644 --- a/livesession-materials-editor-07-ru.html +++ b/livesession-materials-editor-07-ru.html @@ -50,7 +50,7 @@ title="Permalink to Видеозапись живой сессии и материалы">Видеозапись живой сессии и материалы -
    Вс 15 Ноябрь 2015 +
    Вс 15 ноября 2015 en

    Если вы пропустили живую сессию, вы можете посмотреть ее здесь: diff --git a/livesession-materials-editor-07.html b/livesession-materials-editor-07.html index 8d7dc48..e2a5d90 100644 --- a/livesession-materials-editor-07.html +++ b/livesession-materials-editor-07.html @@ -50,7 +50,7 @@ title="Permalink to Live session video and downloads">Live session video and downloads -

    Вс 15 Ноябрь 2015 +
    Вс 15 ноября 2015 ru

    If you missed the live session, you can watch it here: diff --git a/mahjong-recreation-start-ru.html b/mahjong-recreation-start-ru.html index e2564d1..3948b75 100644 --- a/mahjong-recreation-start-ru.html +++ b/mahjong-recreation-start-ru.html @@ -50,10 +50,10 @@ title="Permalink to Начало воссоздания Маджонга">Начало воссоздания Маджонга -

    Пт 26 Январь 2018 +
    Пт 26 января 2018 en -

    Screenshot

    +

    Screenshot

    Эта статья описывает начало воссоздания игры Маджонг.

    План

    Мы начали воссоздание Маджонга с составления краткого плана реализации игровой механики с минимальной графикой:

    diff --git a/mahjong-recreation-start.html b/mahjong-recreation-start.html index ad0a07f..749ac67 100644 --- a/mahjong-recreation-start.html +++ b/mahjong-recreation-start.html @@ -50,10 +50,10 @@ title="Permalink to Mahjong recreation start">Mahjong recreation start -
    Пт 26 Январь 2018 +
    Пт 26 января 2018 ru -

    Screenshot

    +

    Screenshot

    This article describes the start of Mahjong game recreation.

    Plan

    We started Mahjong recreation endeavour by composing a brief plan to get gameplay with minimal graphics:

    diff --git a/mahjong-techdemo1-gameplay-ru.html b/mahjong-techdemo1-gameplay-ru.html index 160077b..2a097f3 100644 --- a/mahjong-techdemo1-gameplay-ru.html +++ b/mahjong-techdemo1-gameplay-ru.html @@ -50,10 +50,10 @@ title="Permalink to Первая технодемка OGS Mahjong 2: Игровая механика">Первая технодемка OGS Mahjong 2: Игровая механика -
    Пт 16 Февраль 2018 +
    Пт 16 февраля 2018 en -

    Screenshot

    +

    Screenshot

    Мы ради сообщить о выпуске первой технической демонастрации OGS Mahjong 2. Её цель была в проверке игровой механики на всех поддерживаемых платформах.

    Проверьте технодемку на своей платформе:

    diff --git a/mahjong-techdemo1-gameplay.html b/mahjong-techdemo1-gameplay.html index 8adba73..5171d00 100644 --- a/mahjong-techdemo1-gameplay.html +++ b/mahjong-techdemo1-gameplay.html @@ -50,10 +50,10 @@ title="Permalink to First techdemo of OGS Mahjong 2: Gameplay">First techdemo of OGS Mahjong 2: Gameplay -
    Пт 16 Февраль 2018 +
    Пт 16 февраля 2018 ru -

    Screenshot

    +

    Screenshot

    We are glad to announce the release of the first technical demonstration of OGS Mahjong 2. The purpose of this release was to verify gameplay across supported platforms.

    diff --git a/may-live-session-announcement-ru.html b/may-live-session-announcement-ru.html index a057531..9ebb020 100644 --- a/may-live-session-announcement-ru.html +++ b/may-live-session-announcement-ru.html @@ -50,7 +50,7 @@ title="Permalink to Прямой эфир: 28 мая 2016">Прямой эфир: 28 мая 2016 -
    Вт 17 Май 2016 +
    Вт 17 мая 2016 en

    Мы рады сообщить, что трансляция LiveCoding состоится 28 мая 2016 в 13:00 MSK. Присоединяйтесь!

    diff --git a/may-live-session-announcement.html b/may-live-session-announcement.html index b2119d4..e2a1368 100644 --- a/may-live-session-announcement.html +++ b/may-live-session-announcement.html @@ -50,7 +50,7 @@ title="Permalink to Live session: 28 May 2016">Live session: 28 May 2016 -
    Вт 17 Май 2016 +
    Вт 17 мая 2016 ru

    We're glad to annouce that the LiveCoding session will take place on 28 May 2016 at 12:00 CEST. Join us!

    diff --git a/may-live-session-decision-ru.html b/may-live-session-decision-ru.html index 5e16377..5c44655 100644 --- a/may-live-session-decision-ru.html +++ b/may-live-session-decision-ru.html @@ -50,7 +50,7 @@ title="Permalink to Майский прямой эфир (Редактор 0.9)">Майский прямой эфир (Редактор 0.9) -
    Вс 24 Апрель 2016 +
    Вс 24 апреля 2016 en

    Как вы знаете, ранее опубликованная дорожная карта предполагала, что в апреле будет прямой эфир, в котором с помощью Редактора 0.9 мы создадим игру пинг-понг.

    diff --git a/may-live-session-decision.html b/may-live-session-decision.html index 7eaa04a..08500ea 100644 --- a/may-live-session-decision.html +++ b/may-live-session-decision.html @@ -50,7 +50,7 @@ title="Permalink to May live session (Editor 0.9)">May live session (Editor 0.9) -
    Вс 24 Апрель 2016 +
    Вс 24 апреля 2016 ru

    As you know, the previously published roadmap assumed, that we would hold a live session in April and it would feature a ping-pong game created with Editor 0.9.

    diff --git a/mjin-world-birth-ru.html b/mjin-world-birth-ru.html index 7935ed3..7e057b0 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 -
    Вс 10 Сентябрь 2017 +
    Вс 10 сентября 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 4af8dd4..a7467f4 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 -
    Вс 10 Сентябрь 2017 +
    Вс 10 сентября 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/ogs-editor-0.10-ru.html b/ogs-editor-0.10-ru.html index edc759a..6e4519c 100644 --- a/ogs-editor-0.10-ru.html +++ b/ogs-editor-0.10-ru.html @@ -50,10 +50,10 @@ title="Permalink to OGS Editor 0.10 и материалы прямого эфира">OGS Editor 0.10 и материалы прямого эфира -
    Пн 03 Октябрь 2016 +
    Пн 03 октября 2016 en -

    ogs-editor-0.10 +

    ogs-editor-0.10 Внимание: мы не выпустим версию 0.10 для macOS из-за технических проблем с системой сборки. Поддержку macOS вернём к 0.11.

    • OGS Editor 0.10 доступен на SourceForge. Просто распакуйте архив и запустите скрипт run.
    • diff --git a/ogs-editor-0.10.html b/ogs-editor-0.10.html index 1e045fa..1151d5b 100644 --- a/ogs-editor-0.10.html +++ b/ogs-editor-0.10.html @@ -50,10 +50,10 @@ title="Permalink to OGS Editor 0.10 and live session materials">OGS Editor 0.10 and live session materials -
      Пн 03 Октябрь 2016 +
      Пн 03 октября 2016 ru -

      ogs-editor-0.10

      +

      ogs-editor-0.10

      Note: we won't release 0.10 for macOS due to technical difficulties with the build system. macOS support will be back for 0.11.

      • OGS Editor 0.10 is available at SourceForge. Simply unpack the archive and launch the run script.
      • diff --git a/ogs-editor-0.9-ru.html b/ogs-editor-0.9-ru.html index d54dbc2..019c291 100644 --- a/ogs-editor-0.9-ru.html +++ b/ogs-editor-0.9-ru.html @@ -50,7 +50,7 @@ title="Permalink to Материалы прямого эфира за май 2016">Материалы прямого эфира за май 2016 -
        Вс 29 Май 2016 +
        Вс 29 мая 2016 en
        diff --git a/ogs-editor-0.9.html b/ogs-editor-0.9.html index 80e797e..4b5262f 100644 --- a/ogs-editor-0.9.html +++ b/ogs-editor-0.9.html @@ -50,7 +50,7 @@ title="Permalink to May 2016 live session materials">May 2016 live session materials -
        Вс 29 Май 2016 +
        Вс 29 мая 2016 ru
        diff --git a/once-mahjong-always-mahjong-ru.html b/once-mahjong-always-mahjong-ru.html index 27751a7..339ad88 100644 --- a/once-mahjong-always-mahjong-ru.html +++ b/once-mahjong-always-mahjong-ru.html @@ -50,7 +50,7 @@ title="Permalink to Раз Маджонг – всегда Маджонг">Раз Маджонг – всегда Маджонг -
        Ср 10 Август 2016 +
        Ср 10 августа 2016 en

        Мы начали проект Opensource Game Studio очень давно. Мы хотели дать сообществу свободного программного обеспечения средства для создания игр. Правда, тогда не было ясно, что они из себя должны представлять. Поэтому решили начать с малого: создать игру.

        diff --git a/once-mahjong-always-mahjong.html b/once-mahjong-always-mahjong.html index 3dc551a..c5ec3ee 100644 --- a/once-mahjong-always-mahjong.html +++ b/once-mahjong-always-mahjong.html @@ -50,7 +50,7 @@ title="Permalink to Once Mahjong – always Mahjong">Once Mahjong – always Mahjong -
        Ср 10 Август 2016 +
        Ср 10 августа 2016 ru

        We started Opensource Game Studio project a long time ago. We wanted to provide open source community with tools to create games. However, it was unclear what tools' purpose was. So we decided to start small: create a game first.

        diff --git a/openscenegraph-cross-platform-guide-ru.html b/openscenegraph-cross-platform-guide-ru.html index 436631b..4e0944d 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 -
        Пн 17 Июль 2017 +
        Пн 17 июля 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 98ad1a9..a702ece 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 -
        Пн 17 Июль 2017 +
        Пн 17 июля 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/openscenegraph-examples-ru.html b/openscenegraph-examples-ru.html index fc4700b..f404ba2 100644 --- a/openscenegraph-examples-ru.html +++ b/openscenegraph-examples-ru.html @@ -50,10 +50,10 @@ title="Permalink to Кросс-платформенные примеры OpenSceneGraph">Кросс-платформенные примеры OpenSceneGraph -
        Пт 20 Апрель 2018 +
        Пт 20 апреля 2018 en -

        Screenshot

        +

        Screenshot

        Эта статья резюмирует создание первых двух кросс-платформенных примеров OpenSceneGraph.

        К тому времени, как мы выпустили diff --git a/openscenegraph-examples.html b/openscenegraph-examples.html index 520113b..ec43bc5 100644 --- a/openscenegraph-examples.html +++ b/openscenegraph-examples.html @@ -50,10 +50,10 @@ title="Permalink to OpenSceneGraph cross-platform examples">OpenSceneGraph cross-platform examples -

        Пт 20 Апрель 2018 +
        Пт 20 апреля 2018 ru -

        Screenshot

        +

        Screenshot

        This article summarizes the work we did to produce the first two cross-platform OpenSceneGraph examples.

        By the time the first technology demonstration of OGS Mahjong 2 diff --git a/osg-sample-ru.html b/osg-sample-ru.html index b6c5225..5ee2571 100644 --- a/osg-sample-ru.html +++ b/osg-sample-ru.html @@ -50,10 +50,10 @@ title="Permalink to Приложение OpenSceneGraph">Приложение OpenSceneGraph -

        Пт 12 Май 2017 +
        Пт 12 мая 2017 en -

        OSG sample

        +

        OSG sample

        Эта статья описывает создание самоучителей по сборке приложения OpenSceneGraph на Linux, macOS, Windows и Android в апреле 2017.

        Предыдущие самоучители описывали установку OpenSceneGraph на Linux, macOS, Windows и отображение модели с помощью стандартного инструмента osgviewer. На этот раз результатом нашей работы стало приложение OpenSceneGraph, которое работает на Linux, macOS, Windows и Android.

        Приложение очень простое. Оно умеет следующее:

        diff --git a/osg-sample.html b/osg-sample.html index 9a46a8b..87c794d 100644 --- a/osg-sample.html +++ b/osg-sample.html @@ -50,10 +50,10 @@ title="Permalink to OpenSceneGraph sample">OpenSceneGraph sample -
        Пт 12 Май 2017 +
        Пт 12 мая 2017 ru -

        OSG sample

        +

        OSG sample

        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 that would run under Linux, macOS, Windows, and Android.

        The application is very basic and has the following features:

        diff --git a/pages/ogs-mahjong-2-ru.html b/pages/ogs-mahjong-2-ru.html index e72c006..b82e7a5 100644 --- a/pages/ogs-mahjong-2-ru.html +++ b/pages/ogs-mahjong-2-ru.html @@ -51,7 +51,7 @@

        Переделка OGS Mahjong 1, которая работает на десктопе, мобилках и вебе.

        OGS Mahjong 2 находится в разработке. Вы можете попробовать технические демки ниже.

        TechDemo-1: Gameplay

        -

        shot

        +

        shot

        • Веха: проверить игровую механику Маджонга на разных платформах
        • Выпуск: 2018-01-31
        • diff --git a/pages/ogs-mahjong-2.html b/pages/ogs-mahjong-2.html index 5417c7e..2bd4e0f 100644 --- a/pages/ogs-mahjong-2.html +++ b/pages/ogs-mahjong-2.html @@ -51,7 +51,7 @@

          Remake of OGS Mahjong 1 that runs on desktop, mobile, and web.

          OGS Mahjong 2 is currently in development. You can try tech demos below.

          TechDemo-1: Gameplay

          -

          shot

          +

          shot

          • Milestone: verify Mahjong gameplay across different platforms
          • Released: 2018-01-31
          • diff --git a/pages/projects-ru.html b/pages/projects-ru.html index bff2c83..65944ca 100644 --- a/pages/projects-ru.html +++ b/pages/projects-ru.html @@ -61,7 +61,7 @@

            OGS Mahjong 2

            Переделка OGS Mahjong 1, которая работает на десктопе, мобилках и вебе.

            -

            shot

            +

            shot

            • В разработке: выпущены лишь техдемки
            • Платформы: Linux, macOS, Windows, Android, iOS, Web
            • diff --git a/pages/projects.html b/pages/projects.html index 0ccb80f..53c4dfc 100644 --- a/pages/projects.html +++ b/pages/projects.html @@ -61,7 +61,7 @@

              OGS Mahjong 2

              Remake of OGS Mahjong 1 that runs on desktop, mobile, and web.

              -

              shot

              +

              shot

              • Work in progress: only tech demos were released
              • Platforms: Linux, macOS, Windows, Android, iOS, Web
              • diff --git a/pelican/content/articles/2018-06-27-example-driven-development-ru.md b/pelican/content/articles/2018-06-27-example-driven-development-ru.md index fa5cff3..03ecdce 100644 --- a/pelican/content/articles/2018-06-27-example-driven-development-ru.md +++ b/pelican/content/articles/2018-06-27-example-driven-development-ru.md @@ -9,6 +9,9 @@ Lang: ru Эта статья описывает то, как создание третьего кросс-платформенного примера OpenSceneGraph привело нас к разработке через создание примеров. +**ИЗМЕНЕНИЯ ОТ 2018-08**: третий пример был переименован в четвёртый в связи +с причинами, изложенными в [следующей статье][article-2018-august]. + **Третий кросс-платформенный пример OpenSceneGraph** Третий кросс-платформенный пример OpenSceneGraph содержит реализацию @@ -63,6 +66,7 @@ HTTP в приложение, чтобы клиенты HTTP могли взаи [screenshot]: {attach}/images/2018-06-27-example-driven-development.png +[article-2018-august]: {filename}/articles/2018-08-21-examples-and-dependencies-ru.md [osgcpe-03]: https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/03.RemoteDebugging [debug-broker]: https://github.com/OGStudio/debug-broker diff --git a/pelican/content/articles/2018-06-27-example-driven-development.md b/pelican/content/articles/2018-06-27-example-driven-development.md index a895902..45e5a3d 100644 --- a/pelican/content/articles/2018-06-27-example-driven-development.md +++ b/pelican/content/articles/2018-06-27-example-driven-development.md @@ -9,10 +9,13 @@ Lang: en This article explains how the third OpenSceneGraph cross-platform example opened our eyes to example-driven development. +**2018-08 EDIT**: the third example has been renamed to the fourth one due to +the reasons described in the [next article][article-2018-august]. + **The third OpenSceneGraph cross-platform example** The third OpenSceneGraph cross-platform example explains how to implement -[remote debugging across platforms][osgcpe-03]. This example is less about +[remote debugging across platforms][osgcpe-04]. This example is less about OpenSceneGraph and more about different platforms. Remote anything nowadays assumes the use of HTTP(s) over TCP/IP. Thus, the @@ -57,8 +60,9 @@ That's it for explaining how the third OpenSceneGraph cross-platform example opened our eyes to example-driven development. [screenshot]: {attach}/images/2018-06-27-example-driven-development.png +[article-2018-august]: {filename}/articles/2018-08-21-examples-and-dependencies.md -[osgcpe-03]: https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/03.RemoteDebugging +[osgcpe-04]: https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/04.RemoteDebugging [debug-broker]: https://github.com/OGStudio/debug-broker [debug-ui]: https://github.com/OGStudio/debug-ui diff --git a/pelican/content/articles/2018-08-21-examples-and-dependencies-ru.md b/pelican/content/articles/2018-08-21-examples-and-dependencies-ru.md new file mode 100644 index 0000000..01cbb4d --- /dev/null +++ b/pelican/content/articles/2018-08-21-examples-and-dependencies-ru.md @@ -0,0 +1,78 @@ +Title: Примеры и зависимости +Date: 2018-08-21 00:00 +Category: News +Slug: examples-and-dependencies +Lang: ru + +![Screenshot][screenshot] + +Эта статья описывает два новых кросс-платформенных примера OpenSceneGraph +и изменение в работе с зависимостями. + +**Примеры клиента HTTP и выбора узла сцены** + +После окончания работы над [примером удалённой отладки][osgcpe-04] и +[сообщения об этом][article-2018-june] мы с удивлением обнаружили, что +безопасное соединение HTTPS между отлаживаемым приложением и брокером +отладки работало лишь в веб-версии примера. Десктопная и мобильная версии +работали лишь с помощью обычного соединения HTTP. + +Т.к. текущая схема отладки не имеет авторизации, отладка по обычному соединению +HTTP не несёт никаких проблем. Однако, если мы хотим получить доступ к ресурсам, +расположенным на популярных сайтах вроде GitHub и BitBucket, мы обязаны +поддерживать HTTPS. + +Необходимость поддержки HTTPS на каждой платформе побудила нас создать +[пример клиента HTTP][osgcpe-03]. Оказалось, что каждая платформа имеет +собственные правила по работе с HTTPS: + +* веб (Emscripten) предоставляет Fetch API +* десктоп может использовать Mongoose с OpenSSL +* Android предоставляет HttpUrlConnection в языке Java +* iOS предоставляет NSURLSession в языке Objective-C + +Необходимость поддержки разных языков на разных платформах привела к +созданию так называемого шаблона "хозяин-гость": + +* гость (не привязан к платформе) + * имеет сетевое представление + * используется кросс-платформенным кодом на C++ +* хозяин (определённая платформа) + * опрашивает гостя на наличие ожидающих выполнение запросов + * обрабатывает их + * сообщает результат гостю + +[Пример выбора узла сцены][osgcpe-05] оказался простым и не создал особых проблем. + +**Изменение в работе с зависимостями** + +Больше года нам приходилось жить со следующими [недостатками][osg-shortcomings] +сборки OpenSceneGraph официальными средствами: + +* проблемы сборки под macOS ввиду использования определённых флагов сборки +* обход механизмов проверки зависимостей для использования PNG на Android +* принадлежность сборок iOS под симулятор и устройство к разным проектам Xcode +* ожидания в 20-30 минут для сборки OpenSceneGraph + +Эти недостатки замедляли нас и усложняли разработку новых примеров. После того, +как мы десятый раз столкнулись с указанными проблемами в этом месяце, мы решили +исправить их раз и навсегда. Теперь мы собираем OpenSceneGraph как часть каждого +примера за 2-3 минуты без какой-либо магии. Также мы использовали этот подход +включения зависимости как части каждого примера для остальных библиотек вроде +Mongoose и libpng-android. + +Теперь без этих препятствий мы можем разрабатывать быстрее. Это значительно +облегчит создание следующей технической демонстрации Mahjong 2! + +На этом мы заканчиваем описание двух новых кросс-платформенных примеров +OpenSceneGraph и изменения в работе с зависимостями. + +[screenshot]: {attach}/images/2018-08-21-examples-and-dependencies.png + +[article-2018-june]: {filename}/articles/2018-06-27-example-driven-development.md + +[osgcpe-03]: https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/03.HTTPClient +[osgcpe-04]: https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/04.RemoteDebugging +[osgcpe-05]: https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/05.NodeSelection + +[osg-shortcomings]: http://forum.openscenegraph.org/viewtopic.php?t=17443 diff --git a/pelican/content/articles/2018-08-21-examples-and-dependencies.md b/pelican/content/articles/2018-08-21-examples-and-dependencies.md new file mode 100644 index 0000000..815b173 --- /dev/null +++ b/pelican/content/articles/2018-08-21-examples-and-dependencies.md @@ -0,0 +1,78 @@ +Title: Examples and dependencies +Date: 2018-08-21 00:00 +Category: News +Slug: examples-and-dependencies +Lang: en + +![Screenshot][screenshot] + +This article describes two new OpenSceneGraph cross-platform examples and the +change in handling dependencies. + +**Examples of HTTP client and node selection** + +Once we finished working on [the remote debugging example][osgcpe-04] and +[reported its completion][article-2018-june], we were surprised by the fact +that secure HTTP connection between a debugged application and debug broker +was only working in the web version of the example. Desktop and mobile versions +only worked with insecure HTTP. + +Since current debug scheme has no authentication, insecure debugging over HTTP +doesn't really hurt. However, if we want to access resources located at popular +sites like GitHub and BitBucket, we have to support secure HTTP. + +The need to support HTTPS on each platform spurred us to create +[HTTP client example][osgcpe-03]. Turned out, each platform had its own +preferred way of doing secure HTTP: + +* web (Emscripten) provides Fetch API +* desktop is fine with Mongoose and OpenSSL +* Android provides HttpUrlConnection in Java +* iOS provides NSURLSession in Objective-C + +The need to support different languages on different platforms resulted +in the creation of so-called 'host-guest' pattern: + +* guest (platform agnostic) + * provides networking representation + * used by cross-platform C++ code +* host (specific platform) + * polls guest for pending requests + * processes them + * reports results back to the guest + +[Node selection example][osgcpe-05] was straightforward and caused no troubles. + +**The change in handling dependencies** + +For over a year we had to deal with the following +[shortcomings][osg-shortcomings] when building OpenSceneGraph across platforms +using conventional methods: + +* macOS builds failing due to certain compile flags we use +* hacking PNG plugin safety guards to have PNG support under Android +* iOS simulator and device builds of the same example being in separate Xcode projects +* OpenSceneGraph taking 20-30 minutes to build + +These shortcomings were slowing us down and complicating the development of +new examples. Upon hitting these problems ten more times this month we decided +it was time to solve them once and for all. Now OpenSceneGraph is built as part +of each example in 2-3 minutes, and there's no more dependency magic involved. +We took the same approach of building dependencies as part of each example to +other external libraries like Mongoose and libpng-android, too. + +With these obstacles out of the way, we can now iterate faster. Just in time +for the next technical demonstration of Mahjong 2! + +That's it for describing two new OpenSceneGraph cross-platform examples and +the change in handling dependencies. + +[screenshot]: {attach}/images/2018-08-21-examples-and-dependencies.png + +[article-2018-june]: {filename}/articles/2018-06-27-example-driven-development.md + +[osgcpe-03]: https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/03.HTTPClient +[osgcpe-04]: https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/04.RemoteDebugging +[osgcpe-05]: https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/05.NodeSelection + +[osg-shortcomings]: http://forum.openscenegraph.org/viewtopic.php?t=17443 diff --git a/pelican/content/images/2018-08-21-examples-and-dependencies.png b/pelican/content/images/2018-08-21-examples-and-dependencies.png new file mode 100644 index 0000000..945a242 Binary files /dev/null and b/pelican/content/images/2018-08-21-examples-and-dependencies.png differ diff --git a/rolling-ball-live-session-pt2-ru.html b/rolling-ball-live-session-pt2-ru.html index e501a01..1be5eed 100644 --- a/rolling-ball-live-session-pt2-ru.html +++ b/rolling-ball-live-session-pt2-ru.html @@ -50,7 +50,7 @@ title="Permalink to Создание игры в прямом эфире (часть 2): 7 февраля 2016">Создание игры в прямом эфире (часть 2): 7 февраля 2016 -
                Вт 02 Февраль 2016 +
                Вт 02 февраля 2016 en

                К сожалению, нам не удалось завершить создание простой игры "Катящийся мяч" за 3 часа. Поэтому вторая часть трансляции LiveCoding состоится 7 февраля 2016 в 14:00 MSK. Давайте завершим игру!

                diff --git a/rolling-ball-live-session-pt2.html b/rolling-ball-live-session-pt2.html index d3ed506..e3234f0 100644 --- a/rolling-ball-live-session-pt2.html +++ b/rolling-ball-live-session-pt2.html @@ -50,7 +50,7 @@ title="Permalink to Game creation live session (part 2): 7 February 2016">Game creation live session (part 2): 7 February 2016 -
                Вт 02 Февраль 2016 +
                Вт 02 февраля 2016 ru

                Unfortunately, we have failed to finish creation of the simple "Rolling ball" game in 3 hours. That's why we will hold the second LiveCoding session on 7 February 2016 at 12:00 CET. Let's finish the game!

                diff --git a/rolling-ball-ru.html b/rolling-ball-ru.html index 7d908e6..22757ad 100644 --- a/rolling-ball-ru.html +++ b/rolling-ball-ru.html @@ -50,7 +50,7 @@ title="Permalink to Запись прямого эфира "Катящийся мяч" и материалы">Запись прямого эфира "Катящийся мяч" и материалы -
                Ср 10 Февраль 2016 +
                Ср 10 февраля 2016 en

                Т.к. мы провели 2 прямые трансляции для создания игры "Катящийся мяч", ниже вы можете увидеть 2 записи этого процесса на YouTube:

                diff --git a/rolling-ball.html b/rolling-ball.html index b95a2ba..217b2d3 100644 --- a/rolling-ball.html +++ b/rolling-ball.html @@ -50,7 +50,7 @@ title="Permalink to "Rolling ball" live session videos and downloads">"Rolling ball" live session videos and downloads -
                Ср 10 Февраль 2016 +
                Ср 10 февраля 2016 ru

                Since we held 2 live sessions to create "Rolling ball" game, here are 2 YouTube videos of the process:

                diff --git a/scripting-research-ru.html b/scripting-research-ru.html index 86a59a1..9d4de5a 100644 --- a/scripting-research-ru.html +++ b/scripting-research-ru.html @@ -50,10 +50,10 @@ title="Permalink to Изучение скриптования">Изучение скриптования -
                Ср 16 Август 2017 +
                Ср 16 августа 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 b90524b..5ab0421 100644 --- a/scripting-research.html +++ b/scripting-research.html @@ -50,10 +50,10 @@ title="Permalink to Scripting research">Scripting research -
                Ср 16 Август 2017 +
                Ср 16 августа 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/september-live-session-announcement-ru.html b/september-live-session-announcement-ru.html index f482772..da8c6c4 100644 --- a/september-live-session-announcement-ru.html +++ b/september-live-session-announcement-ru.html @@ -50,7 +50,7 @@ title="Permalink to Прямой эфир: 25 сентября 2016">Прямой эфир: 25 сентября 2016 -
                Сб 17 Сентябрь 2016 +
                Сб 17 сентября 2016 en
                diff --git a/september-live-session-announcement-tomorrow-ru.html b/september-live-session-announcement-tomorrow-ru.html index 98de349..7a46e0b 100644 --- a/september-live-session-announcement-tomorrow-ru.html +++ b/september-live-session-announcement-tomorrow-ru.html @@ -50,7 +50,7 @@ title="Permalink to Прямой эфир через 24 часа">Прямой эфир через 24 часа -
                Сб 24 Сентябрь 2016 +
                Сб 24 сентября 2016 en
                diff --git a/september-live-session-announcement-tomorrow.html b/september-live-session-announcement-tomorrow.html index 73e44d5..66965d8 100644 --- a/september-live-session-announcement-tomorrow.html +++ b/september-live-session-announcement-tomorrow.html @@ -50,7 +50,7 @@ title="Permalink to Live session is in 24 hours">Live session is in 24 hours -
                Сб 24 Сентябрь 2016 +
                Сб 24 сентября 2016 ru
                diff --git a/september-live-session-announcement.html b/september-live-session-announcement.html index eb1d000..8758cf5 100644 --- a/september-live-session-announcement.html +++ b/september-live-session-announcement.html @@ -50,7 +50,7 @@ title="Permalink to Live session: 25 September 2016">Live session: 25 September 2016 -
                Сб 17 Сентябрь 2016 +
                Сб 17 сентября 2016 ru
                diff --git a/soon-game-creation-editor-07-ru.html b/soon-game-creation-editor-07-ru.html index 723e1eb..7d3d3bd 100644 --- a/soon-game-creation-editor-07-ru.html +++ b/soon-game-creation-editor-07-ru.html @@ -50,7 +50,7 @@ title="Permalink to СКОРО: Создание простой игры в прямом эфире (Редактор 0.7)">СКОРО: Создание простой игры в прямом эфире (Редактор 0.7) -
                Пн 02 Ноябрь 2015 +
                Пн 02 ноября 2015 en

                Как и было обещано, мы готовы предоставить вам Редактор 0.7, с помощью которого можно создать тестовый цех. Тем не менее, после воссоздания цеха стало ясно, что:

                diff --git a/soon-game-creation-editor-07.html b/soon-game-creation-editor-07.html index 07e4651..abe4a81 100644 --- a/soon-game-creation-editor-07.html +++ b/soon-game-creation-editor-07.html @@ -50,7 +50,7 @@ title="Permalink to SOON: Creating a simple game live (Editor 0.7)">SOON: Creating a simple game live (Editor 0.7) -
                Пн 02 Ноябрь 2015 +
                Пн 02 ноября 2015 ru

                As we have promised, we are ready to give you Editor 0.7 which is capable of creating the complete test chamber. However, after recreating the test chamber ourselves, it became clear that:

                diff --git a/test-chamber-for-everyone-ru.html b/test-chamber-for-everyone-ru.html index 33332e4..2e57cf8 100644 --- a/test-chamber-for-everyone-ru.html +++ b/test-chamber-for-everyone-ru.html @@ -50,7 +50,7 @@ title="Permalink to Тестовый цех каждому (Редактор 0.7.0)">Тестовый цех каждому (Редактор 0.7.0) -
                Ср 22 Июль 2015 +
                Ср 22 июля 2015 en

                Как вы знаете, основная цель Редактора 0.7.0 - это возможность создать тестовый цех с помощью него. Редактору не хватает системы Действий и исправления некоторых ошибок для этого. Помимо выпуска Редактора мы опубликуем подробную статью, описывающую создание тестового цеха, чтобы каждый мог создать себе свой тестовый цех!

                diff --git a/test-chamber-for-everyone.html b/test-chamber-for-everyone.html index 045064a..19aee86 100644 --- a/test-chamber-for-everyone.html +++ b/test-chamber-for-everyone.html @@ -50,7 +50,7 @@ title="Permalink to Test chamber for everyone (Editor 0.7.0)">Test chamber for everyone (Editor 0.7.0) -
                Ср 22 Июль 2015 +
                Ср 22 июля 2015 ru

                As you know, the main goal of Editor 0.7.0 is the ability to create the test chamber with it. It needs Actions' system and a few stability fixes for that. We are going to publish a detailed article describing how to create the test chamber, too, so that anyone could create their own test chamber!

                diff --git a/the-year-of-challenges-ru.html b/the-year-of-challenges-ru.html index 992d436..34b601c 100644 --- a/the-year-of-challenges-ru.html +++ b/the-year-of-challenges-ru.html @@ -50,13 +50,13 @@ title="Permalink to Год испытаний">Год испытаний -
                Ср 25 Январь 2017 +
                Ср 25 января 2017 en -

                The year of challenges

                +

                The year of challenges

                Эта статья содержит наши планы на 2017 год.

                Наши предыдущие планы предполагали, что сейчас у нас уже будет поддержка платформы Android. Тем не менее, у нас впереди ещё очень много работы, прежде чем мы сможем объявить о поддержке Android. Судите сами:

                -

                Android rendering

                +

                Android rendering

                Кто-нибудь может посчитать это неудачей. Но не мы. Мы видим шанс начать с низкого старта и прыгнуть высоко!

                Т.к. ранее мы имели опыт работы лишь с либеральным и всё прощающим настольным ПК, Android стал для нас полной неожиданностью. На каждом шагу нас ожидало наказание за фривольное использование памяти, ресурсов, графики. Чаще всего в ответ на наши действия мы получали либо падение приложения, либо пустой экран. С другой стороны, такие суровые условия высветили слабые места в наших технологиях и помогли увидеть, куда нам двигаться дальше.

                diff --git a/the-year-of-challenges.html b/the-year-of-challenges.html index 51030f5..4aa26c2 100644 --- a/the-year-of-challenges.html +++ b/the-year-of-challenges.html @@ -50,13 +50,13 @@ title="Permalink to The year of challenges">The year of challenges -
                Ср 25 Январь 2017 +
                Ср 25 января 2017 ru -

                The year of challenges

                +

                The year of challenges

                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:

                -

                Android rendering

                +

                Android rendering

                Some people would consider this a failure. We don't. We see a chance to start low and jump high!

                Having only worked with liberal and forgiving desktop environments, Android was a complete surprise for us. Android punished us for everything: memory, resources, graphics. The usual Android response was either a crash, or an empty screen. At the same time, such a harsh environment highlighted weak spots in our technologies and helped us see where to go next.

                diff --git a/the-year-of-lessons-ru.html b/the-year-of-lessons-ru.html index 2bba6d2..746921b 100644 --- a/the-year-of-lessons-ru.html +++ b/the-year-of-lessons-ru.html @@ -50,10 +50,10 @@ title="Permalink to Год новых уроков">Год новых уроков -
                Вс 31 Декабрь 2017 +
                Вс 31 декабря 2017 en -

                Screenshot

                +

                Screenshot

                Итак, 2017й год стремительно приближается к финалу, итоги года уже подведены, так что в свободное от расчехления фейерверков и подготовки систем залпового огня шампанским время мы обозначим свою цель в следующем году.

                diff --git a/the-year-of-lessons.html b/the-year-of-lessons.html index 6377d0f..6fbd223 100644 --- a/the-year-of-lessons.html +++ b/the-year-of-lessons.html @@ -50,10 +50,10 @@ title="Permalink to The year of lessons">The year of lessons -
                Вс 31 Декабрь 2017 +
                Вс 31 декабря 2017 ru -

                Screenshot

                +

                Screenshot

                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 diff --git a/yesterdays-live-session-short-overview-ru.html b/yesterdays-live-session-short-overview-ru.html index c3a0d4c..e47818d 100644 --- a/yesterdays-live-session-short-overview-ru.html +++ b/yesterdays-live-session-short-overview-ru.html @@ -50,7 +50,7 @@ title="Permalink to Пара слов о вчерашнем прямом эфире">Пара слов о вчерашнем прямом эфире -

                Пн 26 Сентябрь 2016 +
                Пн 26 сентября 2016 en
                diff --git a/yesterdays-live-session-short-overview.html b/yesterdays-live-session-short-overview.html index 3c72068..3366972 100644 --- a/yesterdays-live-session-short-overview.html +++ b/yesterdays-live-session-short-overview.html @@ -50,7 +50,7 @@ title="Permalink to A few words about live session yesterday">A few words about live session yesterday -
                Пн 26 Сентябрь 2016 +
                Пн 26 сентября 2016 ru
    Ср 27 Июнь 2018Вт 21 августа 2018Examples and dependencies
    Ср 27 июня 2018 Example-driven development
    Пт 20 Апрель 2018Пт 20 апреля 2018 OpenSceneGraph cross-platform examples
    Пт 16 Февраль 2018Пт 16 февраля 2018 First techdemo of OGS Mahjong 2: Gameplay
    Пт 26 Январь 2018Пт 26 января 2018 Mahjong recreation start
    Вс 31 Декабрь 2017Вс 31 декабря 2017 The year of lessons
    Ср 22 Ноябрь 2017Ср 22 ноября 2017 2017 summary
    Пн 16 Октябрь 2017Пн 16 октября 2017 Back to the Static
    Вс 10 Сентябрь 2017Вс 10 сентября 2017 The birth of MJIN world
    Ср 16 Август 2017Ср 16 августа 2017 Scripting research
    Пн 17 Июль 2017Пн 17 июля 2017 OpenSceneGraph cross-platform guide
    Чт 08 Июнь 2017Чт 08 июня 2017 iOS tutorial
    Пт 12 Май 2017Пт 12 мая 2017 OpenSceneGraph sample
    Пт 07 Апрель 2017Пт 07 апреля 2017 It's all fine
    Чт 16 Март 2017Чт 16 марта 2017 Let's go
    Ср 25 Январь 2017Ср 25 января 2017 The year of challenges
    Сб 31 Декабрь 2016Сб 31 декабря 2016 Happy 2017
    Чт 15 Декабрь 2016Чт 15 декабря 2016 November 2016 recap
    Сб 19 Ноябрь 2016Сб 19 ноября 2016 October 2016 recap
    Пн 31 Октябрь 2016Пн 31 октября 2016 Technology showcases
    Вт 11 Октябрь 2016Вт 11 октября 2016 September 2016 recap
    Пн 03 Октябрь 2016Пн 03 октября 2016 OGS Editor 0.10 and live session materials
    Пн 26 Сентябрь 2016Пн 26 сентября 2016 A few words about live session yesterday
    Сб 24 Сентябрь 2016Сб 24 сентября 2016 Live session is in 24 hours
    Сб 17 Сентябрь 2016Сб 17 сентября 2016 Live session: 25 September 2016
    Сб 03 Сентябрь 2016Сб 03 сентября 2016 August 2016 recap
    Чт 18 Август 2016Чт 18 августа 2016 We’re back to social networks
    Ср 10 Август 2016Ср 10 августа 2016 Once Mahjong – always Mahjong
    Вс 29 Май 2016Вс 29 мая 2016 May 2016 live session materials
    Вт 17 Май 2016Вт 17 мая 2016 Live session: 28 May 2016
    Вс 24 Апрель 2016Вс 24 апреля 2016 May live session (Editor 0.9)
    Ср 10 Февраль 2016Ср 10 февраля 2016 "Rolling ball" live session videos and downloads
    Вт 02 Февраль 2016Вт 02 февраля 2016 Game creation live session (part 2): 7 February 2016
    Пн 25 Январь 2016Пн 25 января 2016 Game creation live session: 31 January 2016
    Чт 21 Январь 2016Чт 21 января 2016 SOON: Creating a simple game live (Editor 0.8)
    Сб 26 Декабрь 2015Сб 26 декабря 2015 Roadmap for 2016
    Вс 15 Ноябрь 2015Вс 15 ноября 2015 Live session video and downloads
    Пн 09 Ноябрь 2015Пн 09 ноября 2015 Creating a simple game live: 15 November 2015
    Пн 02 Ноябрь 2015Пн 02 ноября 2015 SOON: Creating a simple game live (Editor 0.7)
    Чт 23 Июль 2015Чт 23 июля 2015 Desura no more, hello Humble Bundle Widget
    Ср 22 Июль 2015Ср 22 июля 2015 Test chamber for everyone (Editor 0.7.0)
    Вс 19 Июль 2015Вс 19 июля 2015 Roadmap for 2015-2016
    Вс 28 Июнь 2015Вс 28 июня 2015 Editor 0.6.0
    Ср 15 Апрель 2015Ср 15 апреля 2015 Editor 0.5.0 and plans for 0.6.0