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<feed xmlns="http://www.w3.org/2005/Atom"><title>Opensource Game Studio</title><link href="http://opengamestudio.org/" rel="alternate"></link><link href="http://opengamestudio.org/feeds/news.atom.xml" rel="self"></link><id>http://opengamestudio.org/</id><updated>2018-06-27T00:00:00+03:00</updated><entry><title>Example-driven development</title><link href="http://opengamestudio.org/example-driven-development.html" rel="alternate"></link><updated>2018-06-27T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2018-06-27:example-driven-development.html</id><summary type="html"><p><img alt="Screenshot" src="http://opengamestudio.org/2018-06-27-example-driven-development.png" /></p>
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<feed xmlns="http://www.w3.org/2005/Atom"><title>Opensource Game Studio - News</title><link href="http://opengamestudio.org/" rel="alternate"></link><link href="http://opengamestudio.org/feeds/news.atom.xml" rel="self"></link><id>http://opengamestudio.org/</id><updated>2018-08-21T00:00:00+03:00</updated><entry><title>Examples and dependencies</title><link href="http://opengamestudio.org/examples-and-dependencies.html" rel="alternate"></link><published>2018-08-21T00:00:00+03:00</published><updated>2018-08-21T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2018-08-21:/examples-and-dependencies.html</id><summary type="html"><p><img alt="Screenshot" src="http://opengamestudio.org/2018-08-21-examples-and-dependencies.png"></p>
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<p>This article describes two new OpenSceneGraph cross-platform examples and the
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change in handling dependencies.</p>
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<p><strong>Examples of HTTP client and node selection</strong></p>
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<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
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<a href="http://opengamestudio.org/example-driven-development.html">reported its completion</a>, we were surprised by the fact
|
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that secure HTTP connection between a debugged application and debug …</p></summary><content type="html"><p><img alt="Screenshot" src="http://opengamestudio.org/2018-08-21-examples-and-dependencies.png"></p>
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<p>This article describes two new OpenSceneGraph cross-platform examples and the
|
||||
change in handling dependencies.</p>
|
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<p><strong>Examples of HTTP client and node selection</strong></p>
|
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<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
|
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<a href="http://opengamestudio.org/example-driven-development.html">reported its completion</a>, we were surprised by the fact
|
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that secure HTTP connection between a debugged application and debug broker
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was only working in the web version of the example. Desktop and mobile versions
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only worked with insecure HTTP.</p>
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<p>Since current debug scheme has no authentication, insecure debugging over HTTP
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doesn't really hurt. However, if we want to access resources located at popular
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sites like GitHub and BitBucket, we have to support secure HTTP.</p>
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<p>The need to support HTTPS on each platform spurred us to create
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<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
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preferred way of doing secure HTTP:</p>
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<ul>
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<li>web (Emscripten) provides Fetch API</li>
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<li>desktop is fine with Mongoose and OpenSSL</li>
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<li>Android provides HttpUrlConnection in Java</li>
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<li>iOS provides NSURLSession in Objective-C</li>
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</ul>
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<p>The need to support different languages on different platforms resulted
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in the creation of so-called 'host-guest' pattern:</p>
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<ul>
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<li>guest (platform agnostic)<ul>
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<li>provides networking representation</li>
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<li>used by cross-platform C++ code</li>
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</ul>
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</li>
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<li>host (specific platform)<ul>
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<li>polls guest for pending requests</li>
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<li>processes them</li>
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<li>reports results back to the guest</li>
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</ul>
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</li>
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</ul>
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<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>
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<p><strong>The change in handling dependencies</strong></p>
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<p>For over a year we had to deal with the following
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<a href="http://forum.openscenegraph.org/viewtopic.php?t=17443">shortcomings</a> when building OpenSceneGraph across platforms
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using conventional methods:</p>
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<ul>
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<li>macOS builds failing due to certain compile flags we use</li>
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<li>hacking PNG plugin safety guards to have PNG support under Android</li>
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<li>iOS simulator and device builds of the same example being in separate Xcode projects</li>
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<li>OpenSceneGraph taking 20-30 minutes to build</li>
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</ul>
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<p>These shortcomings were slowing us down and complicating the development of
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new examples. Upon hitting these problems ten more times this month we decided
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it was time to solve them once and for all. Now OpenSceneGraph is built as part
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of each example in 2-3 minutes, and there's no more dependency magic involved.
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We took the same approach of building dependencies as part of each example to
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other external libraries like Mongoose and libpng-android, too.</p>
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<p>With these obstacles out of the way, we can now iterate faster. Just in time
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for the next technical demonstration of Mahjong 2!</p>
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<p>That's it for describing two new OpenSceneGraph cross-platform examples and
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the change in handling dependencies.</p></content></entry><entry><title>Example-driven development</title><link href="http://opengamestudio.org/example-driven-development.html" rel="alternate"></link><published>2018-06-27T00:00:00+03:00</published><updated>2018-06-27T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2018-06-27:/example-driven-development.html</id><summary type="html"><p><img alt="Screenshot" src="http://opengamestudio.org/2018-06-27-example-driven-development.png"></p>
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<p>This article explains how the third OpenSceneGraph cross-platform example
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opened our eyes to example-driven development.</p>
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<p><strong>2018-08 EDIT</strong>: the third example has been renamed to the fourth one due to
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the reasons described in the <a href="http://opengamestudio.org/examples-and-dependencies.html">next article</a>.</p>
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<p><strong>The third OpenSceneGraph cross-platform example</strong></p>
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<p>The third OpenSceneGraph cross-platform example explains how to implement …</p></summary><content type="html"><p><img alt="Screenshot" src="http://opengamestudio.org/2018-06-27-example-driven-development.png"></p>
|
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<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
|
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the reasons described in the <a href="http://opengamestudio.org/examples-and-dependencies.html">next article</a>.</p>
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<p><strong>The third OpenSceneGraph cross-platform example</strong></p>
|
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<p>The third OpenSceneGraph cross-platform example explains how to implement
|
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<a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/03.RemoteDebugging">remote debugging across platforms</a>. This example is less about
|
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<a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/04.RemoteDebugging">remote debugging across platforms</a>. This example is less about
|
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OpenSceneGraph and more about different platforms.</p>
|
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<p>Remote anything nowadays assumes the use of HTTP(s) over TCP/IP. Thus, the
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first idea was to embed HTTP server into an application and let HTTP clients
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@@ -41,7 +111,13 @@ beneficial it is to develop new features outside the main project:</p>
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resource caching, etc. are going to be first implemented as examples.
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We call this example-driven development.</p>
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<p>That's it for explaining how the third OpenSceneGraph cross-platform example
|
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opened our eyes to example-driven development.</p></summary></entry><entry><title>OpenSceneGraph cross-platform examples</title><link href="http://opengamestudio.org/openscenegraph-examples.html" rel="alternate"></link><updated>2018-04-20T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2018-04-20:openscenegraph-examples.html</id><summary type="html"><p><img alt="Screenshot" src="http://opengamestudio.org/2018-04-20-openscenegraph-examples.png" /></p>
|
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opened our eyes to example-driven development.</p></content></entry><entry><title>OpenSceneGraph cross-platform examples</title><link href="http://opengamestudio.org/openscenegraph-examples.html" rel="alternate"></link><published>2018-04-20T00:00:00+03:00</published><updated>2018-04-20T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2018-04-20:/openscenegraph-examples.html</id><summary type="html"><p><img alt="Screenshot" src="http://opengamestudio.org/2018-04-20-openscenegraph-examples.png"></p>
|
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<p>This article summarizes the work we did to produce the first two
|
||||
cross-platform OpenSceneGraph examples.</p>
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<p>By the time <a href="http://opengamestudio.org/mahjong-techdemo1-gameplay.html">the first technology demonstration of OGS Mahjong 2</a>
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has been released, we've already had <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide/issues/4">issue request</a>
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(to explain how to load images with OpenSceneGraph on Android) hanging for some
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time. We considered …</p></summary><content type="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>
|
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@@ -66,7 +142,17 @@ knowledge in the form of concrete examples. That's how
|
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<li>Use PNG images with PNG plugins: this explains the requirements necessary to build and use PNG plugins</li>
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</ul>
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<p>We will be adding new examples as we proceed with OGS Mahjong 2 development.</p>
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<p>That's it for summarizing the work we did to produce the first two cross-platform OpenSceneGraph examples.</p></summary></entry><entry><title>First techdemo of OGS Mahjong 2: Gameplay</title><link href="http://opengamestudio.org/mahjong-techdemo1-gameplay.html" rel="alternate"></link><updated>2018-02-16T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2018-02-16:mahjong-techdemo1-gameplay.html</id><summary type="html"><p><img alt="Screenshot" src="http://opengamestudio.org/2018-02-16-mahjong-techdemo1-gameplay.png" /></p>
|
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<p>That's it for summarizing the work we did to produce the first two cross-platform OpenSceneGraph examples.</p></content></entry><entry><title>First techdemo of OGS Mahjong 2: Gameplay</title><link href="http://opengamestudio.org/mahjong-techdemo1-gameplay.html" rel="alternate"></link><published>2018-02-16T00:00:00+03:00</published><updated>2018-02-16T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2018-02-16:/mahjong-techdemo1-gameplay.html</id><summary type="html"><p><img alt="Screenshot" src="http://opengamestudio.org/2018-02-16-mahjong-techdemo1-gameplay.png"></p>
|
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<p>We are glad to announce the release of the first technical demonstration of
|
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OGS Mahjong 2. The purpose of this release was to verify gameplay across
|
||||
supported platforms.</p>
|
||||
<p>Get techdemo for your platform:</p>
|
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<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></summary><content type="html"><p><img alt="Screenshot" src="http://opengamestudio.org/2018-02-16-mahjong-techdemo1-gameplay.png"></p>
|
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<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
|
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supported platforms.</p>
|
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@@ -85,7 +171,18 @@ supported platforms.</p>
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<li>Linux version is only available in 64-bit variant.</li>
|
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<li>macOS version should run on macOS Sierra or newer.</li>
|
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</ul>
|
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<p>That's it for now, have a nice testing!</p></summary></entry><entry><title>Mahjong recreation start</title><link href="http://opengamestudio.org/mahjong-recreation-start.html" rel="alternate"></link><updated>2018-01-26T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2018-01-26:mahjong-recreation-start.html</id><summary type="html"><p><img alt="Screenshot" src="http://opengamestudio.org/2018-01-26-mahjong-recreation-start.png" /></p>
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<p>That's it for now, have a nice testing!</p></content></entry><entry><title>Mahjong recreation start</title><link href="http://opengamestudio.org/mahjong-recreation-start.html" rel="alternate"></link><published>2018-01-26T00:00:00+03:00</published><updated>2018-01-26T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2018-01-26:/mahjong-recreation-start.html</id><summary type="html"><p><img alt="Screenshot" src="http://opengamestudio.org/2018-01-26-mahjong-recreation-start.png"></p>
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<p>This article describes the start of Mahjong game recreation.</p>
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<p><strong>Plan</strong></p>
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<p>We started Mahjong recreation endeavour by composing a brief plan to get gameplay with minimal graphics:</p>
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<ul>
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<li>Load single layout</li>
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<li>Place tiles in layout positions</li>
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<li>Distinguish tiles</li>
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<li>Implement selection</li>
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<li>Implement matching</li>
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</ul>
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<p>Just like any other plan, this one looked fine at …</p></summary><content type="html"><p><img alt="Screenshot" src="http://opengamestudio.org/2018-01-26-mahjong-recreation-start.png"></p>
|
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<p>This article describes the start of Mahjong game recreation.</p>
|
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<p><strong>Plan</strong></p>
|
||||
<p>We started Mahjong recreation endeavour by composing a brief plan to get gameplay with minimal graphics:</p>
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@@ -125,7 +222,12 @@ Building the plugin for Android and iOS is still waiting for us. Once we get PNG
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<p><strong>Current Mahjong game status</strong></p>
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<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>
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<p>Once we finish tile matching implementation, we are going to publish the intermediate result for all supported platforms.</p>
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<p>That's it for describing the start of Mahjong game recreation.</p></summary></entry><entry><title>The year of lessons</title><link href="http://opengamestudio.org/the-year-of-lessons.html" rel="alternate"></link><updated>2017-12-31T22:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2017-12-31:the-year-of-lessons.html</id><summary type="html"><p><img alt="Screenshot" src="http://opengamestudio.org/2017-12-31-celebration.jpg" /></p>
|
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<p>That's it for describing the start of Mahjong game recreation.</p></content></entry><entry><title>The year of lessons</title><link href="http://opengamestudio.org/the-year-of-lessons.html" rel="alternate"></link><published>2017-12-31T22:00:00+03:00</published><updated>2017-12-31T22:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2017-12-31:/the-year-of-lessons.html</id><summary type="html"><p><img alt="Screenshot" src="http://opengamestudio.org/2017-12-31-celebration.jpg"></p>
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<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
|
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preparation of the champagne so that we can designate our goal for the
|
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following year.</p>
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<p>As it may be clear from other articles …</p></summary><content type="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
|
||||
@@ -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></summary></entry><entry><title>2017 summary</title><link href="http://opengamestudio.org/2017-summary.html" rel="alternate"></link><updated>2017-11-22T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2017-11-22:2017-summary.html</id><summary type="html"><p><img alt="Screenshot" src="http://opengamestudio.org/2017-11-22-2017-summary.png" /></p>
|
||||
<p>The Opensource Game Studio Team.</p></content></entry><entry><title>2017 summary</title><link href="http://opengamestudio.org/2017-summary.html" rel="alternate"></link><published>2017-11-22T00:00:00+03:00</published><updated>2017-11-22T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2017-11-22:/2017-summary.html</id><summary type="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></summary><content type="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>
|
||||
@@ -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></summary></entry><entry><title>Back to the Static</title><link href="http://opengamestudio.org/back-to-the-static.html" rel="alternate"></link><updated>2017-10-16T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2017-10-16:back-to-the-static.html</id><summary type="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></content></entry><entry><title>Back to the Static</title><link href="http://opengamestudio.org/back-to-the-static.html" rel="alternate"></link><published>2017-10-16T00:00:00+03:00</published><updated>2017-10-16T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2017-10-16:/back-to-the-static.html</id><summary type="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></summary><content type="html"><p><img alt="Back to the Static" src="http://opengamestudio.org/2017-10-16-back-to-the-static.png"></p>
|
||||
<p>We have been using Wordpress as our website engine for more than seven years. And now it's time to move forward. Or backward.
|
||||
For some time we've been tracking the development of the new breed of website engines - static site generators.
|
||||
It seems that this is the technology capable of changing past into future.</p>
|
||||
<p>A static website is more straightforward, quicker and more secure. And with the help of generators, it is also as easy to manage, as the dynamic website.
|
||||
So, we are starting our site anew with the help of the <a href="https://blog.getpelican.com/">Pelican</a>.
|
||||
Right now it doesn't have all the content from our old site, but we'll add most of it soon.</p></summary></entry><entry><title>The birth of MJIN world</title><link href="http://opengamestudio.org/mjin-world-birth.html" rel="alternate"></link><updated>2017-09-10T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2017-09-10:mjin-world-birth.html</id><summary type="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></content></entry><entry><title>The birth of MJIN world</title><link href="http://opengamestudio.org/mjin-world-birth.html" rel="alternate"></link><published>2017-09-10T00:00:00+03:00</published><updated>2017-09-10T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2017-09-10:/mjin-world-birth.html</id><summary type="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></summary><content type="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>
|
||||
@@ -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></summary></entry><entry><title>Scripting research</title><link href="http://opengamestudio.org/scripting-research.html" rel="alternate"></link><updated>2017-08-16T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2017-08-16:scripting-research.html</id><summary type="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></content></entry><entry><title>Scripting research</title><link href="http://opengamestudio.org/scripting-research.html" rel="alternate"></link><published>2017-08-16T00:00:00+03:00</published><updated>2017-08-16T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2017-08-16:/scripting-research.html</id><summary type="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></summary><content type="html"><p><img alt="Scripting research" src="http://opengamestudio.org/2017-08-scripting-research.png"></p>
|
||||
<p>This article describes scripting research in July 2017.</p>
|
||||
<p><strong>Our first goal of using a scripting language was to have a platform-independent code that runs unchanged on every supported platform.</strong></p>
|
||||
<p>OGS Editor 0.10 supports Python for such a code thanks to <a href="http://swig.org/">SWIG</a>. SWIG provides a way to wrap almost any C/C++ code and use it in dozens of languages like Python, Ruby, Lua, Java, C#, etc.. SWIG really helped us taste the beauty of platform-independent code. However, SWIG only works one way: from C/C++ to a target language. This means the main application must be in the target language, and C/C++ code can only be used as a library.</p>
|
||||
@@ -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></summary></entry><entry><title>OpenSceneGraph cross-platform guide</title><link href="http://opengamestudio.org/openscenegraph-cross-platform-guide.html" rel="alternate"></link><updated>2017-07-17T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2017-07-17:openscenegraph-cross-platform-guide.html</id><summary type="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></content></entry><entry><title>OpenSceneGraph cross-platform guide</title><link href="http://opengamestudio.org/openscenegraph-cross-platform-guide.html" rel="alternate"></link><published>2017-07-17T00:00:00+03:00</published><updated>2017-07-17T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2017-07-17:/openscenegraph-cross-platform-guide.html</id><summary type="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></summary><content type="html"><p><img alt="OpenSceneGraph guide" src="http://opengamestudio.org/2017-07-openscenegraph-guide.png"></p>
|
||||
<p>This article summarizes the work we did to produce OpenSceneGraph cross-platform guide.</p>
|
||||
<p>June marked the finish of <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide">OpenSceneGraph cross-platform guide</a> with the publishing of the last (initially planned) tutorial. The tutorial describes <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide/tree/master/1.10.SampleWeb">how to build and run sample OpenSceneGraph application in Web</a> using Emscripten.
|
||||
In case you missed it, here's a <a href="https://ogstudio.github.io/openscenegraph-cross-platform-guide/">link to the final application</a>. Open it in your web browser.</p>
|
||||
@@ -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></summary></entry><entry><title>iOS tutorial</title><link href="http://opengamestudio.org/ios-tutorial.html" rel="alternate"></link><updated>2017-06-08T10:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2017-06-08:ios-tutorial.html</id><summary type="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></content></entry><entry><title>iOS tutorial</title><link href="http://opengamestudio.org/ios-tutorial.html" rel="alternate"></link><published>2017-06-08T10:00:00+03:00</published><updated>2017-06-08T10:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2017-06-08:/ios-tutorial.html</id><summary type="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></summary><content type="html"><p><img alt="iOS tutorial" src="http://opengamestudio.org/2017-06-08-ios-refactoring.png"></p>
|
||||
<p>This article describes problems we faced during the creation of iOS tutorial in May 2017.</p>
|
||||
<p><a href="https://twitter.com/OpenGameStudio/status/826816343433498627">This February</a> we managed to get simple model rendered under iOS in just a few days. We expected to finish iOS tutorial in no time. However, the reality reminded us: it's easy to come up with a hackish demo that works for one person, but it's hard to create a concise example that works for everyone.</p>
|
||||
<h3>Native library</h3>
|
||||
@@ -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></summary></entry><entry><title>OpenSceneGraph sample</title><link href="http://opengamestudio.org/osg-sample.html" rel="alternate"></link><updated>2017-05-12T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2017-05-12:osg-sample.html</id><summary type="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></content></entry><entry><title>OpenSceneGraph sample</title><link href="http://opengamestudio.org/osg-sample.html" rel="alternate"></link><published>2017-05-12T00:00:00+03:00</published><updated>2017-05-12T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2017-05-12:/osg-sample.html</id><summary type="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></summary><content type="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> 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></summary></entry><entry><title>It's all fine</title><link href="http://opengamestudio.org/its-all-fine.html" rel="alternate"></link><updated>2017-04-07T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2017-04-07:its-all-fine.html</id><summary type="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></content></entry><entry><title>It's all fine</title><link href="http://opengamestudio.org/its-all-fine.html" rel="alternate"></link><published>2017-04-07T00:00:00+03:00</published><updated>2017-04-07T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2017-04-07:/its-all-fine.html</id><summary type="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></summary><content type="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 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></summary></entry><entry><title>Let's go</title><link href="http://opengamestudio.org/lets-go.html" rel="alternate"></link><updated>2017-03-16T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2017-03-16:lets-go.html</id><summary type="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></content></entry><entry><title>Let's go</title><link href="http://opengamestudio.org/lets-go.html" rel="alternate"></link><published>2017-03-16T00:00:00+03:00</published><updated>2017-03-16T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2017-03-16:/lets-go.html</id><summary type="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></summary><content type="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 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></summary></entry><entry><title>The year of challenges</title><link href="http://opengamestudio.org/the-year-of-challenges.html" rel="alternate"></link><updated>2017-01-25T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2017-01-25:the-year-of-challenges.html</id><summary type="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></content></entry><entry><title>The year of challenges</title><link href="http://opengamestudio.org/the-year-of-challenges.html" rel="alternate"></link><published>2017-01-25T00:00:00+03:00</published><updated>2017-01-25T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2017-01-25:/the-year-of-challenges.html</id><summary type="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><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></summary><content type="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 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></summary></entry><entry><title>Happy 2017</title><link href="http://opengamestudio.org/2017-happy-new-year.html" rel="alternate"></link><updated>2016-12-31T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2016-12-31:2017-happy-new-year.html</id><summary type="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></content></entry><entry><title>Happy 2017</title><link href="http://opengamestudio.org/2017-happy-new-year.html" rel="alternate"></link><published>2016-12-31T00:00:00+03:00</published><updated>2016-12-31T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2016-12-31:/2017-happy-new-year.html</id><summary type="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></summary><content type="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 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></summary></entry><entry><title>November 2016 recap</title><link href="http://opengamestudio.org/2016-november-recap.html" rel="alternate"></link><updated>2016-12-15T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2016-12-15:2016-november-recap.html</id><summary type="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></content></entry><entry><title>November 2016 recap</title><link href="http://opengamestudio.org/2016-november-recap.html" rel="alternate"></link><published>2016-12-15T00:00:00+03:00</published><updated>2016-12-15T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2016-12-15:/2016-november-recap.html</id><summary type="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></summary><content type="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 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></summary></entry><entry><title>October 2016 recap</title><link href="http://opengamestudio.org/2016-october-recap.html" rel="alternate"></link><updated>2016-11-19T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2016-11-19:2016-october-recap.html</id><summary type="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></content></entry><entry><title>October 2016 recap</title><link href="http://opengamestudio.org/2016-october-recap.html" rel="alternate"></link><published>2016-11-19T00:00:00+03:00</published><updated>2016-11-19T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2016-11-19:/2016-october-recap.html</id><summary type="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></summary><content type="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 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></summary></entry><entry><title>Technology showcases</title><link href="http://opengamestudio.org/2016-tech-showcases.html" rel="alternate"></link><updated>2016-10-31T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2016-10-31:2016-tech-showcases.html</id><summary type="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></content></entry><entry><title>Technology showcases</title><link href="http://opengamestudio.org/2016-tech-showcases.html" rel="alternate"></link><published>2016-10-31T00:00:00+03:00</published><updated>2016-10-31T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2016-10-31:/2016-tech-showcases.html</id><summary type="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></summary><content type="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.
|
||||
@@ -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></summary></entry><entry><title>September 2016 recap</title><link href="http://opengamestudio.org/2016-september-recap.html" rel="alternate"></link><updated>2016-10-11T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2016-10-11:2016-september-recap.html</id><summary type="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></content></entry><entry><title>September 2016 recap</title><link href="http://opengamestudio.org/2016-september-recap.html" rel="alternate"></link><published>2016-10-11T00:00:00+03:00</published><updated>2016-10-11T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2016-10-11:/2016-september-recap.html</id><summary type="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></summary><content type="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>
|
||||
@@ -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></summary></entry><entry><title>OGS Editor 0.10 and live session materials</title><link href="http://opengamestudio.org/ogs-editor-0.10.html" rel="alternate"></link><updated>2016-10-03T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2016-10-03:ogs-editor-0.10.html</id><summary type="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></content></entry><entry><title>OGS Editor 0.10 and live session materials</title><link href="http://opengamestudio.org/ogs-editor-0.10.html" rel="alternate"></link><published>2016-10-03T00:00:00+03:00</published><updated>2016-10-03T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2016-10-03:/ogs-editor-0.10.html</id><summary type="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></summary><content type="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 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></summary></entry><entry><title>A few words about live session yesterday</title><link href="http://opengamestudio.org/yesterdays-live-session-short-overview.html" rel="alternate"></link><updated>2016-09-26T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2016-09-26:yesterdays-live-session-short-overview.html</id><summary type="html"><iframe width="560" height="315" src="https://www.youtube.com/embed/_t8TGhSgJG4" frameborder="0" allowfullscreen></iframe>
|
||||
</ul></content></entry><entry><title>A few words about live session yesterday</title><link href="http://opengamestudio.org/yesterdays-live-session-short-overview.html" rel="alternate"></link><published>2016-09-26T00:00:00+03:00</published><updated>2016-09-26T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2016-09-26:/yesterdays-live-session-short-overview.html</id><summary type="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></summary></entry><entry><title>Live session is in 24 hours</title><link href="http://opengamestudio.org/september-live-session-announcement-tomorrow.html" rel="alternate"></link><updated>2016-09-24T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2016-09-24:september-live-session-announcement-tomorrow.html</id><summary type="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></summary><content type="html"><iframe width="560" height="315" src="https://www.youtube.com/embed/_t8TGhSgJG4" 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></summary></entry><entry><title>Live session: 25 September 2016</title><link href="http://opengamestudio.org/september-live-session-announcement.html" rel="alternate"></link><updated>2016-09-17T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2016-09-17:september-live-session-announcement.html</id><summary type="html"><iframe width="560" height="315" src="https://www.youtube.com/embed/Y5hOGKcQ8wA" 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></content></entry><entry><title>Live session is in 24 hours</title><link href="http://opengamestudio.org/september-live-session-announcement-tomorrow.html" rel="alternate"></link><published>2016-09-24T00:00:00+03:00</published><updated>2016-09-24T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2016-09-24:/september-live-session-announcement-tomorrow.html</id><summary type="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></summary><content type="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></content></entry><entry><title>Live session: 25 September 2016</title><link href="http://opengamestudio.org/september-live-session-announcement.html" rel="alternate"></link><published>2016-09-17T00:00:00+03:00</published><updated>2016-09-17T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2016-09-17:/september-live-session-announcement.html</id><summary type="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></summary></entry><entry><title>August 2016 recap</title><link href="http://opengamestudio.org/2016-august-recap.html" rel="alternate"></link><updated>2016-09-03T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2016-09-03:2016-august-recap.html</id><summary type="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></summary><content type="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></content></entry><entry><title>August 2016 recap</title><link href="http://opengamestudio.org/2016-august-recap.html" rel="alternate"></link><published>2016-09-03T00:00:00+03:00</published><updated>2016-09-03T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2016-09-03:/2016-august-recap.html</id><summary type="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></summary><content type="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 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></summary></entry><e
|
||||
<li>Easier and safer modification due to isolated code</li>
|
||||
</ol>
|
||||
<p>There's a drawback, too: new approach requires learning.</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></summary></entry><entry><title>We’re back to social networks</title><link href="http://opengamestudio.org/back-to-social-networks.html" rel="alternate"></link><updated>2016-08-18T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2016-08-18:back-to-social-networks.html</id><summary type="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></summary></entry><entry><title>Once Mahjong – always Mahjong</title><link href="http://opengamestudio.org/once-mahjong-always-mahjong.html" rel="alternate"></link><updated>2016-08-10T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2016-08-10:once-mahjong-always-mahjong.html</id><summary type="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></content></entry><entry><title>We’re back to social networks</title><link href="http://opengamestudio.org/back-to-social-networks.html" rel="alternate"></link><published>2016-08-18T00:00:00+03:00</published><updated>2016-08-18T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2016-08-18:/back-to-social-networks.html</id><summary type="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></summary><content type="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></content></entry><entry><title>Once Mahjong – always Mahjong</title><link href="http://opengamestudio.org/once-mahjong-always-mahjong.html" rel="alternate"></link><published>2016-08-10T00:00:00+03:00</published><updated>2016-08-10T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2016-08-10:/once-mahjong-always-mahjong.html</id><summary type="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></summary><content type="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: 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></summary></entry><entry><title>May 2016 live session materials</title><link href="http://opengamestudio.org/ogs-editor-0.9.html" rel="alternate"></link><updated>2016-05-29T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2016-05-29:ogs-editor-0.9.html</id><summary type="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></content></entry><entry><title>May 2016 live session materials</title><link href="http://opengamestudio.org/ogs-editor-0.9.html" rel="alternate"></link><published>2016-05-29T00:00:00+03:00</published><updated>2016-05-29T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2016-05-29:/ogs-editor-0.9.html</id><summary type="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></summary><content type="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>
|
||||
@@ -745,10 +921,18 @@ It's time to create simple Mahjong solitaire game.</p></summary></entry><e
|
||||
<li>Domino rehearsal videos referenced during live session <a title="YouTube" href="https://www.youtube.com/playlist?list=PLWMTZqE4MAMKp3wP1N63xbdhdgfKi-d-J">are available at YouTube</a></li>
|
||||
<li>Domino rehearsal project referenced during live session <a title="GitHub" href="https://github.com/OGStudio/domino-rehearsal">is available at GitHub</a>.</li>
|
||||
</ol>
|
||||
<p>The next live session will be held in September 2016.</p></summary></entry><entry><title>Live session: 28 May 2016</title><link href="http://opengamestudio.org/may-live-session-announcement.html" rel="alternate"></link><updated>2016-05-17T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2016-05-17:may-live-session-announcement.html</id><summary type="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></summary></entry><entry><title>May live session (Editor 0.9)</title><link href="http://opengamestudio.org/may-live-session-decision.html" rel="alternate"></link><updated>2016-04-24T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2016-04-24:may-live-session-decision.html</id><summary type="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></content></entry><entry><title>Live session: 28 May 2016</title><link href="http://opengamestudio.org/may-live-session-announcement.html" rel="alternate"></link><published>2016-05-17T00:00:00+03:00</published><updated>2016-05-17T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2016-05-17:/may-live-session-announcement.html</id><summary type="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></summary><content type="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></content></entry><entry><title>May live session (Editor 0.9)</title><link href="http://opengamestudio.org/may-live-session-decision.html" rel="alternate"></link><published>2016-04-24T00:00:00+03:00</published><updated>2016-04-24T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2016-04-24:/may-live-session-decision.html</id><summary type="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></summary><content type="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 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></summary></entry><entry><title>"Rolling ball" live session videos and downloads</title><link href="http://opengamestudio.org/rolling-ball.html" rel="alternate"></link><updated>2016-02-10T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2016-02-10:rolling-ball.html</id><summary type="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></content></entry><entry><title>"Rolling ball" live session videos and downloads</title><link href="http://opengamestudio.org/rolling-ball.html" rel="alternate"></link><published>2016-02-10T00:00:00+03:00</published><updated>2016-02-10T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2016-02-10:/rolling-ball.html</id><summary type="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></summary><content type="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>
|
||||
@@ -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></summary></entry><entry><title>Game creation live session (part 2): 7 February 2016</title><link href="http://opengamestudio.org/rolling-ball-live-session-pt2.html" rel="alternate"></link><updated>2016-02-02T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2016-02-02:rolling-ball-live-session-pt2.html</id><summary type="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></summary></entry><entry><title>Game creation live session: 31 January 2016</title><link href="http://opengamestudio.org/january-live-session-announcement.html" rel="alternate"></link><updated>2016-01-25T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2016-01-25:january-live-session-announcement.html</id><summary type="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></summary></entry><entry><title>SOON: Creating a simple game live (Editor 0.8)</title><link href="http://opengamestudio.org/january-live-session-decision.html" rel="alternate"></link><updated>2016-01-21T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2016-01-21:january-live-session-decision.html</id><summary type="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></summary></entry><entry><title>Roadmap for 2016</title><link href="http://opengamestudio.org/2016-roadmap.html" rel="alternate"></link><updated>2015-12-26T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2015-12-26:2016-roadmap.html</id><summary type="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></content></entry><entry><title>Game creation live session (part 2): 7 February 2016</title><link href="http://opengamestudio.org/rolling-ball-live-session-pt2.html" rel="alternate"></link><published>2016-02-02T00:00:00+03:00</published><updated>2016-02-02T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2016-02-02:/rolling-ball-live-session-pt2.html</id><summary type="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></summary><content type="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></content></entry><entry><title>Game creation live session: 31 January 2016</title><link href="http://opengamestudio.org/january-live-session-announcement.html" rel="alternate"></link><published>2016-01-25T00:00:00+03:00</published><updated>2016-01-25T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2016-01-25:/january-live-session-announcement.html</id><summary type="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></summary><content type="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></content></entry><entry><title>SOON: Creating a simple game live (Editor 0.8)</title><link href="http://opengamestudio.org/january-live-session-decision.html" rel="alternate"></link><published>2016-01-21T00:00:00+03:00</published><updated>2016-01-21T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2016-01-21:/january-live-session-decision.html</id><summary type="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></summary><content type="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></content></entry><entry><title>Roadmap for 2016</title><link href="http://opengamestudio.org/2016-roadmap.html" rel="alternate"></link><published>2015-12-26T00:00:00+03:00</published><updated>2015-12-26T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2015-12-26:/2016-roadmap.html</id><summary type="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></summary><content type="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 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></summary></entry><entry><title>Live session video and downloads</title><link href="http://opengamestudio.org/livesession-materials-editor-07.html" rel="alternate"></link><updated>2015-11-15T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2015-11-15:livesession-materials-editor-07.html</id><summary type="html"><p>If you missed the live session, you can watch it here:
|
||||
</ol></content></entry><entry><title>Live session video and downloads</title><link href="http://opengamestudio.org/livesession-materials-editor-07.html" rel="alternate"></link><published>2015-11-15T00:00:00+03:00</published><updated>2015-11-15T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2015-11-15:/livesession-materials-editor-07.html</id><summary type="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></summary><content type="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>
|
||||
@@ -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></summary></entry><entry><title>Creating a simple game live: 15 November 2015</title><link href="http://opengamestudio.org/livesession-editor-07.html" rel="alternate"></link><updated>2015-11-09T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2015-11-09:livesession-editor-07.html</id><summary type="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></summary></entry><entry><title>SOON: Creating a simple game live (Editor 0.7)</title><link href="http://opengamestudio.org/soon-game-creation-editor-07.html" rel="alternate"></link><updated>2015-11-02T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2015-11-02:soon-game-creation-editor-07.html</id><summary type="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></content></entry><entry><title>Creating a simple game live: 15 November 2015</title><link href="http://opengamestudio.org/livesession-editor-07.html" rel="alternate"></link><published>2015-11-09T00:00:00+03:00</published><updated>2015-11-09T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2015-11-09:/livesession-editor-07.html</id><summary type="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></summary><content type="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></content></entry><entry><title>SOON: Creating a simple game live (Editor 0.7)</title><link href="http://opengamestudio.org/soon-game-creation-editor-07.html" rel="alternate"></link><published>2015-11-02T00:00:00+03:00</published><updated>2015-11-02T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2015-11-02:/soon-game-creation-editor-07.html</id><summary type="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></summary><content type="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 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></summary></entry><entry><title>Desura no more, hello Humble Bundle Widget</title><link href="http://opengamestudio.org/bye-desura-hello-humblebundle.html" rel="alternate"></link><updated>2015-07-23T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2015-07-23:bye-desura-hello-humblebundle.html</id><summary type="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></content></entry><entry><title>Desura no more, hello Humble Bundle Widget</title><link href="http://opengamestudio.org/bye-desura-hello-humblebundle.html" rel="alternate"></link><published>2015-07-23T00:00:00+03:00</published><updated>2015-07-23T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2015-07-23:/bye-desura-hello-humblebundle.html</id><summary type="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></summary><content type="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 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></summary></entry><entry><title>Test chamber for everyone (Editor 0.7.0)</title><link href="http://opengamestudio.org/test-chamber-for-everyone.html" rel="alternate"></link><updated>2015-07-22T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2015-07-22:test-chamber-for-everyone.html</id><summary type="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></summary></entry><entry><title>Roadmap for 2015-2016</title><link href="http://opengamestudio.org/2015-roadmap.html" rel="alternate"></link><updated>2015-07-19T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2015-07-19:2015-roadmap.html</id><summary type="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></content></entry><entry><title>Test chamber for everyone (Editor 0.7.0)</title><link href="http://opengamestudio.org/test-chamber-for-everyone.html" rel="alternate"></link><published>2015-07-22T00:00:00+03:00</published><updated>2015-07-22T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2015-07-22:/test-chamber-for-everyone.html</id><summary type="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></summary><content type="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></content></entry><entry><title>Roadmap for 2015-2016</title><link href="http://opengamestudio.org/2015-roadmap.html" rel="alternate"></link><published>2015-07-19T00:00:00+03:00</published><updated>2015-07-19T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2015-07-19:/2015-roadmap.html</id><summary type="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></summary><content type="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>
|
||||
@@ -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></summary></entry><entry><title>Editor 0.6.0</title><link href="http://opengamestudio.org/editor-06.html" rel="alternate"></link><updated>2015-06-28T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2015-06-28:editor-06.html</id><summary type="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></content></entry><entry><title>Editor 0.6.0</title><link href="http://opengamestudio.org/editor-06.html" rel="alternate"></link><published>2015-06-28T00:00:00+03:00</published><updated>2015-06-28T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2015-06-28:/editor-06.html</id><summary type="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></summary><content type="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>
|
||||
@@ -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></summary></entry><entry><title>Editor 0.5.0 and plans for 0.6.0</title><link href="http://opengamestudio.org/editor-06-roadmap.html" rel="alternate"></link><updated>2015-04-15T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2015-04-15:editor-06-roadmap.html</id><summary type="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></content></entry><entry><title>Editor 0.5.0 and plans for 0.6.0</title><link href="http://opengamestudio.org/editor-06-roadmap.html" rel="alternate"></link><published>2015-04-15T00:00:00+03:00</published><updated>2015-04-15T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2015-04-15:/editor-06-roadmap.html</id><summary type="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></summary><content type="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>
|
||||
@@ -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></summary></entry></feed>
|
||||
<p>We estimate to complete it in August.</p></content></entry></feed>
|
||||
Reference in New Issue
Block a user