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title="Permalink to Дорожная карта 2015-2016">Дорожная карта 2015-2016</a></h3>
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<h6 class="subheader" title="2015-07-19T00:00:00+03:00">Вс 19 Июль 2015
<h6 class="subheader" title="2015-07-19T00:00:00+03:00">Вс 19 июля 2015
<a class="button secondary small translation-button" href="http://opengamestudio.org/2015-roadmap.html">en</a>

</h6> <p>Как и было обещано, мы составили список вех и их примерные даты на ближайший год:</p>


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title="Permalink to Roadmap for 2015-2016">Roadmap for 2015-2016</a></h3>
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<h6 class="subheader" title="2015-07-19T00:00:00+03:00">Вс 19 Июль 2015
<h6 class="subheader" title="2015-07-19T00:00:00+03:00">Вс 19 июля 2015
<a class="button secondary small translation-button" href="http://opengamestudio.org/2015-roadmap-ru.html">ru</a>

</h6> <p>As promised, we have come up with a list of milestones and their approximate dates for the coming year:</p>


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title="Permalink to Август 2016 кратко">Август 2016 кратко</a></h3>
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<h6 class="subheader" title="2016-09-03T00:00:00+03:00">Сб 03 Сентябрь 2016
<h6 class="subheader" title="2016-09-03T00:00:00+03:00">Сб 03 сентября 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/2016-august-recap.html">en</a>

</h6> <p><img alt="2016-august-recap" src="http://opengamestudio.org/2016-09-03_august-recap.png" /></p>
</h6> <p><img alt="2016-august-recap" src="http://opengamestudio.org/2016-09-03_august-recap.png"></p>
<p>Эта статья описывает самые важные технические детали разработки за август: модуль UIQt, его переработку, новый подход к разработке на основе функционала и его преимущества.</p>
<p><strong>Модуль UIQt</strong> - это коллекция компонент UI на основе Qt. Сейчас используем лишь для интерфейса редактора.</p>
<p>Список компонент модуля UIQt с описанием и размером кода:<table>


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title="Permalink to August 2016 recap">August 2016 recap</a></h3>
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<h6 class="subheader" title="2016-09-03T00:00:00+03:00">Сб 03 Сентябрь 2016
<h6 class="subheader" title="2016-09-03T00:00:00+03:00">Сб 03 сентября 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/2016-august-recap-ru.html">ru</a>

</h6> <p><img alt="2016-august-recap" src="http://opengamestudio.org/2016-09-03_august-recap.png" /></p>
</h6> <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>


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title="Permalink to Ноябрь 2016 кратко">Ноябрь 2016 кратко</a></h3>
</header>

<h6 class="subheader" title="2016-12-15T00:00:00+03:00">Чт 15 Декабрь 2016
<h6 class="subheader" title="2016-12-15T00:00:00+03:00">Чт 15 декабря 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/2016-november-recap.html">en</a>

</h6> <p><img alt="November recap" src="http://opengamestudio.org/2016-12-15_2016-november-recap.png" /></p>
</h6> <p><img alt="November recap" src="http://opengamestudio.org/2016-12-15_2016-november-recap.png"></p>
<p>Эта статья описывает начало разделения библиотеки MJIN на модули.</p>
<p>Как только мы собрали OpenSceneGraph для Android, стало очевидно, что часть функционала MJIN не нужна на Android. Например, UIQt - это основа интерфейса Редактора. Раз Редактор - это приложение для ПК, то UIQt не нужен на Android.</p>
<p>Мы решили рассмотреть два подхода к разделению MJIN на модули: во время сборки (build-time) и исполнения (run-time).


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title="Permalink to November 2016 recap">November 2016 recap</a></h3>
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<h6 class="subheader" title="2016-12-15T00:00:00+03:00">Чт 15 Декабрь 2016
<h6 class="subheader" title="2016-12-15T00:00:00+03:00">Чт 15 декабря 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/2016-november-recap-ru.html">ru</a>

</h6> <p><img alt="November recap" src="http://opengamestudio.org/2016-12-15_2016-november-recap.png" /></p>
</h6> <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.


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title="Permalink to Октябрь 2016 кратко">Октябрь 2016 кратко</a></h3>
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<h6 class="subheader" title="2016-11-19T00:00:00+03:00">Сб 19 Ноябрь 2016
<h6 class="subheader" title="2016-11-19T00:00:00+03:00">Сб 19 ноября 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/2016-october-recap.html">en</a>

</h6> <p><img alt="October recap" src="http://opengamestudio.org/2016-11-19_2016-october-recap.png" /></p>
</h6> <p><img alt="October recap" src="http://opengamestudio.org/2016-11-19_2016-october-recap.png"></p>
<p>Эта статья описывает, как мы потратили месяц на сборку OpenSceneGraph (OSG) под Android: первая попытка собрать OSG, поиск альтернатив OSG и успех в сборке OSG.</p>
<p><strong>Первая попытка собрать OSG.</strong></p>
<p>Не имея опыта разработки под Android, мы взяли последнюю версию Android Studio и начали проходить самоучители для начинающих.


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title="Permalink to October 2016 recap">October 2016 recap</a></h3>
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<h6 class="subheader" title="2016-11-19T00:00:00+03:00">Сб 19 Ноябрь 2016
<h6 class="subheader" title="2016-11-19T00:00:00+03:00">Сб 19 ноября 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/2016-october-recap-ru.html">ru</a>

</h6> <p><img alt="October recap" src="http://opengamestudio.org/2016-11-19_2016-october-recap.png" /></p>
</h6> <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.


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title="Permalink to Дорожная карта 2016">Дорожная карта 2016</a></h3>
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<h6 class="subheader" title="2015-12-26T00:00:00+03:00">Сб 26 Декабрь 2015
<h6 class="subheader" title="2015-12-26T00:00:00+03:00">Сб 26 декабря 2015
<a class="button secondary small translation-button" href="http://opengamestudio.org/2016-roadmap.html">en</a>

</h6> <p>Как вы знаете, согласно <a href="http://opengamestudio.org/2015-roadmap-ru.html">ранее опубликованной дорожной карте</a>, мы добавили звуковую систему. Тем не менее, мы решили пойти дальше и создать первую версию Проигрывателя. Мы хотели завершить его в декабре, но, к сожалению, изменение планов вылилось в изменение сроков.</p>


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title="Permalink to Roadmap for 2016">Roadmap for 2016</a></h3>
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<h6 class="subheader" title="2015-12-26T00:00:00+03:00">Сб 26 Декабрь 2015
<h6 class="subheader" title="2015-12-26T00:00:00+03:00">Сб 26 декабря 2015
<a class="button secondary small translation-button" href="http://opengamestudio.org/2016-roadmap-ru.html">ru</a>

</h6> <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>


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title="Permalink to Сентябрь 2016 кратко">Сентябрь 2016 кратко</a></h3>
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<h6 class="subheader" title="2016-10-11T00:00:00+03:00">Вт 11 Октябрь 2016
<h6 class="subheader" title="2016-10-11T00:00:00+03:00">Вт 11 октября 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/2016-september-recap.html">en</a>

</h6> <p><img alt="September recap" src="http://opengamestudio.org/2016-10-11_september-recap.png" /></p>
</h6> <p><img alt="September recap" src="http://opengamestudio.org/2016-10-11_september-recap.png"></p>
<p>Эта статья описывает стадии по подготовке и проведению прямого эфира сентября 2016: черновик, репетиция, прямой эфир и публикация.</p>
<p>Несмотря на то, что сам прямой эфир длится лишь несколько часов, мы готовимся к нему целый месяц. Рассмотрим каждую стадию прямого эфира подробнее.</p>
<ol>


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title="Permalink to September 2016 recap">September 2016 recap</a></h3>
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<h6 class="subheader" title="2016-10-11T00:00:00+03:00">Вт 11 Октябрь 2016
<h6 class="subheader" title="2016-10-11T00:00:00+03:00">Вт 11 октября 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/2016-september-recap-ru.html">ru</a>

</h6> <p><img alt="September recap" src="http://opengamestudio.org/2016-10-11_september-recap.png" /></p>
</h6> <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>


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title="Permalink to Демонстрации технологий">Демонстрации технологий</a></h3>
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<h6 class="subheader" title="2016-10-31T00:00:00+03:00">Пн 31 Октябрь 2016
<h6 class="subheader" title="2016-10-31T00:00:00+03:00">Пн 31 октября 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/2016-tech-showcases.html">en</a>

</h6> <p><img alt="TechShowcases" src="http://opengamestudio.org/2016-10-31_tech-showcases.png" /></p>
</h6> <p><img alt="TechShowcases" src="http://opengamestudio.org/2016-10-31_tech-showcases.png"></p>
<p>Сегодня мы ещё раз взглянем на формат демонстраций в 2015-2016 годах, а также сообщим о новом формате 2017-го.</p>
<p><strong>2015 и 2016: демонстрации в прямом эфире.</strong></p>
<p>Как вы знаете, в ходе демонстраций мы в прямом эфире показываем состояние наших технологий и собираем небольшую работающую игру с нуля.


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title="Permalink to Technology showcases">Technology showcases</a></h3>
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<h6 class="subheader" title="2016-10-31T00:00:00+03:00">Пн 31 Октябрь 2016
<h6 class="subheader" title="2016-10-31T00:00:00+03:00">Пн 31 октября 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/2016-tech-showcases-ru.html">ru</a>

</h6> <p><img alt="TechShowcases" src="http://opengamestudio.org/2016-10-31_tech-showcases.png" /></p>
</h6> <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.


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title="Permalink to Счастливого 2017-го">Счастливого 2017-го</a></h3>
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<h6 class="subheader" title="2016-12-31T00:00:00+03:00">Сб 31 Декабрь 2016
<h6 class="subheader" title="2016-12-31T00:00:00+03:00">Сб 31 декабря 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/2017-happy-new-year.html">en</a>

</h6> <p><img alt="Happy new year" src="http://opengamestudio.org/2016-12-31_happy-new-year.png" /></p>
</h6> <p><img alt="Happy new year" src="http://opengamestudio.org/2016-12-31_happy-new-year.png"></p>
<p>Ну вот. Это был тяжелый год для всех в команде. И он почти закончен. Хвала окончанию старого! Хвала наступлению нового!</p>
<p>Может показаться, что наш прогресс застопорился. Три года назад мы объявили о начале нового проекта (двух, если быть точным), но до сих пор мы работаем над движком и редактором, даже не начали делать ни Shuan, ни Mahjong 2.</p>
<p>Если вы следили за новостями в течение года, вы знаете что мы провели несколько "живых сессий", демонстрируя в реальном времени как можно использовать наш инструментарий для создания простой игры. Каждая сессия была шагом в долгом пути к нашей цели. В процессе подготовки к ним, мы добавляли важные элементы, которые будут необходимы для создания любой игры.</p>


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@@ -50,10 +50,10 @@
title="Permalink to Happy 2017">Happy 2017</a></h3>
</header>

<h6 class="subheader" title="2016-12-31T00:00:00+03:00">Сб 31 Декабрь 2016
<h6 class="subheader" title="2016-12-31T00:00:00+03:00">Сб 31 декабря 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/2017-happy-new-year-ru.html">ru</a>

</h6> <p><img alt="Happy new year" src="http://opengamestudio.org/2016-12-31_happy-new-year.png" /></p>
</h6> <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>


+ 2
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@@ -50,10 +50,10 @@
title="Permalink to Итоги 2017-го">Итоги 2017-го</a></h3>
</header>

<h6 class="subheader" title="2017-11-22T00:00:00+03:00">Ср 22 Ноябрь 2017
<h6 class="subheader" title="2017-11-22T00:00:00+03:00">Ср 22 ноября 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/2017-summary.html">en</a>

</h6> <p><img alt="Screenshot" src="http://opengamestudio.org/2017-11-22-2017-summary.png" /></p>
</h6> <p><img alt="Screenshot" src="http://opengamestudio.org/2017-11-22-2017-summary.png"></p>
<p>Настало время сделать ревизию наших достижений в 2017 году и проверить, насколько они следуют основной цели проекта Opensource Game Studio.</p>
<p><strong>Краткая история</strong></p>
<p>Проекту Opensource Game Studio уже 12 лет.</p>


+ 2
- 2
2017-summary.html Vedi File

@@ -50,10 +50,10 @@
title="Permalink to 2017 summary">2017 summary</a></h3>
</header>

<h6 class="subheader" title="2017-11-22T00:00:00+03:00">Ср 22 Ноябрь 2017
<h6 class="subheader" title="2017-11-22T00:00:00+03:00">Ср 22 ноября 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/2017-summary-ru.html">ru</a>

</h6> <p><img alt="Screenshot" src="http://opengamestudio.org/2017-11-22-2017-summary.png" /></p>
</h6> <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>


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@@ -50,175 +50,179 @@
<table class="table-archive">
<tbody>
<tr>
<td>Ср 27 Июнь 2018</td>
<td>Вт 21 августа 2018</td>
<td><a href='examples-and-dependencies.html'>Examples and dependencies</a></td>
</tr>
<tr>
<td>Ср 27 июня 2018</td>
<td><a href='example-driven-development.html'>Example-driven development</a></td>
</tr>
<tr>
<td>Пт 20 Апрель 2018</td>
<td>Пт 20 апреля 2018</td>
<td><a href='openscenegraph-examples.html'>OpenSceneGraph cross-platform examples</a></td>
</tr>
<tr>
<td>Пт 16 Февраль 2018</td>
<td>Пт 16 февраля 2018</td>
<td><a href='mahjong-techdemo1-gameplay.html'>First techdemo of OGS Mahjong 2: Gameplay</a></td>
</tr>
<tr>
<td>Пт 26 Январь 2018</td>
<td>Пт 26 января 2018</td>
<td><a href='mahjong-recreation-start.html'>Mahjong recreation start</a></td>
</tr>
<tr>
<td>Вс 31 Декабрь 2017</td>
<td>Вс 31 декабря 2017</td>
<td><a href='the-year-of-lessons.html'>The year of lessons</a></td>
</tr>
<tr>
<td>Ср 22 Ноябрь 2017</td>
<td>Ср 22 ноября 2017</td>
<td><a href='2017-summary.html'>2017 summary</a></td>
</tr>
<tr>
<td>Пн 16 Октябрь 2017</td>
<td>Пн 16 октября 2017</td>
<td><a href='back-to-the-static.html'>Back to the Static</a></td>
</tr>
<tr>
<td>Вс 10 Сентябрь 2017</td>
<td>Вс 10 сентября 2017</td>
<td><a href='mjin-world-birth.html'>The birth of MJIN world</a></td>
</tr>
<tr>
<td>Ср 16 Август 2017</td>
<td>Ср 16 августа 2017</td>
<td><a href='scripting-research.html'>Scripting research</a></td>
</tr>
<tr>
<td>Пн 17 Июль 2017</td>
<td>Пн 17 июля 2017</td>
<td><a href='openscenegraph-cross-platform-guide.html'>OpenSceneGraph cross-platform guide</a></td>
</tr>
<tr>
<td>Чт 08 Июнь 2017</td>
<td>Чт 08 июня 2017</td>
<td><a href='ios-tutorial.html'>iOS tutorial</a></td>
</tr>
<tr>
<td>Пт 12 Май 2017</td>
<td>Пт 12 мая 2017</td>
<td><a href='osg-sample.html'>OpenSceneGraph sample</a></td>
</tr>
<tr>
<td>Пт 07 Апрель 2017</td>
<td>Пт 07 апреля 2017</td>
<td><a href='its-all-fine.html'>It's all fine</a></td>
</tr>
<tr>
<td>Чт 16 Март 2017</td>
<td>Чт 16 марта 2017</td>
<td><a href='lets-go.html'>Let's go</a></td>
</tr>
<tr>
<td>Ср 25 Январь 2017</td>
<td>Ср 25 января 2017</td>
<td><a href='the-year-of-challenges.html'>The year of challenges</a></td>
</tr>
<tr>
<td>Сб 31 Декабрь 2016</td>
<td>Сб 31 декабря 2016</td>
<td><a href='2017-happy-new-year.html'>Happy 2017</a></td>
</tr>
<tr>
<td>Чт 15 Декабрь 2016</td>
<td>Чт 15 декабря 2016</td>
<td><a href='2016-november-recap.html'>November 2016 recap</a></td>
</tr>
<tr>
<td>Сб 19 Ноябрь 2016</td>
<td>Сб 19 ноября 2016</td>
<td><a href='2016-october-recap.html'>October 2016 recap</a></td>
</tr>
<tr>
<td>Пн 31 Октябрь 2016</td>
<td>Пн 31 октября 2016</td>
<td><a href='2016-tech-showcases.html'>Technology showcases</a></td>
</tr>
<tr>
<td>Вт 11 Октябрь 2016</td>
<td>Вт 11 октября 2016</td>
<td><a href='2016-september-recap.html'>September 2016 recap</a></td>
</tr>
<tr>
<td>Пн 03 Октябрь 2016</td>
<td>Пн 03 октября 2016</td>
<td><a href='ogs-editor-0.10.html'>OGS Editor 0.10 and live session materials</a></td>
</tr>
<tr>
<td>Пн 26 Сентябрь 2016</td>
<td>Пн 26 сентября 2016</td>
<td><a href='yesterdays-live-session-short-overview.html'>A few words about live session yesterday</a></td>
</tr>
<tr>
<td>Сб 24 Сентябрь 2016</td>
<td>Сб 24 сентября 2016</td>
<td><a href='september-live-session-announcement-tomorrow.html'>Live session is in 24 hours</a></td>
</tr>
<tr>
<td>Сб 17 Сентябрь 2016</td>
<td>Сб 17 сентября 2016</td>
<td><a href='september-live-session-announcement.html'>Live session: 25 September 2016</a></td>
</tr>
<tr>
<td>Сб 03 Сентябрь 2016</td>
<td>Сб 03 сентября 2016</td>
<td><a href='2016-august-recap.html'>August 2016 recap</a></td>
</tr>
<tr>
<td>Чт 18 Август 2016</td>
<td>Чт 18 августа 2016</td>
<td><a href='back-to-social-networks.html'>We’re back to social networks</a></td>
</tr>
<tr>
<td>Ср 10 Август 2016</td>
<td>Ср 10 августа 2016</td>
<td><a href='once-mahjong-always-mahjong.html'>Once Mahjong – always Mahjong</a></td>
</tr>
<tr>
<td>Вс 29 Май 2016</td>
<td>Вс 29 мая 2016</td>
<td><a href='ogs-editor-0.9.html'>May 2016 live session materials</a></td>
</tr>
<tr>
<td>Вт 17 Май 2016</td>
<td>Вт 17 мая 2016</td>
<td><a href='may-live-session-announcement.html'>Live session: 28 May 2016</a></td>
</tr>
<tr>
<td>Вс 24 Апрель 2016</td>
<td>Вс 24 апреля 2016</td>
<td><a href='may-live-session-decision.html'>May live session (Editor 0.9)</a></td>
</tr>
<tr>
<td>Ср 10 Февраль 2016</td>
<td>Ср 10 февраля 2016</td>
<td><a href='rolling-ball.html'>"Rolling ball" live session videos and downloads</a></td>
</tr>
<tr>
<td>Вт 02 Февраль 2016</td>
<td>Вт 02 февраля 2016</td>
<td><a href='rolling-ball-live-session-pt2.html'>Game creation live session (part 2): 7 February 2016</a></td>
</tr>
<tr>
<td>Пн 25 Январь 2016</td>
<td>Пн 25 января 2016</td>
<td><a href='january-live-session-announcement.html'>Game creation live session: 31 January 2016</a></td>
</tr>
<tr>
<td>Чт 21 Январь 2016</td>
<td>Чт 21 января 2016</td>
<td><a href='january-live-session-decision.html'>SOON: Creating a simple game live (Editor 0.8)</a></td>
</tr>
<tr>
<td>Сб 26 Декабрь 2015</td>
<td>Сб 26 декабря 2015</td>
<td><a href='2016-roadmap.html'>Roadmap for 2016</a></td>
</tr>
<tr>
<td>Вс 15 Ноябрь 2015</td>
<td>Вс 15 ноября 2015</td>
<td><a href='livesession-materials-editor-07.html'>Live session video and downloads</a></td>
</tr>
<tr>
<td>Пн 09 Ноябрь 2015</td>
<td>Пн 09 ноября 2015</td>
<td><a href='livesession-editor-07.html'>Creating a simple game live: 15 November 2015</a></td>
</tr>
<tr>
<td>Пн 02 Ноябрь 2015</td>
<td>Пн 02 ноября 2015</td>
<td><a href='soon-game-creation-editor-07.html'>SOON: Creating a simple game live (Editor 0.7)</a></td>
</tr>
<tr>
<td>Чт 23 Июль 2015</td>
<td>Чт 23 июля 2015</td>
<td><a href='bye-desura-hello-humblebundle.html'>Desura no more, hello Humble Bundle Widget</a></td>
</tr>
<tr>
<td>Ср 22 Июль 2015</td>
<td>Ср 22 июля 2015</td>
<td><a href='test-chamber-for-everyone.html'>Test chamber for everyone (Editor 0.7.0)</a></td>
</tr>
<tr>
<td>Вс 19 Июль 2015</td>
<td>Вс 19 июля 2015</td>
<td><a href='2015-roadmap.html'>Roadmap for 2015-2016</a></td>
</tr>
<tr>
<td>Вс 28 Июнь 2015</td>
<td>Вс 28 июня 2015</td>
<td><a href='editor-06.html'>Editor 0.6.0</a></td>
</tr>
<tr>
<td>Ср 15 Апрель 2015</td>
<td>Ср 15 апреля 2015</td>
<td><a href='editor-06-roadmap.html'>Editor 0.5.0 and plans for 0.6.0</a></td>
</tr>
</tbody>


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@@ -48,53 +48,67 @@

<article>
<a href="http://opengamestudio.org/example-driven-development.html"><h3 class="article-title">Example-driven development</h3></a>
<h6 class="subheader" title="2018-06-27T00:00:00+03:00">Ср 27 Июнь 2018
<a class="button secondary small translation-button" href="http://opengamestudio.org/example-driven-development-ru.html">ru</a>

</h6><p><img alt="Screenshot" src="http://opengamestudio.org/2018-06-27-example-driven-development.png" /></p>
<p>This article explains how the third OpenSceneGraph cross-platform example
opened our eyes to example-driven development.</p>
<p><strong>The third OpenSceneGraph cross-platform example</strong></p>
<p>The third OpenSceneGraph cross-platform example explains how to implement
<a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/03.RemoteDebugging">remote debugging across platforms</a>. This example is less about
OpenSceneGraph and more about different platforms.</p>
<p>Remote anything nowadays assumes the use of HTTP(s) over TCP/IP. Thus, the
first idea was to embed HTTP server into an application and let HTTP clients
interact with the server. However, serving HTTP across all platforms is
complicated:</p>
<a href="http://opengamestudio.org/examples-and-dependencies.html"><h3 class="article-title">Examples and dependencies</h3></a>
<h6 class="subheader" title="2018-08-21T00:00:00+03:00">Вт 21 августа 2018
<a class="button secondary small translation-button" href="http://opengamestudio.org/examples-and-dependencies-ru.html">ru</a>

</h6><p><img alt="Screenshot" src="http://opengamestudio.org/2018-08-21-examples-and-dependencies.png"></p>
<p>This article describes two new OpenSceneGraph cross-platform examples and the
change in handling dependencies.</p>
<p><strong>Examples of HTTP client and node selection</strong></p>
<p>Once we finished working on <a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/04.RemoteDebugging">the remote debugging example</a> and
<a href="http://opengamestudio.org/example-driven-development.html">reported its completion</a>, we were surprised by the fact
that secure HTTP connection between a debugged application and debug broker
was only working in the web version of the example. Desktop and mobile versions
only worked with insecure HTTP.</p>
<p>Since current debug scheme has no authentication, insecure debugging over HTTP
doesn't really hurt. However, if we want to access resources located at popular
sites like GitHub and BitBucket, we have to support secure HTTP.</p>
<p>The need to support HTTPS on each platform spurred us to create
<a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/03.HTTPClient">HTTP client example</a>. Turned out, each platform had its own
preferred way of doing secure HTTP:</p>
<ul>
<li>desktops have firewalls</li>
<li>mobiles have restrictions on background processes</li>
<li>web browsers are HTTP clients by design</li>
<li>web (Emscripten) provides Fetch API</li>
<li>desktop is fine with Mongoose and OpenSSL</li>
<li>Android provides HttpUrlConnection in Java</li>
<li>iOS provides NSURLSession in Objective-C</li>
</ul>
<p>That's why we decided to create a mediator between debugged application and UI.
<a href="https://github.com/OGStudio/debug-broker">Debug broker</a>, a small Node.js application, became that mediator.
Debug broker uses no external dependencies, so it's easy to run virtually
anywhere. Also, since debug broker is a server application, you can configure
it once and use it for any number of applications.</p>
<p>Both <a href="https://github.com/OGStudio/debug-ui">debug UI</a> and <a href="https://github.com/OGStudio/debug-broker">debug broker</a> use JavaScript
because we wanted these tools to be accessible from anywhere with no prior
installation. This decision limited us to web browser solution. Providing
any sort of desktop application would incur additional installation and
maintenance effort, which would only complicate the tools.</p>
<p><strong>Example-driven development establishment</strong></p>
<p>Once the third example was implemented, we realized how important and
beneficial it is to develop new features outside the main project:</p>
<p>The need to support different languages on different platforms resulted
in the creation of so-called 'host-guest' pattern:</p>
<ul>
<li>the main project is freed from excessive commit noise</li>
<li>a new feature is publicly shared for everyone to learn, criticize, and improve</li>
<li>guest (platform agnostic)<ul>
<li>provides networking representation</li>
<li>used by cross-platform C++ code</li>
</ul>
</li>
<li>host (specific platform)<ul>
<li>polls guest for pending requests</li>
<li>processes them</li>
<li>reports results back to the guest</li>
</ul>
</li>
</ul>
<p>When we publicly share our knowledge:</p>
<p><a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/05.NodeSelection">Node selection example</a> was straightforward and caused no troubles.</p>
<p><strong>The change in handling dependencies</strong></p>
<p>For over a year we had to deal with the following
<a href="http://forum.openscenegraph.org/viewtopic.php?t=17443">shortcomings</a> when building OpenSceneGraph across platforms
using conventional methods:</p>
<ul>
<li>we must create documentation for everyone (including ourselves later) to understand what's going on</li>
<li>we must not use hacks because that would break your trust in us</li>
<li>macOS builds failing due to certain compile flags we use</li>
<li>hacking PNG plugin safety guards to have PNG support under Android</li>
<li>iOS simulator and device builds of the same example being in separate Xcode projects</li>
<li>OpenSceneGraph taking 20-30 minutes to build</li>
</ul>
<p>From now on, all new features like input handling, Mahjong layout loading,
resource caching, etc. are going to be first implemented as examples.
We call this example-driven development.</p>
<p>That's it for explaining how the third OpenSceneGraph cross-platform example
opened our eyes to example-driven development.</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p>These shortcomings were slowing us down and complicating the development of
new examples. Upon hitting these problems ten more times this month we decided
it was time to solve them once and for all. Now OpenSceneGraph is built as part
of each example in 2-3 minutes, and there's no more dependency magic involved.
We took the same approach of building dependencies as part of each example to
other external libraries like Mongoose and libpng-android, too.</p>
<p>With these obstacles out of the way, we can now iterate faster. Just in time
for the next technical demonstration of Mahjong 2!</p>
<p>That's it for describing two new OpenSceneGraph cross-platform examples and
the change in handling dependencies.</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -108,18 +122,41 @@ opened our eyes to example-driven development.</p><p class="subheader">Category:


<article>
<a href="http://opengamestudio.org/example-driven-development.html"><h3 class="article-title">Example-driven development</h3></a>
<h6 class="subheader" title="2018-06-27T00:00:00+03:00">Ср 27 июня 2018
<a class="button secondary small translation-button" href="http://opengamestudio.org/example-driven-development-ru.html">ru</a>

</h6><p><img alt="Screenshot" src="http://opengamestudio.org/2018-06-27-example-driven-development.png"></p>
<p>This article explains how the third OpenSceneGraph cross-platform example
opened our eyes to example-driven development.</p>
<p><strong>2018-08 EDIT</strong>: the third example has been renamed to the fourth one due to
the reasons described in the <a href="http://opengamestudio.org/examples-and-dependencies.html">next article</a>.</p>
<p><strong>The third OpenSceneGraph cross-platform example</strong></p>
<p>The third OpenSceneGraph cross-platform example explains how to implement …</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>


<a class="button radius secondary small right" href="http://opengamestudio.org/example-driven-development.html">Read More</a>
<hr class="gradient"/>
</article>



<article>
<a href="http://opengamestudio.org/openscenegraph-examples.html"><h3 class="article-title">OpenSceneGraph cross-platform examples</h3></a>
<h6 class="subheader" title="2018-04-20T00:00:00+03:00">Пт 20 Апрель 2018
<h6 class="subheader" title="2018-04-20T00:00:00+03:00">Пт 20 апреля 2018
<a class="button secondary small translation-button" href="http://opengamestudio.org/openscenegraph-examples-ru.html">ru</a>

</h6><p><img alt="Screenshot" src="http://opengamestudio.org/2018-04-20-openscenegraph-examples.png" /></p>
</h6><p><img alt="Screenshot" src="http://opengamestudio.org/2018-04-20-openscenegraph-examples.png"></p>
<p>This article summarizes the work we did to produce the first two
cross-platform OpenSceneGraph examples.</p>
<p>By the time <a href="http://opengamestudio.org/mahjong-techdemo1-gameplay.html">the first technology demonstration of OGS Mahjong 2</a>
has been released, we've already had <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide/issues/4">issue request</a>
(to explain how to load images with OpenSceneGraph on Android) hanging for some
time. We ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
time. We considered …</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -133,10 +170,10 @@ time. We ...</p><p class="subheader">Category: <a href="http://opengamestudio.or

<article>
<a href="http://opengamestudio.org/mahjong-techdemo1-gameplay.html"><h3 class="article-title">First techdemo of OGS Mahjong 2: Gameplay</h3></a>
<h6 class="subheader" title="2018-02-16T00:00:00+03:00">Пт 16 Февраль 2018
<h6 class="subheader" title="2018-02-16T00:00:00+03:00">Пт 16 февраля 2018
<a class="button secondary small translation-button" href="http://opengamestudio.org/mahjong-techdemo1-gameplay-ru.html">ru</a>

</h6><p><img alt="Screenshot" src="http://opengamestudio.org/2018-02-16-mahjong-techdemo1-gameplay.png" /></p>
</h6><p><img alt="Screenshot" src="http://opengamestudio.org/2018-02-16-mahjong-techdemo1-gameplay.png"></p>
<p>We are glad to announce the release of the first technical demonstration of
OGS Mahjong 2. The purpose of this release was to verify gameplay across
supported platforms.</p>
@@ -146,7 +183,7 @@ supported platforms.</p>
<li>Get <a href="https://drive.google.com/open?id=1KW8IEN8Dpz8ODeg8BctVSJyzj9-AL9hR">Android version</a></li>
<li>Get <a href="https://drive.google.com/open?id=1oj0-OXSmEatttzn86u2vgP9SRAIC0ozB">Windows version</a></li>
<li>Get <a href="https://drive.google.com/open?id=1EX7kLIThLiMz9_W7VmBPySms3mlrF-i6">Linux version</a></li>
<li>Get <a href="https://drive.google.com/open?id=1KWnvbHzan8MpMcZPG2QC-7KWoEYbqrM2">macOS ...</a></li></ul><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<li>Get <a href="https://drive.google.com/open?id=1KWnvbHzan8MpMcZPG2QC-7KWoEYbqrM2">macOS </a></li></ul><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -160,10 +197,10 @@ supported platforms.</p>

<article>
<a href="http://opengamestudio.org/mahjong-recreation-start.html"><h3 class="article-title">Mahjong recreation start</h3></a>
<h6 class="subheader" title="2018-01-26T00:00:00+03:00">Пт 26 Январь 2018
<h6 class="subheader" title="2018-01-26T00:00:00+03:00">Пт 26 января 2018
<a class="button secondary small translation-button" href="http://opengamestudio.org/mahjong-recreation-start-ru.html">ru</a>

</h6><p><img alt="Screenshot" src="http://opengamestudio.org/2018-01-26-mahjong-recreation-start.png" /></p>
</h6><p><img alt="Screenshot" src="http://opengamestudio.org/2018-01-26-mahjong-recreation-start.png"></p>
<p>This article describes the start of Mahjong game recreation.</p>
<p><strong>Plan</strong></p>
<p>We started Mahjong recreation endeavour by composing a brief plan to get gameplay with minimal graphics:</p>
@@ -174,7 +211,7 @@ supported platforms.</p>
<li>Implement selection</li>
<li>Implement matching</li>
</ul>
<p>Just like any other plan, this one looked fine at ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p>Just like any other plan, this one looked fine at </p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -188,15 +225,15 @@ supported platforms.</p>

<article>
<a href="http://opengamestudio.org/the-year-of-lessons.html"><h3 class="article-title">The year of lessons</h3></a>
<h6 class="subheader" title="2017-12-31T22:00:00+03:00">Вс 31 Декабрь 2017
<h6 class="subheader" title="2017-12-31T22:00:00+03:00">Вс 31 декабря 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/the-year-of-lessons-ru.html">ru</a>

</h6><p><img alt="Screenshot" src="http://opengamestudio.org/2017-12-31-celebration.jpg" /></p>
</h6><p><img alt="Screenshot" src="http://opengamestudio.org/2017-12-31-celebration.jpg"></p>
<p>So, the year 2017 is approaching its finale, the year's results have already
been summed up. We're going to take a break from igniting the fireworks or
preparation of the champagne so that we can designate our goal for the
following year.</p>
<p>As it may be clear from ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p>As it may be clear from other articles …</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -210,14 +247,14 @@ following year.</p>

<article>
<a href="http://opengamestudio.org/2017-summary.html"><h3 class="article-title">2017 summary</h3></a>
<h6 class="subheader" title="2017-11-22T00:00:00+03:00">Ср 22 Ноябрь 2017
<h6 class="subheader" title="2017-11-22T00:00:00+03:00">Ср 22 ноября 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/2017-summary-ru.html">ru</a>

</h6><p><img alt="Screenshot" src="http://opengamestudio.org/2017-11-22-2017-summary.png" /></p>
</h6><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 ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p><strong>2005.</strong> We started the project with a <a href="https://www.linuxquestions.org/questions/general-10/the-creation-of-the-best-rpg-355858/">fanatic call</a> to create the best game ever …</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -231,13 +268,13 @@ following year.</p>

<article>
<a href="http://opengamestudio.org/back-to-the-static.html"><h3 class="article-title">Back to the Static</h3></a>
<h6 class="subheader" title="2017-10-16T00:00:00+03:00">Пн 16 Октябрь 2017
<h6 class="subheader" title="2017-10-16T00:00:00+03:00">Пн 16 октября 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/back-to-the-static-ru.html">ru</a>

</h6><p><img alt="Back to the Static" src="http://opengamestudio.org/2017-10-16-back-to-the-static.png" /></p>
</h6><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 ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
It seems that this is the technology capable of …</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -251,10 +288,10 @@ It seems that this is the technology ...</p><p class="subheader">Category: <a hr

<article>
<a href="http://opengamestudio.org/mjin-world-birth.html"><h3 class="article-title">The birth of MJIN world</h3></a>
<h6 class="subheader" title="2017-09-10T00:00:00+03:00">Вс 10 Сентябрь 2017
<h6 class="subheader" title="2017-09-10T00:00:00+03:00">Вс 10 сентября 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/mjin-world-birth-ru.html">ru</a>

</h6><p><img alt="The birth of MJIN world" src="http://opengamestudio.org/2017-09-mjin-world-birth.png" /></p>
</h6><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>
@@ -262,7 +299,7 @@ It seems that this is the technology ...</p><p class="subheader">Category: <a hr
<li>run unchanged on all supported platforms</li>
<li>allow extending C++ code</li>
</ol>
<p>We have verified the second criterion by writing ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p>We have verified the second criterion by writing </p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -276,13 +313,13 @@ It seems that this is the technology ...</p><p class="subheader">Category: <a hr

<article>
<a href="http://opengamestudio.org/scripting-research.html"><h3 class="article-title">Scripting research</h3></a>
<h6 class="subheader" title="2017-08-16T00:00:00+03:00">Ср 16 Август 2017
<h6 class="subheader" title="2017-08-16T00:00:00+03:00">Ср 16 августа 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/scripting-research-ru.html">ru</a>

</h6><p><img alt="Scripting research" src="http://opengamestudio.org/2017-08-scripting-research.png" /></p>
</h6><p><img alt="Scripting research" src="http://opengamestudio.org/2017-08-scripting-research.png"></p>
<p>This article describes scripting research in July 2017.</p>
<p><strong>Our first goal of using a scripting language was to have a platform-independent code that runs unchanged on every supported platform.</strong></p>
<p>OGS Editor 0.10 supports Python for such a code thanks to <a href="http://swig.org/">SWIG</a>. SWIG provides a way to wrap almost any ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p>OGS Editor 0.10 supports Python for such a code thanks to <a href="http://swig.org/">SWIG</a>. SWIG provides a way to wrap almost any </p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -291,26 +328,6 @@ It seems that this is the technology ...</p><p class="subheader">Category: <a hr
<hr class="gradient"/>
</article>



<article>
<a href="http://opengamestudio.org/openscenegraph-cross-platform-guide.html"><h3 class="article-title">OpenSceneGraph cross-platform guide</h3></a>
<h6 class="subheader" title="2017-07-17T00:00:00+03:00">Пн 17 Июль 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/openscenegraph-cross-platform-guide-ru.html">ru</a>

</h6><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 ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>


<a class="button radius secondary small right" href="http://opengamestudio.org/openscenegraph-cross-platform-guide.html">Read More</a>
<hr class="gradient"/>
</article>

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@@ -48,14 +48,34 @@


<article>
<a href="http://opengamestudio.org/openscenegraph-cross-platform-guide.html"><h3 class="article-title">OpenSceneGraph cross-platform guide</h3></a>
<h6 class="subheader" title="2017-07-17T00:00:00+03:00">Пн 17 июля 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/openscenegraph-cross-platform-guide-ru.html">ru</a>

</h6><p><img alt="OpenSceneGraph guide" src="http://opengamestudio.org/2017-07-openscenegraph-guide.png"></p>
<p>This article summarizes the work we did to produce OpenSceneGraph cross-platform guide.</p>
<p>June marked the finish of <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide">OpenSceneGraph cross-platform guide</a> with the publishing of the last (initially planned) tutorial. The tutorial describes <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide/tree/master/1.10.SampleWeb">how to build and run sample OpenSceneGraph application in Web</a> using Emscripten.
In case you missed it, here's …</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>


<a class="button radius secondary small right" href="http://opengamestudio.org/openscenegraph-cross-platform-guide.html">Read More</a>
<hr class="gradient"/>
</article>



<article>
<a href="http://opengamestudio.org/ios-tutorial.html"><h3 class="article-title">iOS tutorial</h3></a>
<h6 class="subheader" title="2017-06-08T10:00:00+03:00">Чт 08 Июнь 2017
<h6 class="subheader" title="2017-06-08T10:00:00+03:00">Чт 08 июня 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/ios-tutorial-ru.html">ru</a>

</h6><p><img alt="iOS tutorial" src="http://opengamestudio.org/2017-06-08-ios-refactoring.png" /></p>
</h6><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 ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p><a href="https://twitter.com/OpenGameStudio/status/826816343433498627">This February</a> we managed to get simple model rendered under iOS in just a few days. We expected to finish iOS tutorial in no time. However, the reality reminded us: it's easy to come up …</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

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

<article>
<a href="http://opengamestudio.org/osg-sample.html"><h3 class="article-title">OpenSceneGraph sample</h3></a>
<h6 class="subheader" title="2017-05-12T00:00:00+03:00">Пт 12 Май 2017
<h6 class="subheader" title="2017-05-12T00:00:00+03:00">Пт 12 мая 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/osg-sample-ru.html">ru</a>

</h6><p><img alt="OSG sample" src="http://opengamestudio.org/2017-05_osg-sample.png" /></p>
</h6><p><img alt="OSG sample" src="http://opengamestudio.org/2017-05_osg-sample.png"></p>
<p>This article describes creation of the tutorials for building sample OpenSceneGraph application under Linux, macOS, Windows, and Android in April 2017.</p>
<p>Previous tutorials described how to install OpenSceneGraph under Linux, macOS, Windows and render a model using the standard <strong>osgviewer</strong> tool. This time we worked on a <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide-application">sample OpenSceneGraph application ...</a></p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p>Previous tutorials described how to install OpenSceneGraph under Linux, macOS, Windows and render a model using the standard <strong>osgviewer</strong> tool. This time we worked on a <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide-application">sample OpenSceneGraph application </a></p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

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

<article>
<a href="http://opengamestudio.org/its-all-fine.html"><h3 class="article-title">It's all fine</h3></a>
<h6 class="subheader" title="2017-04-07T00:00:00+03:00">Пт 07 Апрель 2017
<h6 class="subheader" title="2017-04-07T00:00:00+03:00">Пт 07 апреля 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/its-all-fine-ru.html">ru</a>

</h6><p><img alt="ItsAllFine" src="http://opengamestudio.org/2017-04_its-all-fine.png" /></p>
</h6><p><img alt="ItsAllFine" src="http://opengamestudio.org/2017-04_its-all-fine.png"></p>
<p>This article describes creation of the first four OpenSceneGraph tutorials in March 2017.</p>
<p>The <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide/">first four OpenSceneGraph tutorials</a> explain how to create a cube model with Blender and display the model under Linux, macOS, or Windows using OpenSceneGraph tool called osgviewer.</p>
<p>The whole process of creating a single tutorial turned ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p>The whole process of creating a single tutorial turned </p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

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

<article>
<a href="http://opengamestudio.org/lets-go.html"><h3 class="article-title">Let's go</h3></a>
<h6 class="subheader" title="2017-03-16T00:00:00+03:00">Чт 16 Март 2017
<h6 class="subheader" title="2017-03-16T00:00:00+03:00">Чт 16 марта 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/lets-go-ru.html">ru</a>

</h6><p><img alt="Let's go" src="http://opengamestudio.org/2017-03_lets-go.png" /></p>
</h6><p><img alt="Let's go" src="http://opengamestudio.org/2017-03_lets-go.png"></p>
<p>In this article we describe our progress in January and February of 2017: rendering under iOS/Web and a new tutorial tool.</p>
<p><strong>Rendering under iOS/Web</strong></p>
<p>To our surprise, we got a simple red cube rendered under <a href="https://twitter.com/OpenGameStudio/status/826816343433498627">iOS</a> and <a href="https://twitter.com/OpenGameStudio/status/829731986264698881">Web</a> pretty fast: in early February. However, this is only the ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p>To our surprise, we got a simple red cube rendered under <a href="https://twitter.com/OpenGameStudio/status/826816343433498627">iOS</a> and <a href="https://twitter.com/OpenGameStudio/status/829731986264698881">Web</a> pretty fast: in early February. However, this is only the </p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

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

<article>
<a href="http://opengamestudio.org/the-year-of-challenges.html"><h3 class="article-title">The year of challenges</h3></a>
<h6 class="subheader" title="2017-01-25T00:00:00+03:00">Ср 25 Январь 2017
<h6 class="subheader" title="2017-01-25T00:00:00+03:00">Ср 25 января 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/the-year-of-challenges-ru.html">ru</a>

</h6><p><img alt="The year of challenges" src="http://opengamestudio.org/2017-01_the-year-of-challenges.png" /></p>
</h6><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 ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p><img alt="Android rendering" src="http://opengamestudio.org/2017-01_mjin-android-gles.png"></p>
<p>Some people would consider this a failure. We don't. We see a chance …</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

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

<article>
<a href="http://opengamestudio.org/2017-happy-new-year.html"><h3 class="article-title">Happy 2017</h3></a>
<h6 class="subheader" title="2016-12-31T00:00:00+03:00">Сб 31 Декабрь 2016
<h6 class="subheader" title="2016-12-31T00:00:00+03:00">Сб 31 декабря 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/2017-happy-new-year-ru.html">ru</a>

</h6><p><img alt="Happy new year" src="http://opengamestudio.org/2016-12-31_happy-new-year.png" /></p>
</h6><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 ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p>It may seem, that our progress stalled. Three years ago we announced the beginning of a new project (two to be precise), and now we still working on …</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

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

<article>
<a href="http://opengamestudio.org/2016-november-recap.html"><h3 class="article-title">November 2016 recap</h3></a>
<h6 class="subheader" title="2016-12-15T00:00:00+03:00">Чт 15 Декабрь 2016
<h6 class="subheader" title="2016-12-15T00:00:00+03:00">Чт 15 декабря 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/2016-november-recap-ru.html">ru</a>

</h6><p><img alt="November recap" src="http://opengamestudio.org/2016-12-15_2016-november-recap.png" /></p>
</h6><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 ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p>Once we built OpenSceneGraph for Android, it became obvious that some MJIN functionality is not suitable for Android. For example, UIQt provides a basis for OGS Editor UI. Since OGS Editor is a desktop application, we don't need UIQt …</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

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

<article>
<a href="http://opengamestudio.org/2016-october-recap.html"><h3 class="article-title">October 2016 recap</h3></a>
<h6 class="subheader" title="2016-11-19T00:00:00+03:00">Сб 19 Ноябрь 2016
<h6 class="subheader" title="2016-11-19T00:00:00+03:00">Сб 19 ноября 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/2016-october-recap-ru.html">ru</a>

</h6><p><img alt="October recap" src="http://opengamestudio.org/2016-11-19_2016-october-recap.png" /></p>
</h6><p><img alt="October recap" src="http://opengamestudio.org/2016-11-19_2016-october-recap.png"></p>
<p>This article describes how we spent a month building OpenSceneGraph (OSG) for Android: the first attempt to build OSG, the search for OSG alternatives, and the success in building OSG.</p>
<p><strong>First attempt to build OSG.</strong></p>
<p>Having no prior knowledge of Android development, we grabbed the latest Android Studio and started ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p>Having no prior knowledge of Android development, we grabbed the latest Android Studio and started </p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

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

<article>
<a href="http://opengamestudio.org/2016-tech-showcases.html"><h3 class="article-title">Technology showcases</h3></a>
<h6 class="subheader" title="2016-10-31T00:00:00+03:00">Пн 31 Октябрь 2016
<h6 class="subheader" title="2016-10-31T00:00:00+03:00">Пн 31 октября 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/2016-tech-showcases-ru.html">ru</a>

</h6><p><img alt="TechShowcases" src="http://opengamestudio.org/2016-10-31_tech-showcases.png" /></p>
</h6><p><img alt="TechShowcases" src="http://opengamestudio.org/2016-10-31_tech-showcases.png"></p>
<p>In this article, we take another look at 2015-2016 live sessions' format and introduce a new showcase format for 2017.</p>
<p><strong>2015 and 2016: live sessions.</strong></p>
<p>As you know, we use live sessions to show the state of our technology and create a small functional game from scratch.
We have conducted ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
We have conducted </p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -223,28 +243,6 @@ We have conducted ...</p><p class="subheader">Category: <a href="http://opengame
<hr class="gradient"/>
</article>



<article>
<a href="http://opengamestudio.org/2016-september-recap.html"><h3 class="article-title">September 2016 recap</h3></a>
<h6 class="subheader" title="2016-10-11T00:00:00+03:00">Вт 11 Октябрь 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/2016-september-recap-ru.html">ru</a>

</h6><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 ...</p></li></ol><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>


<a class="button radius secondary small right" href="http://opengamestudio.org/2016-september-recap.html">Read More</a>
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<article>
<a href="http://opengamestudio.org/2016-september-recap.html"><h3 class="article-title">September 2016 recap</h3></a>
<h6 class="subheader" title="2016-10-11T00:00:00+03:00">Вт 11 октября 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/2016-september-recap-ru.html">ru</a>

</h6><p><img alt="September recap" src="http://opengamestudio.org/2016-10-11_september-recap.png"></p>
<p>This article explains September 2016 live session stages: draft, rehearsal, live session itself, and publishing.</p>
<p>Even though live session takes only a few hours, we devote a whole month to prepare for it. Let's have a look at live session stages in detail.</p>
<ol>
<li>
<p><strong>Draft.</strong> Game creation for the first time …</p></li></ol><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>


<a class="button radius secondary small right" href="http://opengamestudio.org/2016-september-recap.html">Read More</a>
<hr class="gradient"/>
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<article>
<a href="http://opengamestudio.org/ogs-editor-0.10.html"><h3 class="article-title">OGS Editor 0.10 and live session materials</h3></a>
<h6 class="subheader" title="2016-10-03T00:00:00+03:00">Пн 03 Октябрь 2016
<h6 class="subheader" title="2016-10-03T00:00:00+03:00">Пн 03 октября 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/ogs-editor-0.10-ru.html">ru</a>

</h6><p><img alt="ogs-editor-0.10" src="http://opengamestudio.org/2016-10-03_ogs-editor-0.10.png" /></p>
</h6><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 ...</li></ul><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<li><strong>Mahjong Solitaire game</strong> <a href="https://sourceforge.net/projects/osrpgcreation/files/Games/MahjongSolitaire/">is available at SourceForge</a>, too. Simply …</li></ul><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

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

<article>
<a href="http://opengamestudio.org/yesterdays-live-session-short-overview.html"><h3 class="article-title">A few words about live session yesterday</h3></a>
<h6 class="subheader" title="2016-09-26T00:00:00+03:00">Пн 26 Сентябрь 2016
<h6 class="subheader" title="2016-09-26T00:00:00+03:00">Пн 26 сентября 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/yesterdays-live-session-short-overview-ru.html">ru</a>

</h6><iframe width="560" height="315" src="https://www.youtube.com/embed/_t8TGhSgJG4" frameborder="0" allowfullscreen></iframe>
@@ -92,7 +114,7 @@ We will publish live session materials later this week.</p>

<article>
<a href="http://opengamestudio.org/september-live-session-announcement-tomorrow.html"><h3 class="article-title">Live session is in 24 hours</h3></a>
<h6 class="subheader" title="2016-09-24T00:00:00+03:00">Сб 24 Сентябрь 2016
<h6 class="subheader" title="2016-09-24T00:00:00+03:00">Сб 24 сентября 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/september-live-session-announcement-tomorrow-ru.html">ru</a>

</h6><iframe width="560" height="315" src="https://www.youtube.com/embed/Fj4yHG-mV1U" frameborder="0" allowfullscreen></iframe>
@@ -111,7 +133,7 @@ We will publish live session materials later this week.</p>

<article>
<a href="http://opengamestudio.org/september-live-session-announcement.html"><h3 class="article-title">Live session: 25 September 2016</h3></a>
<h6 class="subheader" title="2016-09-17T00:00:00+03:00">Сб 17 Сентябрь 2016
<h6 class="subheader" title="2016-09-17T00:00:00+03:00">Сб 17 сентября 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/september-live-session-announcement-ru.html">ru</a>

</h6><iframe width="560" height="315" src="https://www.youtube.com/embed/Y5hOGKcQ8wA" frameborder="0" allowfullscreen></iframe>
@@ -131,13 +153,13 @@ It's time to create simple Mahjong solitaire game.</p><p class="subheader">Categ

<article>
<a href="http://opengamestudio.org/2016-august-recap.html"><h3 class="article-title">August 2016 recap</h3></a>
<h6 class="subheader" title="2016-09-03T00:00:00+03:00">Сб 03 Сентябрь 2016
<h6 class="subheader" title="2016-09-03T00:00:00+03:00">Сб 03 сентября 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/2016-august-recap-ru.html">ru</a>

</h6><p><img alt="2016-august-recap" src="http://opengamestudio.org/2016-09-03_august-recap.png" /></p>
</h6><p><img alt="2016-august-recap" src="http://opengamestudio.org/2016-09-03_august-recap.png"></p>
<p>This article explains the most important technical details about development in August: UIQt module, its refactoring, a new feature based development approach, and its benefits.</p>
<p><strong>UIQt module</strong> is a collection of UI components backed by Qt. We only use it for Editor UI at the moment.</p>
<p>Here is a list ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p>Here is a list </p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -151,7 +173,7 @@ It's time to create simple Mahjong solitaire game.</p><p class="subheader">Categ

<article>
<a href="http://opengamestudio.org/back-to-social-networks.html"><h3 class="article-title">We’re back to social networks</h3></a>
<h6 class="subheader" title="2016-08-18T00:00:00+03:00">Чт 18 Август 2016
<h6 class="subheader" title="2016-08-18T00:00:00+03:00">Чт 18 августа 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/back-to-social-networks-ru.html">ru</a>

</h6><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>
@@ -169,11 +191,11 @@ It's time to create simple Mahjong solitaire game.</p><p class="subheader">Categ

<article>
<a href="http://opengamestudio.org/once-mahjong-always-mahjong.html"><h3 class="article-title">Once Mahjong – always Mahjong</h3></a>
<h6 class="subheader" title="2016-08-10T00:00:00+03:00">Ср 10 Август 2016
<h6 class="subheader" title="2016-08-10T00:00:00+03:00">Ср 10 августа 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/once-mahjong-always-mahjong-ru.html">ru</a>

</h6><p>We started Opensource Game Studio project a long time ago. We wanted to provide open source community with tools to create games. However, it was unclear what tools' purpose was. So we decided to start small: create a game first.</p>
<p>It took us 3 years to reach the first goal ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p>It took us 3 years to reach the first goal </p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -187,7 +209,7 @@ It's time to create simple Mahjong solitaire game.</p><p class="subheader">Categ

<article>
<a href="http://opengamestudio.org/ogs-editor-0.9.html"><h3 class="article-title">May 2016 live session materials</h3></a>
<h6 class="subheader" title="2016-05-29T00:00:00+03:00">Вс 29 Май 2016
<h6 class="subheader" title="2016-05-29T00:00:00+03:00">Вс 29 мая 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/ogs-editor-0.9-ru.html">ru</a>

</h6><iframe width="560" height="315" src="https://www.youtube.com/embed/8gHYOkMRoos?list=PLWMTZqE4MAMKp3wP1N63xbdhdgfKi-d-J" frameborder="0" allowfullscreen></iframe>
@@ -195,7 +217,7 @@ It's time to create simple Mahjong solitaire game.</p><p class="subheader">Categ
<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><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<li>Domino project </li></ol><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -209,7 +231,7 @@ It's time to create simple Mahjong solitaire game.</p><p class="subheader">Categ

<article>
<a href="http://opengamestudio.org/may-live-session-announcement.html"><h3 class="article-title">Live session: 28 May 2016</h3></a>
<h6 class="subheader" title="2016-05-17T00:00:00+03:00">Вт 17 Май 2016
<h6 class="subheader" title="2016-05-17T00:00:00+03:00">Вт 17 мая 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/may-live-session-announcement-ru.html">ru</a>

</h6><p>We're glad to annouce that the <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> session will take place on <a title="Local time" href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio+May+live+session&iso=20160528T12&p1=37&ah=3">28 May 2016 at 12:00 CEST</a>. Join us!</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
@@ -221,24 +243,6 @@ It's time to create simple Mahjong solitaire game.</p><p class="subheader">Categ
<hr class="gradient"/>
</article>



<article>
<a href="http://opengamestudio.org/may-live-session-decision.html"><h3 class="article-title">May live session (Editor 0.9)</h3></a>
<h6 class="subheader" title="2016-04-24T00:00:00+03:00">Вс 24 Апрель 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/may-live-session-decision-ru.html">ru</a>

</h6><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 ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>


<a class="button radius secondary small right" href="http://opengamestudio.org/may-live-session-decision.html">Read More</a>
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<article>
<a href="http://opengamestudio.org/may-live-session-decision.html"><h3 class="article-title">May live session (Editor 0.9)</h3></a>
<h6 class="subheader" title="2016-04-24T00:00:00+03:00">Вс 24 апреля 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/may-live-session-decision-ru.html">ru</a>

</h6><p>As you know, the previously published roadmap assumed, that we would hold a live session in April and it would feature a ping-pong game created with Editor 0.9.</p>
<p>We have to admit, our abilities to plan are not yet good enough. That's why the next live session will take …</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>


<a class="button radius secondary small right" href="http://opengamestudio.org/may-live-session-decision.html">Read More</a>
<hr class="gradient"/>
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<article>
<a href="http://opengamestudio.org/rolling-ball.html"><h3 class="article-title">"Rolling ball" live session videos and downloads</h3></a>
<h6 class="subheader" title="2016-02-10T00:00:00+03:00">Ср 10 Февраль 2016
<h6 class="subheader" title="2016-02-10T00:00:00+03:00">Ср 10 февраля 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/rolling-ball-ru.html">ru</a>

</h6><p>Since we held 2 live sessions to create "Rolling ball" game, here are 2 YouTube videos of the process:</p>
@@ -60,7 +78,7 @@

<p>"Rolling ball" game for Linux (Debian based), OS X (10.9+), Windows <a title="SourceForge" href="http://sourceforge.net/projects/osrpgcreation/files/Games/RollingBall/">is available at SourceForge</a>.
Simply unpack it and launch the run script.</p>
<p>Editor 0.8 <a title="SourceForge" href="http://sourceforge.net/projects/osrpgcreation/files/Editor/jenkins/46_2016-01-30_22-20-41_0.8.0/">is available at SourceForge ...</a></p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p>Editor 0.8 <a title="SourceForge" href="http://sourceforge.net/projects/osrpgcreation/files/Editor/jenkins/46_2016-01-30_22-20-41_0.8.0/">is available at SourceForge </a></p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

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

<article>
<a href="http://opengamestudio.org/rolling-ball-live-session-pt2.html"><h3 class="article-title">Game creation live session (part 2): 7 February 2016</h3></a>
<h6 class="subheader" title="2016-02-02T00:00:00+03:00">Вт 02 Февраль 2016
<h6 class="subheader" title="2016-02-02T00:00:00+03:00">Вт 02 февраля 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/rolling-ball-live-session-pt2-ru.html">ru</a>

</h6><p>Unfortunately, we have failed to finish creation of the simple "Rolling ball" game in 3 hours. That's why we will hold the second <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> session on <a title="Local time" href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio%3A+Game+creation+live+session%2C+part+2&iso=20160207T12&p1=37&ah=3">7 February 2016 at 12:00 CET</a>. Let's finish the game!</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
@@ -91,7 +109,7 @@ Simply unpack it and launch the run script.</p>

<article>
<a href="http://opengamestudio.org/january-live-session-announcement.html"><h3 class="article-title">Game creation live session: 31 January 2016</h3></a>
<h6 class="subheader" title="2016-01-25T00:00:00+03:00">Пн 25 Январь 2016
<h6 class="subheader" title="2016-01-25T00:00:00+03:00">Пн 25 января 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/january-live-session-announcement-ru.html">ru</a>

</h6><p>We're glad to annouce that the <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> session will take place on <a title="Local time" href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio%3A+Game+creation+live+session&iso=20160131T12&p1=37&ah=3">31 January 2016 at 12:00 CET</a>. Join us!</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
@@ -108,11 +126,11 @@ Simply unpack it and launch the run script.</p>

<article>
<a href="http://opengamestudio.org/january-live-session-decision.html"><h3 class="article-title">SOON: Creating a simple game live (Editor 0.8)</h3></a>
<h6 class="subheader" title="2016-01-21T00:00:00+03:00">Чт 21 Январь 2016
<h6 class="subheader" title="2016-01-21T00:00:00+03:00">Чт 21 января 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/january-live-session-decision-ru.html">ru</a>

</h6><p>We are ready to present Editor 0.8 with Player. The live session will be held at <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> SOON. We will show you how to create a simple game with sounds from scratch. And this time it will not need an Editor to run.
The exact date and time is ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
The exact date and time is </p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -126,11 +144,11 @@ The exact date and time is ...</p><p class="subheader">Category: <a href="http:/

<article>
<a href="http://opengamestudio.org/2016-roadmap.html"><h3 class="article-title">Roadmap for 2016</h3></a>
<h6 class="subheader" title="2015-12-26T00:00:00+03:00">Сб 26 Декабрь 2015
<h6 class="subheader" title="2015-12-26T00:00:00+03:00">Сб 26 декабря 2015
<a class="button secondary small translation-button" href="http://opengamestudio.org/2016-roadmap-ru.html">ru</a>

</h6><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 ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p>Here's the revised …</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -144,7 +162,7 @@ The exact date and time is ...</p><p class="subheader">Category: <a href="http:/

<article>
<a href="http://opengamestudio.org/livesession-materials-editor-07.html"><h3 class="article-title">Live session video and downloads</h3></a>
<h6 class="subheader" title="2015-11-15T00:00:00+03:00">Вс 15 Ноябрь 2015
<h6 class="subheader" title="2015-11-15T00:00:00+03:00">Вс 15 ноября 2015
<a class="button secondary small translation-button" href="http://opengamestudio.org/livesession-materials-editor-07-ru.html">ru</a>

</h6><p>If you missed the live session, you can watch it here:
@@ -152,7 +170,7 @@ The exact date and time is ...</p><p class="subheader">Category: <a href="http:/
<p>You can download the resulting project here:
<a href="https://github.com/OGStudio/liveSessionWhacAMole/archive/master.zip">https://github.com/OGStudio/liveSessionWhacAMole/archive/master.zip</a></p>
<p>The latest editor can be found here:
<a href="http://sourceforge.net/projects/osrpgcreation/files/Editor/jenkins/42_2015-11-13_08-16-46_0.7.4/">http://sourceforge.net/projects/osrpgcreation/files/Editor/jenkins/42_2015-11-13_08-16-46_0 ...</a></p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<a href="http://sourceforge.net/projects/osrpgcreation/files/Editor/jenkins/42_2015-11-13_08-16-46_0.7.4/">http://sourceforge.net/projects/osrpgcreation/files/Editor/jenkins/42_2015-11-13_08-16-46_0 </a></p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -166,7 +184,7 @@ The exact date and time is ...</p><p class="subheader">Category: <a href="http:/

<article>
<a href="http://opengamestudio.org/livesession-editor-07.html"><h3 class="article-title">Creating a simple game live: 15 November 2015</h3></a>
<h6 class="subheader" title="2015-11-09T00:00:00+03:00">Пн 09 Ноябрь 2015
<h6 class="subheader" title="2015-11-09T00:00:00+03:00">Пн 09 ноября 2015
<a class="button secondary small translation-button" href="http://opengamestudio.org/livesession-editor-07-ru.html">ru</a>

</h6><p>We're glad to annouce that the <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> session will take place on <a title="Local time" href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Whac-a-mole+game+from+scratch+live&amp;iso=20151115T12&amp;p1=37&amp;ah=3">15 November 2015 at 12:00 CET</a>. Join us!</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
@@ -183,13 +201,13 @@ The exact date and time is ...</p><p class="subheader">Category: <a href="http:/

<article>
<a href="http://opengamestudio.org/soon-game-creation-editor-07.html"><h3 class="article-title">SOON: Creating a simple game live (Editor 0.7)</h3></a>
<h6 class="subheader" title="2015-11-02T00:00:00+03:00">Пн 02 Ноябрь 2015
<h6 class="subheader" title="2015-11-02T00:00:00+03:00">Пн 02 ноября 2015
<a class="button secondary small translation-button" href="http://opengamestudio.org/soon-game-creation-editor-07-ru.html">ru</a>

</h6><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 ...</li></ol><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<li>it's inappropriate to be presented in …</li></ol><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -203,11 +221,11 @@ The exact date and time is ...</p><p class="subheader">Category: <a href="http:/

<article>
<a href="http://opengamestudio.org/bye-desura-hello-humblebundle.html"><h3 class="article-title">Desura no more, hello Humble Bundle Widget</h3></a>
<h6 class="subheader" title="2015-07-23T00:00:00+03:00">Чт 23 Июль 2015
<h6 class="subheader" title="2015-07-23T00:00:00+03:00">Чт 23 июля 2015
<a class="button secondary small translation-button" href="http://opengamestudio.org/bye-desura-hello-humblebundle-ru.html">ru</a>

</h6><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 ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p>Here it …</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -216,23 +234,6 @@ The exact date and time is ...</p><p class="subheader">Category: <a href="http:/
<hr class="gradient"/>
</article>



<article>
<a href="http://opengamestudio.org/test-chamber-for-everyone.html"><h3 class="article-title">Test chamber for everyone (Editor 0.7.0)</h3></a>
<h6 class="subheader" title="2015-07-22T00:00:00+03:00">Ср 22 Июль 2015
<a class="button secondary small translation-button" href="http://opengamestudio.org/test-chamber-for-everyone-ru.html">ru</a>

</h6><p>As you know, the main goal of Editor 0.7.0 is the ability to create the <a title="Test chamber" href="https://youtu.be/9_6seUWcPbU" target="_blank">test chamber</a> with it. It needs Actions' system and a few stability fixes for that. We are going to publish a detailed article describing how to create the test chamber, too, so that ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>


<a class="button radius secondary small right" href="http://opengamestudio.org/test-chamber-for-everyone.html">Read More</a>
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</article>

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<div class="pagination-centered">
<h6 class="subheader">Page 4 of 5</h6>


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@@ -48,16 +48,33 @@


<article>
<a href="http://opengamestudio.org/test-chamber-for-everyone.html"><h3 class="article-title">Test chamber for everyone (Editor 0.7.0)</h3></a>
<h6 class="subheader" title="2015-07-22T00:00:00+03:00">Ср 22 июля 2015
<a class="button secondary small translation-button" href="http://opengamestudio.org/test-chamber-for-everyone-ru.html">ru</a>

</h6><p>As you know, the main goal of Editor 0.7.0 is the ability to create the <a title="Test chamber" href="https://youtu.be/9_6seUWcPbU" target="_blank">test chamber</a> with it. It needs Actions' system and a few stability fixes for that. We are going to publish a detailed article describing how to create the test chamber, too, so that …</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>


<a class="button radius secondary small right" href="http://opengamestudio.org/test-chamber-for-everyone.html">Read More</a>
<hr class="gradient"/>
</article>



<article>
<a href="http://opengamestudio.org/2015-roadmap.html"><h3 class="article-title">Roadmap for 2015-2016</h3></a>
<h6 class="subheader" title="2015-07-19T00:00:00+03:00">Вс 19 Июль 2015
<h6 class="subheader" title="2015-07-19T00:00:00+03:00">Вс 19 июля 2015
<a class="button secondary small translation-button" href="http://opengamestudio.org/2015-roadmap-ru.html">ru</a>

</h6><p>As promised, we have come up with a list of milestones and their approximate dates for the coming year:</p>
<ol>
<li>Editor 0.7.0 (October 2015) - Actions' system: we recreate the <a title="Test chamber" href="https://youtu.be/9_6seUWcPbU" target="_blank">test chamber</a></li>
<li>Editor 0.8.0 (December 2015) - Sound system</li>
<li>Editor 0.9.0 (February 2016) - Particles' system and minimal ...</li></ol><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<li>Editor 0.9.0 (February 2016) - Particles' system and minimal </li></ol><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

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

<article>
<a href="http://opengamestudio.org/editor-06.html"><h3 class="article-title">Editor 0.6.0</h3></a>
<h6 class="subheader" title="2015-06-28T00:00:00+03:00">Вс 28 Июнь 2015
<h6 class="subheader" title="2015-06-28T00:00:00+03:00">Вс 28 июня 2015
<a class="button secondary small translation-button" href="http://opengamestudio.org/editor-06-ru.html">ru</a>

</h6><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>
@@ -81,7 +98,7 @@
<li>Node rotation along X axis</li>
<li>Node scripting support</li>
<li>Thumbnail dialog to preview models when editing scene node model properties</li>
<li>Node copying ...</li></ol><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<li>Node copying </li></ol><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

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

<article>
<a href="http://opengamestudio.org/editor-06-roadmap.html"><h3 class="article-title">Editor 0.5.0 and plans for 0.6.0</h3></a>
<h6 class="subheader" title="2015-04-15T00:00:00+03:00">Ср 15 Апрель 2015
<h6 class="subheader" title="2015-04-15T00:00:00+03:00">Ср 15 апреля 2015
<a class="button secondary small translation-button" href="http://opengamestudio.org/editor-06-roadmap-ru.html">ru</a>

</h6><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>
@@ -103,7 +120,7 @@
<p>Editor 0.6.0 planned features:</p>
<ol>
<li>Camera node editing</li>
<li>Light ...</li></ol><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<li>Light </li></ol><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>



+ 1
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@@ -50,7 +50,7 @@
title="Permalink to Мы вернулись в социальные сети">Мы вернулись в социальные сети</a></h3>
</header>

<h6 class="subheader" title="2016-08-18T00:00:00+03:00">Чт 18 Август 2016
<h6 class="subheader" title="2016-08-18T00:00:00+03:00">Чт 18 августа 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/back-to-social-networks.html">en</a>

</h6> <p>Если вы подписаны на нашу группу в <a href="https://www.facebook.com/groups/162611230470183/">Facebook</a>, <a href="https://twitter.com/OpenGameStudio">Twitter</a> или <a href="https://new.vk.com/opengamestudo">VK</a>, вы заметили, что мы начали использовать её снова. Это не случайно: мы наконец созрели для вербального общения после 4 лет молчаливой разработки.</p>


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@@ -50,7 +50,7 @@
title="Permalink to We’re back to social networks">We’re back to social networks</a></h3>
</header>

<h6 class="subheader" title="2016-08-18T00:00:00+03:00">Чт 18 Август 2016
<h6 class="subheader" title="2016-08-18T00:00:00+03:00">Чт 18 августа 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/back-to-social-networks-ru.html">ru</a>

</h6> <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>


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@@ -50,10 +50,10 @@
title="Permalink to Назад в Статику">Назад в Статику</a></h3>
</header>

<h6 class="subheader" title="2017-10-16T00:00:00+03:00">Пн 16 Октябрь 2017
<h6 class="subheader" title="2017-10-16T00:00:00+03:00">Пн 16 октября 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/back-to-the-static.html">en</a>

</h6> <p><img alt="Назад в Статику" src="http://opengamestudio.org/2017-10-16-back-to-the-static.png" /></p>
</h6> <p><img alt="Назад в Статику" src="http://opengamestudio.org/2017-10-16-back-to-the-static.png"></p>
<p>Мы используем Wordpress в качестве движка нашего сайта уже более семи лет. И теперь пришло время двигаться вперед. Или назад.
Некоторое время мы следили за разработкой нового поколения движков - генераторов статических сайтов.
Похоже, что это технология, способная превратить прошлое в будущее.</p>


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@@ -50,10 +50,10 @@
title="Permalink to Back to the Static">Back to the Static</a></h3>
</header>

<h6 class="subheader" title="2017-10-16T00:00:00+03:00">Пн 16 Октябрь 2017
<h6 class="subheader" title="2017-10-16T00:00:00+03:00">Пн 16 октября 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/back-to-the-static-ru.html">ru</a>

</h6> <p><img alt="Back to the Static" src="http://opengamestudio.org/2017-10-16-back-to-the-static.png" /></p>
</h6> <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>


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@@ -50,7 +50,7 @@
title="Permalink to Прощай, Desura. Здравствуй, Humble Bundle Widget">Прощай, Desura. Здравствуй, Humble Bundle Widget</a></h3>
</header>

<h6 class="subheader" title="2015-07-23T00:00:00+03:00">Чт 23 Июль 2015
<h6 class="subheader" title="2015-07-23T00:00:00+03:00">Чт 23 июля 2015
<a class="button secondary small translation-button" href="http://opengamestudio.org/bye-desura-hello-humblebundle.html">en</a>

</h6> <p>После недавнего банкротства родительской компании сервиса Desura мы пришли к выводу, что нам необходима новая площадка для распространения Deluxe-версии игры. Более современная, удобная, надежная.


+ 1
- 1
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@@ -50,7 +50,7 @@
title="Permalink to Desura no more, hello Humble Bundle Widget">Desura no more, hello Humble Bundle Widget</a></h3>
</header>

<h6 class="subheader" title="2015-07-23T00:00:00+03:00">Чт 23 Июль 2015
<h6 class="subheader" title="2015-07-23T00:00:00+03:00">Чт 23 июля 2015
<a class="button secondary small translation-button" href="http://opengamestudio.org/bye-desura-hello-humblebundle-ru.html">ru</a>

</h6> <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>


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@@ -48,53 +48,67 @@

<article>
<a href="http://opengamestudio.org/example-driven-development.html"><h3 class="article-title">Example-driven development</h3></a>
<h6 class="subheader" title="2018-06-27T00:00:00+03:00">Ср 27 Июнь 2018
<a class="button secondary small translation-button" href="http://opengamestudio.org/example-driven-development-ru.html">ru</a>

</h6><p><img alt="Screenshot" src="http://opengamestudio.org/2018-06-27-example-driven-development.png" /></p>
<p>This article explains how the third OpenSceneGraph cross-platform example
opened our eyes to example-driven development.</p>
<p><strong>The third OpenSceneGraph cross-platform example</strong></p>
<p>The third OpenSceneGraph cross-platform example explains how to implement
<a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/03.RemoteDebugging">remote debugging across platforms</a>. This example is less about
OpenSceneGraph and more about different platforms.</p>
<p>Remote anything nowadays assumes the use of HTTP(s) over TCP/IP. Thus, the
first idea was to embed HTTP server into an application and let HTTP clients
interact with the server. However, serving HTTP across all platforms is
complicated:</p>
<a href="http://opengamestudio.org/examples-and-dependencies.html"><h3 class="article-title">Examples and dependencies</h3></a>
<h6 class="subheader" title="2018-08-21T00:00:00+03:00">Вт 21 августа 2018
<a class="button secondary small translation-button" href="http://opengamestudio.org/examples-and-dependencies-ru.html">ru</a>

</h6><p><img alt="Screenshot" src="http://opengamestudio.org/2018-08-21-examples-and-dependencies.png"></p>
<p>This article describes two new OpenSceneGraph cross-platform examples and the
change in handling dependencies.</p>
<p><strong>Examples of HTTP client and node selection</strong></p>
<p>Once we finished working on <a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/04.RemoteDebugging">the remote debugging example</a> and
<a href="http://opengamestudio.org/example-driven-development.html">reported its completion</a>, we were surprised by the fact
that secure HTTP connection between a debugged application and debug broker
was only working in the web version of the example. Desktop and mobile versions
only worked with insecure HTTP.</p>
<p>Since current debug scheme has no authentication, insecure debugging over HTTP
doesn't really hurt. However, if we want to access resources located at popular
sites like GitHub and BitBucket, we have to support secure HTTP.</p>
<p>The need to support HTTPS on each platform spurred us to create
<a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/03.HTTPClient">HTTP client example</a>. Turned out, each platform had its own
preferred way of doing secure HTTP:</p>
<ul>
<li>desktops have firewalls</li>
<li>mobiles have restrictions on background processes</li>
<li>web browsers are HTTP clients by design</li>
<li>web (Emscripten) provides Fetch API</li>
<li>desktop is fine with Mongoose and OpenSSL</li>
<li>Android provides HttpUrlConnection in Java</li>
<li>iOS provides NSURLSession in Objective-C</li>
</ul>
<p>That's why we decided to create a mediator between debugged application and UI.
<a href="https://github.com/OGStudio/debug-broker">Debug broker</a>, a small Node.js application, became that mediator.
Debug broker uses no external dependencies, so it's easy to run virtually
anywhere. Also, since debug broker is a server application, you can configure
it once and use it for any number of applications.</p>
<p>Both <a href="https://github.com/OGStudio/debug-ui">debug UI</a> and <a href="https://github.com/OGStudio/debug-broker">debug broker</a> use JavaScript
because we wanted these tools to be accessible from anywhere with no prior
installation. This decision limited us to web browser solution. Providing
any sort of desktop application would incur additional installation and
maintenance effort, which would only complicate the tools.</p>
<p><strong>Example-driven development establishment</strong></p>
<p>Once the third example was implemented, we realized how important and
beneficial it is to develop new features outside the main project:</p>
<p>The need to support different languages on different platforms resulted
in the creation of so-called 'host-guest' pattern:</p>
<ul>
<li>the main project is freed from excessive commit noise</li>
<li>a new feature is publicly shared for everyone to learn, criticize, and improve</li>
<li>guest (platform agnostic)<ul>
<li>provides networking representation</li>
<li>used by cross-platform C++ code</li>
</ul>
</li>
<li>host (specific platform)<ul>
<li>polls guest for pending requests</li>
<li>processes them</li>
<li>reports results back to the guest</li>
</ul>
</li>
</ul>
<p>When we publicly share our knowledge:</p>
<p><a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/05.NodeSelection">Node selection example</a> was straightforward and caused no troubles.</p>
<p><strong>The change in handling dependencies</strong></p>
<p>For over a year we had to deal with the following
<a href="http://forum.openscenegraph.org/viewtopic.php?t=17443">shortcomings</a> when building OpenSceneGraph across platforms
using conventional methods:</p>
<ul>
<li>we must create documentation for everyone (including ourselves later) to understand what's going on</li>
<li>we must not use hacks because that would break your trust in us</li>
<li>macOS builds failing due to certain compile flags we use</li>
<li>hacking PNG plugin safety guards to have PNG support under Android</li>
<li>iOS simulator and device builds of the same example being in separate Xcode projects</li>
<li>OpenSceneGraph taking 20-30 minutes to build</li>
</ul>
<p>From now on, all new features like input handling, Mahjong layout loading,
resource caching, etc. are going to be first implemented as examples.
We call this example-driven development.</p>
<p>That's it for explaining how the third OpenSceneGraph cross-platform example
opened our eyes to example-driven development.</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p>These shortcomings were slowing us down and complicating the development of
new examples. Upon hitting these problems ten more times this month we decided
it was time to solve them once and for all. Now OpenSceneGraph is built as part
of each example in 2-3 minutes, and there's no more dependency magic involved.
We took the same approach of building dependencies as part of each example to
other external libraries like Mongoose and libpng-android, too.</p>
<p>With these obstacles out of the way, we can now iterate faster. Just in time
for the next technical demonstration of Mahjong 2!</p>
<p>That's it for describing two new OpenSceneGraph cross-platform examples and
the change in handling dependencies.</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -108,18 +122,41 @@ opened our eyes to example-driven development.</p><p class="subheader">Category:


<article>
<a href="http://opengamestudio.org/example-driven-development.html"><h3 class="article-title">Example-driven development</h3></a>
<h6 class="subheader" title="2018-06-27T00:00:00+03:00">Ср 27 июня 2018
<a class="button secondary small translation-button" href="http://opengamestudio.org/example-driven-development-ru.html">ru</a>

</h6><p><img alt="Screenshot" src="http://opengamestudio.org/2018-06-27-example-driven-development.png"></p>
<p>This article explains how the third OpenSceneGraph cross-platform example
opened our eyes to example-driven development.</p>
<p><strong>2018-08 EDIT</strong>: the third example has been renamed to the fourth one due to
the reasons described in the <a href="http://opengamestudio.org/examples-and-dependencies.html">next article</a>.</p>
<p><strong>The third OpenSceneGraph cross-platform example</strong></p>
<p>The third OpenSceneGraph cross-platform example explains how to implement …</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>


<a class="button radius secondary small right" href="http://opengamestudio.org/example-driven-development.html">Read More</a>
<hr class="gradient"/>
</article>



<article>
<a href="http://opengamestudio.org/openscenegraph-examples.html"><h3 class="article-title">OpenSceneGraph cross-platform examples</h3></a>
<h6 class="subheader" title="2018-04-20T00:00:00+03:00">Пт 20 Апрель 2018
<h6 class="subheader" title="2018-04-20T00:00:00+03:00">Пт 20 апреля 2018
<a class="button secondary small translation-button" href="http://opengamestudio.org/openscenegraph-examples-ru.html">ru</a>

</h6><p><img alt="Screenshot" src="http://opengamestudio.org/2018-04-20-openscenegraph-examples.png" /></p>
</h6><p><img alt="Screenshot" src="http://opengamestudio.org/2018-04-20-openscenegraph-examples.png"></p>
<p>This article summarizes the work we did to produce the first two
cross-platform OpenSceneGraph examples.</p>
<p>By the time <a href="http://opengamestudio.org/mahjong-techdemo1-gameplay.html">the first technology demonstration of OGS Mahjong 2</a>
has been released, we've already had <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide/issues/4">issue request</a>
(to explain how to load images with OpenSceneGraph on Android) hanging for some
time. We ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
time. We considered …</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -133,10 +170,10 @@ time. We ...</p><p class="subheader">Category: <a href="http://opengamestudio.or

<article>
<a href="http://opengamestudio.org/mahjong-techdemo1-gameplay.html"><h3 class="article-title">First techdemo of OGS Mahjong 2: Gameplay</h3></a>
<h6 class="subheader" title="2018-02-16T00:00:00+03:00">Пт 16 Февраль 2018
<h6 class="subheader" title="2018-02-16T00:00:00+03:00">Пт 16 февраля 2018
<a class="button secondary small translation-button" href="http://opengamestudio.org/mahjong-techdemo1-gameplay-ru.html">ru</a>

</h6><p><img alt="Screenshot" src="http://opengamestudio.org/2018-02-16-mahjong-techdemo1-gameplay.png" /></p>
</h6><p><img alt="Screenshot" src="http://opengamestudio.org/2018-02-16-mahjong-techdemo1-gameplay.png"></p>
<p>We are glad to announce the release of the first technical demonstration of
OGS Mahjong 2. The purpose of this release was to verify gameplay across
supported platforms.</p>
@@ -146,7 +183,7 @@ supported platforms.</p>
<li>Get <a href="https://drive.google.com/open?id=1KW8IEN8Dpz8ODeg8BctVSJyzj9-AL9hR">Android version</a></li>
<li>Get <a href="https://drive.google.com/open?id=1oj0-OXSmEatttzn86u2vgP9SRAIC0ozB">Windows version</a></li>
<li>Get <a href="https://drive.google.com/open?id=1EX7kLIThLiMz9_W7VmBPySms3mlrF-i6">Linux version</a></li>
<li>Get <a href="https://drive.google.com/open?id=1KWnvbHzan8MpMcZPG2QC-7KWoEYbqrM2">macOS ...</a></li></ul><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<li>Get <a href="https://drive.google.com/open?id=1KWnvbHzan8MpMcZPG2QC-7KWoEYbqrM2">macOS </a></li></ul><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -160,10 +197,10 @@ supported platforms.</p>

<article>
<a href="http://opengamestudio.org/mahjong-recreation-start.html"><h3 class="article-title">Mahjong recreation start</h3></a>
<h6 class="subheader" title="2018-01-26T00:00:00+03:00">Пт 26 Январь 2018
<h6 class="subheader" title="2018-01-26T00:00:00+03:00">Пт 26 января 2018
<a class="button secondary small translation-button" href="http://opengamestudio.org/mahjong-recreation-start-ru.html">ru</a>

</h6><p><img alt="Screenshot" src="http://opengamestudio.org/2018-01-26-mahjong-recreation-start.png" /></p>
</h6><p><img alt="Screenshot" src="http://opengamestudio.org/2018-01-26-mahjong-recreation-start.png"></p>
<p>This article describes the start of Mahjong game recreation.</p>
<p><strong>Plan</strong></p>
<p>We started Mahjong recreation endeavour by composing a brief plan to get gameplay with minimal graphics:</p>
@@ -174,7 +211,7 @@ supported platforms.</p>
<li>Implement selection</li>
<li>Implement matching</li>
</ul>
<p>Just like any other plan, this one looked fine at ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p>Just like any other plan, this one looked fine at </p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -188,15 +225,15 @@ supported platforms.</p>

<article>
<a href="http://opengamestudio.org/the-year-of-lessons.html"><h3 class="article-title">The year of lessons</h3></a>
<h6 class="subheader" title="2017-12-31T22:00:00+03:00">Вс 31 Декабрь 2017
<h6 class="subheader" title="2017-12-31T22:00:00+03:00">Вс 31 декабря 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/the-year-of-lessons-ru.html">ru</a>

</h6><p><img alt="Screenshot" src="http://opengamestudio.org/2017-12-31-celebration.jpg" /></p>
</h6><p><img alt="Screenshot" src="http://opengamestudio.org/2017-12-31-celebration.jpg"></p>
<p>So, the year 2017 is approaching its finale, the year's results have already
been summed up. We're going to take a break from igniting the fireworks or
preparation of the champagne so that we can designate our goal for the
following year.</p>
<p>As it may be clear from ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p>As it may be clear from other articles …</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -210,14 +247,14 @@ following year.</p>

<article>
<a href="http://opengamestudio.org/2017-summary.html"><h3 class="article-title">2017 summary</h3></a>
<h6 class="subheader" title="2017-11-22T00:00:00+03:00">Ср 22 Ноябрь 2017
<h6 class="subheader" title="2017-11-22T00:00:00+03:00">Ср 22 ноября 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/2017-summary-ru.html">ru</a>

</h6><p><img alt="Screenshot" src="http://opengamestudio.org/2017-11-22-2017-summary.png" /></p>
</h6><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 ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p><strong>2005.</strong> We started the project with a <a href="https://www.linuxquestions.org/questions/general-10/the-creation-of-the-best-rpg-355858/">fanatic call</a> to create the best game ever …</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -231,13 +268,13 @@ following year.</p>

<article>
<a href="http://opengamestudio.org/back-to-the-static.html"><h3 class="article-title">Back to the Static</h3></a>
<h6 class="subheader" title="2017-10-16T00:00:00+03:00">Пн 16 Октябрь 2017
<h6 class="subheader" title="2017-10-16T00:00:00+03:00">Пн 16 октября 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/back-to-the-static-ru.html">ru</a>

</h6><p><img alt="Back to the Static" src="http://opengamestudio.org/2017-10-16-back-to-the-static.png" /></p>
</h6><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 ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
It seems that this is the technology capable of …</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -251,10 +288,10 @@ It seems that this is the technology ...</p><p class="subheader">Category: <a hr

<article>
<a href="http://opengamestudio.org/mjin-world-birth.html"><h3 class="article-title">The birth of MJIN world</h3></a>
<h6 class="subheader" title="2017-09-10T00:00:00+03:00">Вс 10 Сентябрь 2017
<h6 class="subheader" title="2017-09-10T00:00:00+03:00">Вс 10 сентября 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/mjin-world-birth-ru.html">ru</a>

</h6><p><img alt="The birth of MJIN world" src="http://opengamestudio.org/2017-09-mjin-world-birth.png" /></p>
</h6><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>
@@ -262,7 +299,7 @@ It seems that this is the technology ...</p><p class="subheader">Category: <a hr
<li>run unchanged on all supported platforms</li>
<li>allow extending C++ code</li>
</ol>
<p>We have verified the second criterion by writing ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p>We have verified the second criterion by writing </p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -276,13 +313,13 @@ It seems that this is the technology ...</p><p class="subheader">Category: <a hr

<article>
<a href="http://opengamestudio.org/scripting-research.html"><h3 class="article-title">Scripting research</h3></a>
<h6 class="subheader" title="2017-08-16T00:00:00+03:00">Ср 16 Август 2017
<h6 class="subheader" title="2017-08-16T00:00:00+03:00">Ср 16 августа 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/scripting-research-ru.html">ru</a>

</h6><p><img alt="Scripting research" src="http://opengamestudio.org/2017-08-scripting-research.png" /></p>
</h6><p><img alt="Scripting research" src="http://opengamestudio.org/2017-08-scripting-research.png"></p>
<p>This article describes scripting research in July 2017.</p>
<p><strong>Our first goal of using a scripting language was to have a platform-independent code that runs unchanged on every supported platform.</strong></p>
<p>OGS Editor 0.10 supports Python for such a code thanks to <a href="http://swig.org/">SWIG</a>. SWIG provides a way to wrap almost any ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p>OGS Editor 0.10 supports Python for such a code thanks to <a href="http://swig.org/">SWIG</a>. SWIG provides a way to wrap almost any </p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -291,26 +328,6 @@ It seems that this is the technology ...</p><p class="subheader">Category: <a hr
<hr class="gradient"/>
</article>



<article>
<a href="http://opengamestudio.org/openscenegraph-cross-platform-guide.html"><h3 class="article-title">OpenSceneGraph cross-platform guide</h3></a>
<h6 class="subheader" title="2017-07-17T00:00:00+03:00">Пн 17 Июль 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/openscenegraph-cross-platform-guide-ru.html">ru</a>

</h6><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 ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>


<a class="button radius secondary small right" href="http://opengamestudio.org/openscenegraph-cross-platform-guide.html">Read More</a>
<hr class="gradient"/>
</article>

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<h6 class="subheader">Page 1 of 5</h6>


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@@ -48,14 +48,34 @@


<article>
<a href="http://opengamestudio.org/openscenegraph-cross-platform-guide.html"><h3 class="article-title">OpenSceneGraph cross-platform guide</h3></a>
<h6 class="subheader" title="2017-07-17T00:00:00+03:00">Пн 17 июля 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/openscenegraph-cross-platform-guide-ru.html">ru</a>

</h6><p><img alt="OpenSceneGraph guide" src="http://opengamestudio.org/2017-07-openscenegraph-guide.png"></p>
<p>This article summarizes the work we did to produce OpenSceneGraph cross-platform guide.</p>
<p>June marked the finish of <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide">OpenSceneGraph cross-platform guide</a> with the publishing of the last (initially planned) tutorial. The tutorial describes <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide/tree/master/1.10.SampleWeb">how to build and run sample OpenSceneGraph application in Web</a> using Emscripten.
In case you missed it, here's …</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>


<a class="button radius secondary small right" href="http://opengamestudio.org/openscenegraph-cross-platform-guide.html">Read More</a>
<hr class="gradient"/>
</article>



<article>
<a href="http://opengamestudio.org/ios-tutorial.html"><h3 class="article-title">iOS tutorial</h3></a>
<h6 class="subheader" title="2017-06-08T10:00:00+03:00">Чт 08 Июнь 2017
<h6 class="subheader" title="2017-06-08T10:00:00+03:00">Чт 08 июня 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/ios-tutorial-ru.html">ru</a>

</h6><p><img alt="iOS tutorial" src="http://opengamestudio.org/2017-06-08-ios-refactoring.png" /></p>
</h6><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 ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p><a href="https://twitter.com/OpenGameStudio/status/826816343433498627">This February</a> we managed to get simple model rendered under iOS in just a few days. We expected to finish iOS tutorial in no time. However, the reality reminded us: it's easy to come up …</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

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

<article>
<a href="http://opengamestudio.org/osg-sample.html"><h3 class="article-title">OpenSceneGraph sample</h3></a>
<h6 class="subheader" title="2017-05-12T00:00:00+03:00">Пт 12 Май 2017
<h6 class="subheader" title="2017-05-12T00:00:00+03:00">Пт 12 мая 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/osg-sample-ru.html">ru</a>

</h6><p><img alt="OSG sample" src="http://opengamestudio.org/2017-05_osg-sample.png" /></p>
</h6><p><img alt="OSG sample" src="http://opengamestudio.org/2017-05_osg-sample.png"></p>
<p>This article describes creation of the tutorials for building sample OpenSceneGraph application under Linux, macOS, Windows, and Android in April 2017.</p>
<p>Previous tutorials described how to install OpenSceneGraph under Linux, macOS, Windows and render a model using the standard <strong>osgviewer</strong> tool. This time we worked on a <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide-application">sample OpenSceneGraph application ...</a></p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p>Previous tutorials described how to install OpenSceneGraph under Linux, macOS, Windows and render a model using the standard <strong>osgviewer</strong> tool. This time we worked on a <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide-application">sample OpenSceneGraph application </a></p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

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

<article>
<a href="http://opengamestudio.org/its-all-fine.html"><h3 class="article-title">It's all fine</h3></a>
<h6 class="subheader" title="2017-04-07T00:00:00+03:00">Пт 07 Апрель 2017
<h6 class="subheader" title="2017-04-07T00:00:00+03:00">Пт 07 апреля 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/its-all-fine-ru.html">ru</a>

</h6><p><img alt="ItsAllFine" src="http://opengamestudio.org/2017-04_its-all-fine.png" /></p>
</h6><p><img alt="ItsAllFine" src="http://opengamestudio.org/2017-04_its-all-fine.png"></p>
<p>This article describes creation of the first four OpenSceneGraph tutorials in March 2017.</p>
<p>The <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide/">first four OpenSceneGraph tutorials</a> explain how to create a cube model with Blender and display the model under Linux, macOS, or Windows using OpenSceneGraph tool called osgviewer.</p>
<p>The whole process of creating a single tutorial turned ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p>The whole process of creating a single tutorial turned </p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

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

<article>
<a href="http://opengamestudio.org/lets-go.html"><h3 class="article-title">Let's go</h3></a>
<h6 class="subheader" title="2017-03-16T00:00:00+03:00">Чт 16 Март 2017
<h6 class="subheader" title="2017-03-16T00:00:00+03:00">Чт 16 марта 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/lets-go-ru.html">ru</a>

</h6><p><img alt="Let's go" src="http://opengamestudio.org/2017-03_lets-go.png" /></p>
</h6><p><img alt="Let's go" src="http://opengamestudio.org/2017-03_lets-go.png"></p>
<p>In this article we describe our progress in January and February of 2017: rendering under iOS/Web and a new tutorial tool.</p>
<p><strong>Rendering under iOS/Web</strong></p>
<p>To our surprise, we got a simple red cube rendered under <a href="https://twitter.com/OpenGameStudio/status/826816343433498627">iOS</a> and <a href="https://twitter.com/OpenGameStudio/status/829731986264698881">Web</a> pretty fast: in early February. However, this is only the ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p>To our surprise, we got a simple red cube rendered under <a href="https://twitter.com/OpenGameStudio/status/826816343433498627">iOS</a> and <a href="https://twitter.com/OpenGameStudio/status/829731986264698881">Web</a> pretty fast: in early February. However, this is only the </p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

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

<article>
<a href="http://opengamestudio.org/the-year-of-challenges.html"><h3 class="article-title">The year of challenges</h3></a>
<h6 class="subheader" title="2017-01-25T00:00:00+03:00">Ср 25 Январь 2017
<h6 class="subheader" title="2017-01-25T00:00:00+03:00">Ср 25 января 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/the-year-of-challenges-ru.html">ru</a>

</h6><p><img alt="The year of challenges" src="http://opengamestudio.org/2017-01_the-year-of-challenges.png" /></p>
</h6><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 ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p><img alt="Android rendering" src="http://opengamestudio.org/2017-01_mjin-android-gles.png"></p>
<p>Some people would consider this a failure. We don't. We see a chance …</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

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

<article>
<a href="http://opengamestudio.org/2017-happy-new-year.html"><h3 class="article-title">Happy 2017</h3></a>
<h6 class="subheader" title="2016-12-31T00:00:00+03:00">Сб 31 Декабрь 2016
<h6 class="subheader" title="2016-12-31T00:00:00+03:00">Сб 31 декабря 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/2017-happy-new-year-ru.html">ru</a>

</h6><p><img alt="Happy new year" src="http://opengamestudio.org/2016-12-31_happy-new-year.png" /></p>
</h6><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 ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p>It may seem, that our progress stalled. Three years ago we announced the beginning of a new project (two to be precise), and now we still working on …</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

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

<article>
<a href="http://opengamestudio.org/2016-november-recap.html"><h3 class="article-title">November 2016 recap</h3></a>
<h6 class="subheader" title="2016-12-15T00:00:00+03:00">Чт 15 Декабрь 2016
<h6 class="subheader" title="2016-12-15T00:00:00+03:00">Чт 15 декабря 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/2016-november-recap-ru.html">ru</a>

</h6><p><img alt="November recap" src="http://opengamestudio.org/2016-12-15_2016-november-recap.png" /></p>
</h6><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 ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p>Once we built OpenSceneGraph for Android, it became obvious that some MJIN functionality is not suitable for Android. For example, UIQt provides a basis for OGS Editor UI. Since OGS Editor is a desktop application, we don't need UIQt …</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

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

<article>
<a href="http://opengamestudio.org/2016-october-recap.html"><h3 class="article-title">October 2016 recap</h3></a>
<h6 class="subheader" title="2016-11-19T00:00:00+03:00">Сб 19 Ноябрь 2016
<h6 class="subheader" title="2016-11-19T00:00:00+03:00">Сб 19 ноября 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/2016-october-recap-ru.html">ru</a>

</h6><p><img alt="October recap" src="http://opengamestudio.org/2016-11-19_2016-october-recap.png" /></p>
</h6><p><img alt="October recap" src="http://opengamestudio.org/2016-11-19_2016-october-recap.png"></p>
<p>This article describes how we spent a month building OpenSceneGraph (OSG) for Android: the first attempt to build OSG, the search for OSG alternatives, and the success in building OSG.</p>
<p><strong>First attempt to build OSG.</strong></p>
<p>Having no prior knowledge of Android development, we grabbed the latest Android Studio and started ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p>Having no prior knowledge of Android development, we grabbed the latest Android Studio and started </p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

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

<article>
<a href="http://opengamestudio.org/2016-tech-showcases.html"><h3 class="article-title">Technology showcases</h3></a>
<h6 class="subheader" title="2016-10-31T00:00:00+03:00">Пн 31 Октябрь 2016
<h6 class="subheader" title="2016-10-31T00:00:00+03:00">Пн 31 октября 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/2016-tech-showcases-ru.html">ru</a>

</h6><p><img alt="TechShowcases" src="http://opengamestudio.org/2016-10-31_tech-showcases.png" /></p>
</h6><p><img alt="TechShowcases" src="http://opengamestudio.org/2016-10-31_tech-showcases.png"></p>
<p>In this article, we take another look at 2015-2016 live sessions' format and introduce a new showcase format for 2017.</p>
<p><strong>2015 and 2016: live sessions.</strong></p>
<p>As you know, we use live sessions to show the state of our technology and create a small functional game from scratch.
We have conducted ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
We have conducted </p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -223,28 +243,6 @@ We have conducted ...</p><p class="subheader">Category: <a href="http://opengame
<hr class="gradient"/>
</article>



<article>
<a href="http://opengamestudio.org/2016-september-recap.html"><h3 class="article-title">September 2016 recap</h3></a>
<h6 class="subheader" title="2016-10-11T00:00:00+03:00">Вт 11 Октябрь 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/2016-september-recap-ru.html">ru</a>

</h6><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 ...</p></li></ol><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>


<a class="button radius secondary small right" href="http://opengamestudio.org/2016-september-recap.html">Read More</a>
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<article>
<a href="http://opengamestudio.org/2016-september-recap.html"><h3 class="article-title">September 2016 recap</h3></a>
<h6 class="subheader" title="2016-10-11T00:00:00+03:00">Вт 11 октября 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/2016-september-recap-ru.html">ru</a>

</h6><p><img alt="September recap" src="http://opengamestudio.org/2016-10-11_september-recap.png"></p>
<p>This article explains September 2016 live session stages: draft, rehearsal, live session itself, and publishing.</p>
<p>Even though live session takes only a few hours, we devote a whole month to prepare for it. Let's have a look at live session stages in detail.</p>
<ol>
<li>
<p><strong>Draft.</strong> Game creation for the first time …</p></li></ol><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>


<a class="button radius secondary small right" href="http://opengamestudio.org/2016-september-recap.html">Read More</a>
<hr class="gradient"/>
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<article>
<a href="http://opengamestudio.org/ogs-editor-0.10.html"><h3 class="article-title">OGS Editor 0.10 and live session materials</h3></a>
<h6 class="subheader" title="2016-10-03T00:00:00+03:00">Пн 03 Октябрь 2016
<h6 class="subheader" title="2016-10-03T00:00:00+03:00">Пн 03 октября 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/ogs-editor-0.10-ru.html">ru</a>

</h6><p><img alt="ogs-editor-0.10" src="http://opengamestudio.org/2016-10-03_ogs-editor-0.10.png" /></p>
</h6><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 ...</li></ul><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<li><strong>Mahjong Solitaire game</strong> <a href="https://sourceforge.net/projects/osrpgcreation/files/Games/MahjongSolitaire/">is available at SourceForge</a>, too. Simply …</li></ul><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

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

<article>
<a href="http://opengamestudio.org/yesterdays-live-session-short-overview.html"><h3 class="article-title">A few words about live session yesterday</h3></a>
<h6 class="subheader" title="2016-09-26T00:00:00+03:00">Пн 26 Сентябрь 2016
<h6 class="subheader" title="2016-09-26T00:00:00+03:00">Пн 26 сентября 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/yesterdays-live-session-short-overview-ru.html">ru</a>

</h6><iframe width="560" height="315" src="https://www.youtube.com/embed/_t8TGhSgJG4" frameborder="0" allowfullscreen></iframe>
@@ -92,7 +114,7 @@ We will publish live session materials later this week.</p>

<article>
<a href="http://opengamestudio.org/september-live-session-announcement-tomorrow.html"><h3 class="article-title">Live session is in 24 hours</h3></a>
<h6 class="subheader" title="2016-09-24T00:00:00+03:00">Сб 24 Сентябрь 2016
<h6 class="subheader" title="2016-09-24T00:00:00+03:00">Сб 24 сентября 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/september-live-session-announcement-tomorrow-ru.html">ru</a>

</h6><iframe width="560" height="315" src="https://www.youtube.com/embed/Fj4yHG-mV1U" frameborder="0" allowfullscreen></iframe>
@@ -111,7 +133,7 @@ We will publish live session materials later this week.</p>

<article>
<a href="http://opengamestudio.org/september-live-session-announcement.html"><h3 class="article-title">Live session: 25 September 2016</h3></a>
<h6 class="subheader" title="2016-09-17T00:00:00+03:00">Сб 17 Сентябрь 2016
<h6 class="subheader" title="2016-09-17T00:00:00+03:00">Сб 17 сентября 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/september-live-session-announcement-ru.html">ru</a>

</h6><iframe width="560" height="315" src="https://www.youtube.com/embed/Y5hOGKcQ8wA" frameborder="0" allowfullscreen></iframe>
@@ -131,13 +153,13 @@ It's time to create simple Mahjong solitaire game.</p><p class="subheader">Categ

<article>
<a href="http://opengamestudio.org/2016-august-recap.html"><h3 class="article-title">August 2016 recap</h3></a>
<h6 class="subheader" title="2016-09-03T00:00:00+03:00">Сб 03 Сентябрь 2016
<h6 class="subheader" title="2016-09-03T00:00:00+03:00">Сб 03 сентября 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/2016-august-recap-ru.html">ru</a>

</h6><p><img alt="2016-august-recap" src="http://opengamestudio.org/2016-09-03_august-recap.png" /></p>
</h6><p><img alt="2016-august-recap" src="http://opengamestudio.org/2016-09-03_august-recap.png"></p>
<p>This article explains the most important technical details about development in August: UIQt module, its refactoring, a new feature based development approach, and its benefits.</p>
<p><strong>UIQt module</strong> is a collection of UI components backed by Qt. We only use it for Editor UI at the moment.</p>
<p>Here is a list ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p>Here is a list </p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -151,7 +173,7 @@ It's time to create simple Mahjong solitaire game.</p><p class="subheader">Categ

<article>
<a href="http://opengamestudio.org/back-to-social-networks.html"><h3 class="article-title">We’re back to social networks</h3></a>
<h6 class="subheader" title="2016-08-18T00:00:00+03:00">Чт 18 Август 2016
<h6 class="subheader" title="2016-08-18T00:00:00+03:00">Чт 18 августа 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/back-to-social-networks-ru.html">ru</a>

</h6><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>
@@ -169,11 +191,11 @@ It's time to create simple Mahjong solitaire game.</p><p class="subheader">Categ

<article>
<a href="http://opengamestudio.org/once-mahjong-always-mahjong.html"><h3 class="article-title">Once Mahjong – always Mahjong</h3></a>
<h6 class="subheader" title="2016-08-10T00:00:00+03:00">Ср 10 Август 2016
<h6 class="subheader" title="2016-08-10T00:00:00+03:00">Ср 10 августа 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/once-mahjong-always-mahjong-ru.html">ru</a>

</h6><p>We started Opensource Game Studio project a long time ago. We wanted to provide open source community with tools to create games. However, it was unclear what tools' purpose was. So we decided to start small: create a game first.</p>
<p>It took us 3 years to reach the first goal ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p>It took us 3 years to reach the first goal </p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -187,7 +209,7 @@ It's time to create simple Mahjong solitaire game.</p><p class="subheader">Categ

<article>
<a href="http://opengamestudio.org/ogs-editor-0.9.html"><h3 class="article-title">May 2016 live session materials</h3></a>
<h6 class="subheader" title="2016-05-29T00:00:00+03:00">Вс 29 Май 2016
<h6 class="subheader" title="2016-05-29T00:00:00+03:00">Вс 29 мая 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/ogs-editor-0.9-ru.html">ru</a>

</h6><iframe width="560" height="315" src="https://www.youtube.com/embed/8gHYOkMRoos?list=PLWMTZqE4MAMKp3wP1N63xbdhdgfKi-d-J" frameborder="0" allowfullscreen></iframe>
@@ -195,7 +217,7 @@ It's time to create simple Mahjong solitaire game.</p><p class="subheader">Categ
<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><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<li>Domino project </li></ol><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -209,7 +231,7 @@ It's time to create simple Mahjong solitaire game.</p><p class="subheader">Categ

<article>
<a href="http://opengamestudio.org/may-live-session-announcement.html"><h3 class="article-title">Live session: 28 May 2016</h3></a>
<h6 class="subheader" title="2016-05-17T00:00:00+03:00">Вт 17 Май 2016
<h6 class="subheader" title="2016-05-17T00:00:00+03:00">Вт 17 мая 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/may-live-session-announcement-ru.html">ru</a>

</h6><p>We're glad to annouce that the <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> session will take place on <a title="Local time" href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio+May+live+session&iso=20160528T12&p1=37&ah=3">28 May 2016 at 12:00 CEST</a>. Join us!</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
@@ -221,24 +243,6 @@ It's time to create simple Mahjong solitaire game.</p><p class="subheader">Categ
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</article>



<article>
<a href="http://opengamestudio.org/may-live-session-decision.html"><h3 class="article-title">May live session (Editor 0.9)</h3></a>
<h6 class="subheader" title="2016-04-24T00:00:00+03:00">Вс 24 Апрель 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/may-live-session-decision-ru.html">ru</a>

</h6><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 ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>


<a class="button radius secondary small right" href="http://opengamestudio.org/may-live-session-decision.html">Read More</a>
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<article>
<a href="http://opengamestudio.org/may-live-session-decision.html"><h3 class="article-title">May live session (Editor 0.9)</h3></a>
<h6 class="subheader" title="2016-04-24T00:00:00+03:00">Вс 24 апреля 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/may-live-session-decision-ru.html">ru</a>

</h6><p>As you know, the previously published roadmap assumed, that we would hold a live session in April and it would feature a ping-pong game created with Editor 0.9.</p>
<p>We have to admit, our abilities to plan are not yet good enough. That's why the next live session will take …</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>


<a class="button radius secondary small right" href="http://opengamestudio.org/may-live-session-decision.html">Read More</a>
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<article>
<a href="http://opengamestudio.org/rolling-ball.html"><h3 class="article-title">"Rolling ball" live session videos and downloads</h3></a>
<h6 class="subheader" title="2016-02-10T00:00:00+03:00">Ср 10 Февраль 2016
<h6 class="subheader" title="2016-02-10T00:00:00+03:00">Ср 10 февраля 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/rolling-ball-ru.html">ru</a>

</h6><p>Since we held 2 live sessions to create "Rolling ball" game, here are 2 YouTube videos of the process:</p>
@@ -60,7 +78,7 @@

<p>"Rolling ball" game for Linux (Debian based), OS X (10.9+), Windows <a title="SourceForge" href="http://sourceforge.net/projects/osrpgcreation/files/Games/RollingBall/">is available at SourceForge</a>.
Simply unpack it and launch the run script.</p>
<p>Editor 0.8 <a title="SourceForge" href="http://sourceforge.net/projects/osrpgcreation/files/Editor/jenkins/46_2016-01-30_22-20-41_0.8.0/">is available at SourceForge ...</a></p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p>Editor 0.8 <a title="SourceForge" href="http://sourceforge.net/projects/osrpgcreation/files/Editor/jenkins/46_2016-01-30_22-20-41_0.8.0/">is available at SourceForge </a></p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

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

<article>
<a href="http://opengamestudio.org/rolling-ball-live-session-pt2.html"><h3 class="article-title">Game creation live session (part 2): 7 February 2016</h3></a>
<h6 class="subheader" title="2016-02-02T00:00:00+03:00">Вт 02 Февраль 2016
<h6 class="subheader" title="2016-02-02T00:00:00+03:00">Вт 02 февраля 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/rolling-ball-live-session-pt2-ru.html">ru</a>

</h6><p>Unfortunately, we have failed to finish creation of the simple "Rolling ball" game in 3 hours. That's why we will hold the second <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> session on <a title="Local time" href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio%3A+Game+creation+live+session%2C+part+2&iso=20160207T12&p1=37&ah=3">7 February 2016 at 12:00 CET</a>. Let's finish the game!</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
@@ -91,7 +109,7 @@ Simply unpack it and launch the run script.</p>

<article>
<a href="http://opengamestudio.org/january-live-session-announcement.html"><h3 class="article-title">Game creation live session: 31 January 2016</h3></a>
<h6 class="subheader" title="2016-01-25T00:00:00+03:00">Пн 25 Январь 2016
<h6 class="subheader" title="2016-01-25T00:00:00+03:00">Пн 25 января 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/january-live-session-announcement-ru.html">ru</a>

</h6><p>We're glad to annouce that the <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> session will take place on <a title="Local time" href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio%3A+Game+creation+live+session&iso=20160131T12&p1=37&ah=3">31 January 2016 at 12:00 CET</a>. Join us!</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
@@ -108,11 +126,11 @@ Simply unpack it and launch the run script.</p>

<article>
<a href="http://opengamestudio.org/january-live-session-decision.html"><h3 class="article-title">SOON: Creating a simple game live (Editor 0.8)</h3></a>
<h6 class="subheader" title="2016-01-21T00:00:00+03:00">Чт 21 Январь 2016
<h6 class="subheader" title="2016-01-21T00:00:00+03:00">Чт 21 января 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/january-live-session-decision-ru.html">ru</a>

</h6><p>We are ready to present Editor 0.8 with Player. The live session will be held at <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> SOON. We will show you how to create a simple game with sounds from scratch. And this time it will not need an Editor to run.
The exact date and time is ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
The exact date and time is </p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -126,11 +144,11 @@ The exact date and time is ...</p><p class="subheader">Category: <a href="http:/

<article>
<a href="http://opengamestudio.org/2016-roadmap.html"><h3 class="article-title">Roadmap for 2016</h3></a>
<h6 class="subheader" title="2015-12-26T00:00:00+03:00">Сб 26 Декабрь 2015
<h6 class="subheader" title="2015-12-26T00:00:00+03:00">Сб 26 декабря 2015
<a class="button secondary small translation-button" href="http://opengamestudio.org/2016-roadmap-ru.html">ru</a>

</h6><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 ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p>Here's the revised …</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -144,7 +162,7 @@ The exact date and time is ...</p><p class="subheader">Category: <a href="http:/

<article>
<a href="http://opengamestudio.org/livesession-materials-editor-07.html"><h3 class="article-title">Live session video and downloads</h3></a>
<h6 class="subheader" title="2015-11-15T00:00:00+03:00">Вс 15 Ноябрь 2015
<h6 class="subheader" title="2015-11-15T00:00:00+03:00">Вс 15 ноября 2015
<a class="button secondary small translation-button" href="http://opengamestudio.org/livesession-materials-editor-07-ru.html">ru</a>

</h6><p>If you missed the live session, you can watch it here:
@@ -152,7 +170,7 @@ The exact date and time is ...</p><p class="subheader">Category: <a href="http:/
<p>You can download the resulting project here:
<a href="https://github.com/OGStudio/liveSessionWhacAMole/archive/master.zip">https://github.com/OGStudio/liveSessionWhacAMole/archive/master.zip</a></p>
<p>The latest editor can be found here:
<a href="http://sourceforge.net/projects/osrpgcreation/files/Editor/jenkins/42_2015-11-13_08-16-46_0.7.4/">http://sourceforge.net/projects/osrpgcreation/files/Editor/jenkins/42_2015-11-13_08-16-46_0 ...</a></p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<a href="http://sourceforge.net/projects/osrpgcreation/files/Editor/jenkins/42_2015-11-13_08-16-46_0.7.4/">http://sourceforge.net/projects/osrpgcreation/files/Editor/jenkins/42_2015-11-13_08-16-46_0 </a></p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -166,7 +184,7 @@ The exact date and time is ...</p><p class="subheader">Category: <a href="http:/

<article>
<a href="http://opengamestudio.org/livesession-editor-07.html"><h3 class="article-title">Creating a simple game live: 15 November 2015</h3></a>
<h6 class="subheader" title="2015-11-09T00:00:00+03:00">Пн 09 Ноябрь 2015
<h6 class="subheader" title="2015-11-09T00:00:00+03:00">Пн 09 ноября 2015
<a class="button secondary small translation-button" href="http://opengamestudio.org/livesession-editor-07-ru.html">ru</a>

</h6><p>We're glad to annouce that the <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> session will take place on <a title="Local time" href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Whac-a-mole+game+from+scratch+live&amp;iso=20151115T12&amp;p1=37&amp;ah=3">15 November 2015 at 12:00 CET</a>. Join us!</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
@@ -183,13 +201,13 @@ The exact date and time is ...</p><p class="subheader">Category: <a href="http:/

<article>
<a href="http://opengamestudio.org/soon-game-creation-editor-07.html"><h3 class="article-title">SOON: Creating a simple game live (Editor 0.7)</h3></a>
<h6 class="subheader" title="2015-11-02T00:00:00+03:00">Пн 02 Ноябрь 2015
<h6 class="subheader" title="2015-11-02T00:00:00+03:00">Пн 02 ноября 2015
<a class="button secondary small translation-button" href="http://opengamestudio.org/soon-game-creation-editor-07-ru.html">ru</a>

</h6><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 ...</li></ol><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<li>it's inappropriate to be presented in …</li></ol><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -203,11 +221,11 @@ The exact date and time is ...</p><p class="subheader">Category: <a href="http:/

<article>
<a href="http://opengamestudio.org/bye-desura-hello-humblebundle.html"><h3 class="article-title">Desura no more, hello Humble Bundle Widget</h3></a>
<h6 class="subheader" title="2015-07-23T00:00:00+03:00">Чт 23 Июль 2015
<h6 class="subheader" title="2015-07-23T00:00:00+03:00">Чт 23 июля 2015
<a class="button secondary small translation-button" href="http://opengamestudio.org/bye-desura-hello-humblebundle-ru.html">ru</a>

</h6><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 ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p>Here it …</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -216,23 +234,6 @@ The exact date and time is ...</p><p class="subheader">Category: <a href="http:/
<hr class="gradient"/>
</article>



<article>
<a href="http://opengamestudio.org/test-chamber-for-everyone.html"><h3 class="article-title">Test chamber for everyone (Editor 0.7.0)</h3></a>
<h6 class="subheader" title="2015-07-22T00:00:00+03:00">Ср 22 Июль 2015
<a class="button secondary small translation-button" href="http://opengamestudio.org/test-chamber-for-everyone-ru.html">ru</a>

</h6><p>As you know, the main goal of Editor 0.7.0 is the ability to create the <a title="Test chamber" href="https://youtu.be/9_6seUWcPbU" target="_blank">test chamber</a> with it. It needs Actions' system and a few stability fixes for that. We are going to publish a detailed article describing how to create the test chamber, too, so that ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>


<a class="button radius secondary small right" href="http://opengamestudio.org/test-chamber-for-everyone.html">Read More</a>
<hr class="gradient"/>
</article>

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<h6 class="subheader">Page 4 of 5</h6>


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<article>
<a href="http://opengamestudio.org/test-chamber-for-everyone.html"><h3 class="article-title">Test chamber for everyone (Editor 0.7.0)</h3></a>
<h6 class="subheader" title="2015-07-22T00:00:00+03:00">Ср 22 июля 2015
<a class="button secondary small translation-button" href="http://opengamestudio.org/test-chamber-for-everyone-ru.html">ru</a>

</h6><p>As you know, the main goal of Editor 0.7.0 is the ability to create the <a title="Test chamber" href="https://youtu.be/9_6seUWcPbU" target="_blank">test chamber</a> with it. It needs Actions' system and a few stability fixes for that. We are going to publish a detailed article describing how to create the test chamber, too, so that …</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>


<a class="button radius secondary small right" href="http://opengamestudio.org/test-chamber-for-everyone.html">Read More</a>
<hr class="gradient"/>
</article>



<article>
<a href="http://opengamestudio.org/2015-roadmap.html"><h3 class="article-title">Roadmap for 2015-2016</h3></a>
<h6 class="subheader" title="2015-07-19T00:00:00+03:00">Вс 19 Июль 2015
<h6 class="subheader" title="2015-07-19T00:00:00+03:00">Вс 19 июля 2015
<a class="button secondary small translation-button" href="http://opengamestudio.org/2015-roadmap-ru.html">ru</a>

</h6><p>As promised, we have come up with a list of milestones and their approximate dates for the coming year:</p>
<ol>
<li>Editor 0.7.0 (October 2015) - Actions' system: we recreate the <a title="Test chamber" href="https://youtu.be/9_6seUWcPbU" target="_blank">test chamber</a></li>
<li>Editor 0.8.0 (December 2015) - Sound system</li>
<li>Editor 0.9.0 (February 2016) - Particles' system and minimal ...</li></ol><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<li>Editor 0.9.0 (February 2016) - Particles' system and minimal </li></ol><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

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

<article>
<a href="http://opengamestudio.org/editor-06.html"><h3 class="article-title">Editor 0.6.0</h3></a>
<h6 class="subheader" title="2015-06-28T00:00:00+03:00">Вс 28 Июнь 2015
<h6 class="subheader" title="2015-06-28T00:00:00+03:00">Вс 28 июня 2015
<a class="button secondary small translation-button" href="http://opengamestudio.org/editor-06-ru.html">ru</a>

</h6><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>
@@ -81,7 +98,7 @@
<li>Node rotation along X axis</li>
<li>Node scripting support</li>
<li>Thumbnail dialog to preview models when editing scene node model properties</li>
<li>Node copying ...</li></ol><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<li>Node copying </li></ol><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

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

<article>
<a href="http://opengamestudio.org/editor-06-roadmap.html"><h3 class="article-title">Editor 0.5.0 and plans for 0.6.0</h3></a>
<h6 class="subheader" title="2015-04-15T00:00:00+03:00">Ср 15 Апрель 2015
<h6 class="subheader" title="2015-04-15T00:00:00+03:00">Ср 15 апреля 2015
<a class="button secondary small translation-button" href="http://opengamestudio.org/editor-06-roadmap-ru.html">ru</a>

</h6><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>
@@ -103,7 +120,7 @@
<p>Editor 0.6.0 planned features:</p>
<ol>
<li>Camera node editing</li>
<li>Light ...</li></ol><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<li>Light </li></ol><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>



+ 1
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@@ -50,7 +50,7 @@
title="Permalink to Редактор 0.5.0 и планы для 0.6.0">Редактор 0.5.0 и планы для 0.6.0</a></h3>
</header>

<h6 class="subheader" title="2015-04-15T00:00:00+03:00">Ср 15 Апрель 2015
<h6 class="subheader" title="2015-04-15T00:00:00+03:00">Ср 15 апреля 2015
<a class="button secondary small translation-button" href="http://opengamestudio.org/editor-06-roadmap.html">en</a>

</h6> <p>Мы завершили работу над версией 0.5.0 редактора. Как было запланировано, эта версия содержит редактирование узлов сцены, браузер свойств, поддеркжу Qt5. Вы можете <a title="Editor 0.5.0" href="https://youtu.be/Vb2Q6IuQDbo" target="_blank">увидеть 0.5.0 в действии здесь</a>. </p>


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@@ -50,7 +50,7 @@
title="Permalink to Editor 0.5.0 and plans for 0.6.0">Editor 0.5.0 and plans for 0.6.0</a></h3>
</header>

<h6 class="subheader" title="2015-04-15T00:00:00+03:00">Ср 15 Апрель 2015
<h6 class="subheader" title="2015-04-15T00:00:00+03:00">Ср 15 апреля 2015
<a class="button secondary small translation-button" href="http://opengamestudio.org/editor-06-roadmap-ru.html">ru</a>

</h6> <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>


+ 1
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@@ -50,7 +50,7 @@
title="Permalink to Редактор 0.6.0">Редактор 0.6.0</a></h3>
</header>

<h6 class="subheader" title="2015-06-28T00:00:00+03:00">Вс 28 Июнь 2015
<h6 class="subheader" title="2015-06-28T00:00:00+03:00">Вс 28 июня 2015
<a class="button secondary small translation-button" href="http://opengamestudio.org/editor-06.html">en</a>

</h6> <p>Мы завершили работу над версией 0.6.0 редактора. Вы можете <a title="Editor 0.6.0" href="https://youtu.be/q85GcC6l4Tw" target="_blank">увидеть 0.6.0 в действии здесь</a>. </p>


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@@ -50,7 +50,7 @@
title="Permalink to Editor 0.6.0">Editor 0.6.0</a></h3>
</header>

<h6 class="subheader" title="2015-06-28T00:00:00+03:00">Вс 28 Июнь 2015
<h6 class="subheader" title="2015-06-28T00:00:00+03:00">Вс 28 июня 2015
<a class="button secondary small translation-button" href="http://opengamestudio.org/editor-06-ru.html">ru</a>

</h6> <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>


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@@ -50,12 +50,14 @@
title="Permalink to Разработка через создание примеров">Разработка через создание примеров</a></h3>
</header>

<h6 class="subheader" title="2018-06-27T00:00:00+03:00">Ср 27 Июнь 2018
<h6 class="subheader" title="2018-06-27T00:00:00+03:00">Ср 27 июня 2018
<a class="button secondary small translation-button" href="http://opengamestudio.org/example-driven-development.html">en</a>

</h6> <p><img alt="Screenshot" src="http://opengamestudio.org/2018-06-27-example-driven-development.png" /></p>
</h6> <p><img alt="Screenshot" src="http://opengamestudio.org/2018-06-27-example-driven-development.png"></p>
<p>Эта статья описывает то, как создание третьего кросс-платформенного примера
OpenSceneGraph привело нас к разработке через создание примеров.</p>
<p><strong>ИЗМЕНЕНИЯ ОТ 2018-08</strong>: третий пример был переименован в четвёртый в связи
с причинами, изложенными в <a href="http://opengamestudio.org/examples-and-dependencies-ru.html">следующей статье</a>.</p>
<p><strong>Третий кросс-платформенный пример OpenSceneGraph</strong></p>
<p>Третий кросс-платформенный пример OpenSceneGraph содержит реализацию
<a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/03.RemoteDebugging">удалённой отладки, работающей на всех поддерживаемых платформах</a>.


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@@ -50,15 +50,17 @@
title="Permalink to Example-driven development">Example-driven development</a></h3>
</header>

<h6 class="subheader" title="2018-06-27T00:00:00+03:00">Ср 27 Июнь 2018
<h6 class="subheader" title="2018-06-27T00:00:00+03:00">Ср 27 июня 2018
<a class="button secondary small translation-button" href="http://opengamestudio.org/example-driven-development-ru.html">ru</a>

</h6> <p><img alt="Screenshot" src="http://opengamestudio.org/2018-06-27-example-driven-development.png" /></p>
</h6> <p><img alt="Screenshot" src="http://opengamestudio.org/2018-06-27-example-driven-development.png"></p>
<p>This article explains how the third OpenSceneGraph cross-platform example
opened our eyes to example-driven development.</p>
<p><strong>2018-08 EDIT</strong>: the third example has been renamed to the fourth one due to
the reasons described in the <a href="http://opengamestudio.org/examples-and-dependencies.html">next article</a>.</p>
<p><strong>The third OpenSceneGraph cross-platform example</strong></p>
<p>The third OpenSceneGraph cross-platform example explains how to implement
<a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/03.RemoteDebugging">remote debugging across platforms</a>. This example is less about
<a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/04.RemoteDebugging">remote debugging across platforms</a>. This example is less about
OpenSceneGraph and more about different platforms.</p>
<p>Remote anything nowadays assumes the use of HTTP(s) over TCP/IP. Thus, the
first idea was to embed HTTP server into an application and let HTTP clients


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@@ -0,0 +1,183 @@
<!DOCTYPE html>
<head>
<meta charset="utf-8" />
<!-- Set the viewport width to device width for mobile -->
<meta name="viewport" content="width=device-width" />

<title>Примеры и зависимости</title>

<link rel="stylesheet" href="http://opengamestudio.org/theme/css/normalize.css" />
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</head>

<body>

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<!-- Show menu items and pages -->
<div class="row">
<div class="large-12 columns top-bar">
<h1><a href="http://opengamestudio.org">Opensource Game Studio</a></h1>
</div>
</div>
<div class="row top-menu">
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<a href="/pages/projects.html" class="menu-button secondary">Projects</a>
<a href="/pages/about.html" class="menu-button secondary">About</a>

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<header>
<h3 class="article-title"><a href="http://opengamestudio.org/examples-and-dependencies-ru.html" rel="bookmark"
title="Permalink to Примеры и зависимости">Примеры и зависимости</a></h3>
</header>

<h6 class="subheader" title="2018-08-21T00:00:00+03:00">Вт 21 августа 2018
<a class="button secondary small translation-button" href="http://opengamestudio.org/examples-and-dependencies.html">en</a>

</h6> <p><img alt="Screenshot" src="http://opengamestudio.org/2018-08-21-examples-and-dependencies.png"></p>
<p>Эта статья описывает два новых кросс-платформенных примера OpenSceneGraph
и изменение в работе с зависимостями.</p>
<p><strong>Примеры клиента HTTP и выбора узла сцены</strong></p>
<p>После окончания работы над <a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/04.RemoteDebugging">примером удалённой отладки</a> и
<a href="http://opengamestudio.org/example-driven-development.html">сообщения об этом</a> мы с удивлением обнаружили, что
безопасное соединение HTTPS между отлаживаемым приложением и брокером
отладки работало лишь в веб-версии примера. Десктопная и мобильная версии
работали лишь с помощью обычного соединения HTTP.</p>
<p>Т.к. текущая схема отладки не имеет авторизации, отладка по обычному соединению
HTTP не несёт никаких проблем. Однако, если мы хотим получить доступ к ресурсам,
расположенным на популярных сайтах вроде GitHub и BitBucket, мы обязаны
поддерживать HTTPS.</p>
<p>Необходимость поддержки HTTPS на каждой платформе побудила нас создать
<a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/03.HTTPClient">пример клиента HTTP</a>. Оказалось, что каждая платформа имеет
собственные правила по работе с HTTPS:</p>
<ul>
<li>веб (Emscripten) предоставляет Fetch API</li>
<li>десктоп может использовать Mongoose с OpenSSL</li>
<li>Android предоставляет HttpUrlConnection в языке Java</li>
<li>iOS предоставляет NSURLSession в языке Objective-C</li>
</ul>
<p>Необходимость поддержки разных языков на разных платформах привела к
созданию так называемого шаблона "хозяин-гость":</p>
<ul>
<li>гость (не привязан к платформе)<ul>
<li>имеет сетевое представление</li>
<li>используется кросс-платформенным кодом на C++</li>
</ul>
</li>
<li>хозяин (определённая платформа)<ul>
<li>опрашивает гостя на наличие ожидающих выполнение запросов</li>
<li>обрабатывает их</li>
<li>сообщает результат гостю</li>
</ul>
</li>
</ul>
<p><a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/05.NodeSelection">Пример выбора узла сцены</a> оказался простым и не создал особых проблем.</p>
<p><strong>Изменение в работе с зависимостями</strong></p>
<p>Больше года нам приходилось жить со следующими <a href="http://forum.openscenegraph.org/viewtopic.php?t=17443">недостатками</a>
сборки OpenSceneGraph официальными средствами:</p>
<ul>
<li>проблемы сборки под macOS ввиду использования определённых флагов сборки</li>
<li>обход механизмов проверки зависимостей для использования PNG на Android</li>
<li>принадлежность сборок iOS под симулятор и устройство к разным проектам Xcode</li>
<li>ожидания в 20-30 минут для сборки OpenSceneGraph</li>
</ul>
<p>Эти недостатки замедляли нас и усложняли разработку новых примеров. После того,
как мы десятый раз столкнулись с указанными проблемами в этом месяце, мы решили
исправить их раз и навсегда. Теперь мы собираем OpenSceneGraph как часть каждого
примера за 2-3 минуты без какой-либо магии. Также мы использовали этот подход
включения зависимости как части каждого примера для остальных библиотек вроде
Mongoose и libpng-android. </p>
<p>Теперь без этих препятствий мы можем разрабатывать быстрее. Это значительно
облегчит создание следующей технической демонстрации Mahjong 2!</p>
<p>На этом мы заканчиваем описание двух новых кросс-платформенных примеров
OpenSceneGraph и изменения в работе с зависимостями.</p>
<p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>



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<h3 class="article-title"><a href="http://opengamestudio.org/examples-and-dependencies.html" rel="bookmark"
title="Permalink to Examples and dependencies">Examples and dependencies</a></h3>
</header>

<h6 class="subheader" title="2018-08-21T00:00:00+03:00">Вт 21 августа 2018
<a class="button secondary small translation-button" href="http://opengamestudio.org/examples-and-dependencies-ru.html">ru</a>

</h6> <p><img alt="Screenshot" src="http://opengamestudio.org/2018-08-21-examples-and-dependencies.png"></p>
<p>This article describes two new OpenSceneGraph cross-platform examples and the
change in handling dependencies.</p>
<p><strong>Examples of HTTP client and node selection</strong></p>
<p>Once we finished working on <a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/04.RemoteDebugging">the remote debugging example</a> and
<a href="http://opengamestudio.org/example-driven-development.html">reported its completion</a>, we were surprised by the fact
that secure HTTP connection between a debugged application and debug broker
was only working in the web version of the example. Desktop and mobile versions
only worked with insecure HTTP.</p>
<p>Since current debug scheme has no authentication, insecure debugging over HTTP
doesn't really hurt. However, if we want to access resources located at popular
sites like GitHub and BitBucket, we have to support secure HTTP.</p>
<p>The need to support HTTPS on each platform spurred us to create
<a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/03.HTTPClient">HTTP client example</a>. Turned out, each platform had its own
preferred way of doing secure HTTP:</p>
<ul>
<li>web (Emscripten) provides Fetch API</li>
<li>desktop is fine with Mongoose and OpenSSL</li>
<li>Android provides HttpUrlConnection in Java</li>
<li>iOS provides NSURLSession in Objective-C</li>
</ul>
<p>The need to support different languages on different platforms resulted
in the creation of so-called 'host-guest' pattern:</p>
<ul>
<li>guest (platform agnostic)<ul>
<li>provides networking representation</li>
<li>used by cross-platform C++ code</li>
</ul>
</li>
<li>host (specific platform)<ul>
<li>polls guest for pending requests</li>
<li>processes them</li>
<li>reports results back to the guest</li>
</ul>
</li>
</ul>
<p><a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/05.NodeSelection">Node selection example</a> was straightforward and caused no troubles.</p>
<p><strong>The change in handling dependencies</strong></p>
<p>For over a year we had to deal with the following
<a href="http://forum.openscenegraph.org/viewtopic.php?t=17443">shortcomings</a> when building OpenSceneGraph across platforms
using conventional methods:</p>
<ul>
<li>macOS builds failing due to certain compile flags we use</li>
<li>hacking PNG plugin safety guards to have PNG support under Android</li>
<li>iOS simulator and device builds of the same example being in separate Xcode projects</li>
<li>OpenSceneGraph taking 20-30 minutes to build</li>
</ul>
<p>These shortcomings were slowing us down and complicating the development of
new examples. Upon hitting these problems ten more times this month we decided
it was time to solve them once and for all. Now OpenSceneGraph is built as part
of each example in 2-3 minutes, and there's no more dependency magic involved.
We took the same approach of building dependencies as part of each example to
other external libraries like Mongoose and libpng-android, too.</p>
<p>With these obstacles out of the way, we can now iterate faster. Just in time
for the next technical demonstration of Mahjong 2!</p>
<p>That's it for describing two new OpenSceneGraph cross-platform examples and
the change in handling dependencies.</p>
<p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>



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+ 531
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feeds/all.atom.xml
File diff soppresso perché troppo grande
Vedi File


+ 254
- 43
feeds/news.atom.xml Vedi File

@@ -1,10 +1,80 @@
<?xml version="1.0" encoding="utf-8"?>
<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">&lt;p&gt;&lt;img alt="Screenshot" src="http://opengamestudio.org/2018-06-27-example-driven-development.png" /&gt;&lt;/p&gt;
<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">&lt;p&gt;&lt;img alt="Screenshot" src="http://opengamestudio.org/2018-08-21-examples-and-dependencies.png"&gt;&lt;/p&gt;
&lt;p&gt;This article describes two new OpenSceneGraph cross-platform examples and the
change in handling dependencies.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Examples of HTTP client and node selection&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Once we finished working on &lt;a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/04.RemoteDebugging"&gt;the remote debugging example&lt;/a&gt; and
&lt;a href="http://opengamestudio.org/example-driven-development.html"&gt;reported its completion&lt;/a&gt;, we were surprised by the fact
that secure HTTP connection between a debugged application and debug …&lt;/p&gt;</summary><content type="html">&lt;p&gt;&lt;img alt="Screenshot" src="http://opengamestudio.org/2018-08-21-examples-and-dependencies.png"&gt;&lt;/p&gt;
&lt;p&gt;This article describes two new OpenSceneGraph cross-platform examples and the
change in handling dependencies.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Examples of HTTP client and node selection&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Once we finished working on &lt;a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/04.RemoteDebugging"&gt;the remote debugging example&lt;/a&gt; and
&lt;a href="http://opengamestudio.org/example-driven-development.html"&gt;reported its completion&lt;/a&gt;, we were surprised by the fact
that secure HTTP connection between a debugged application and debug broker
was only working in the web version of the example. Desktop and mobile versions
only worked with insecure HTTP.&lt;/p&gt;
&lt;p&gt;Since current debug scheme has no authentication, insecure debugging over HTTP
doesn't really hurt. However, if we want to access resources located at popular
sites like GitHub and BitBucket, we have to support secure HTTP.&lt;/p&gt;
&lt;p&gt;The need to support HTTPS on each platform spurred us to create
&lt;a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/03.HTTPClient"&gt;HTTP client example&lt;/a&gt;. Turned out, each platform had its own
preferred way of doing secure HTTP:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;web (Emscripten) provides Fetch API&lt;/li&gt;
&lt;li&gt;desktop is fine with Mongoose and OpenSSL&lt;/li&gt;
&lt;li&gt;Android provides HttpUrlConnection in Java&lt;/li&gt;
&lt;li&gt;iOS provides NSURLSession in Objective-C&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;The need to support different languages on different platforms resulted
in the creation of so-called 'host-guest' pattern:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;guest (platform agnostic)&lt;ul&gt;
&lt;li&gt;provides networking representation&lt;/li&gt;
&lt;li&gt;used by cross-platform C++ code&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;li&gt;host (specific platform)&lt;ul&gt;
&lt;li&gt;polls guest for pending requests&lt;/li&gt;
&lt;li&gt;processes them&lt;/li&gt;
&lt;li&gt;reports results back to the guest&lt;/li&gt;
&lt;/ul&gt;
&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/05.NodeSelection"&gt;Node selection example&lt;/a&gt; was straightforward and caused no troubles.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;The change in handling dependencies&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;For over a year we had to deal with the following
&lt;a href="http://forum.openscenegraph.org/viewtopic.php?t=17443"&gt;shortcomings&lt;/a&gt; when building OpenSceneGraph across platforms
using conventional methods:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;macOS builds failing due to certain compile flags we use&lt;/li&gt;
&lt;li&gt;hacking PNG plugin safety guards to have PNG support under Android&lt;/li&gt;
&lt;li&gt;iOS simulator and device builds of the same example being in separate Xcode projects&lt;/li&gt;
&lt;li&gt;OpenSceneGraph taking 20-30 minutes to build&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;These shortcomings were slowing us down and complicating the development of
new examples. Upon hitting these problems ten more times this month we decided
it was time to solve them once and for all. Now OpenSceneGraph is built as part
of each example in 2-3 minutes, and there's no more dependency magic involved.
We took the same approach of building dependencies as part of each example to
other external libraries like Mongoose and libpng-android, too.&lt;/p&gt;
&lt;p&gt;With these obstacles out of the way, we can now iterate faster. Just in time
for the next technical demonstration of Mahjong 2!&lt;/p&gt;
&lt;p&gt;That's it for describing two new OpenSceneGraph cross-platform examples and
the change in handling dependencies.&lt;/p&gt;</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">&lt;p&gt;&lt;img alt="Screenshot" src="http://opengamestudio.org/2018-06-27-example-driven-development.png"&gt;&lt;/p&gt;
&lt;p&gt;This article explains how the third OpenSceneGraph cross-platform example
opened our eyes to example-driven development.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;2018-08 EDIT&lt;/strong&gt;: the third example has been renamed to the fourth one due to
the reasons described in the &lt;a href="http://opengamestudio.org/examples-and-dependencies.html"&gt;next article&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;The third OpenSceneGraph cross-platform example&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;The third OpenSceneGraph cross-platform example explains how to implement …&lt;/p&gt;</summary><content type="html">&lt;p&gt;&lt;img alt="Screenshot" src="http://opengamestudio.org/2018-06-27-example-driven-development.png"&gt;&lt;/p&gt;
&lt;p&gt;This article explains how the third OpenSceneGraph cross-platform example
opened our eyes to example-driven development.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;2018-08 EDIT&lt;/strong&gt;: the third example has been renamed to the fourth one due to
the reasons described in the &lt;a href="http://opengamestudio.org/examples-and-dependencies.html"&gt;next article&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;The third OpenSceneGraph cross-platform example&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;The third OpenSceneGraph cross-platform example explains how to implement
&lt;a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/03.RemoteDebugging"&gt;remote debugging across platforms&lt;/a&gt;. This example is less about
&lt;a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/04.RemoteDebugging"&gt;remote debugging across platforms&lt;/a&gt;. This example is less about
OpenSceneGraph and more about different platforms.&lt;/p&gt;
&lt;p&gt;Remote anything nowadays assumes the use of HTTP(s) over TCP/IP. Thus, the
first idea was to embed HTTP server into an application and let HTTP clients
@@ -41,7 +111,13 @@ beneficial it is to develop new features outside the main project:&lt;/p&gt;
resource caching, etc. are going to be first implemented as examples.
We call this example-driven development.&lt;/p&gt;
&lt;p&gt;That's it for explaining how the third OpenSceneGraph cross-platform example
opened our eyes to example-driven development.&lt;/p&gt;</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">&lt;p&gt;&lt;img alt="Screenshot" src="http://opengamestudio.org/2018-04-20-openscenegraph-examples.png" /&gt;&lt;/p&gt;
opened our eyes to example-driven development.&lt;/p&gt;</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">&lt;p&gt;&lt;img alt="Screenshot" src="http://opengamestudio.org/2018-04-20-openscenegraph-examples.png"&gt;&lt;/p&gt;
&lt;p&gt;This article summarizes the work we did to produce the first two
cross-platform OpenSceneGraph examples.&lt;/p&gt;
&lt;p&gt;By the time &lt;a href="http://opengamestudio.org/mahjong-techdemo1-gameplay.html"&gt;the first technology demonstration of OGS Mahjong 2&lt;/a&gt;
has been released, we've already had &lt;a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide/issues/4"&gt;issue request&lt;/a&gt;
(to explain how to load images with OpenSceneGraph on Android) hanging for some
time. We considered …&lt;/p&gt;</summary><content type="html">&lt;p&gt;&lt;img alt="Screenshot" src="http://opengamestudio.org/2018-04-20-openscenegraph-examples.png"&gt;&lt;/p&gt;
&lt;p&gt;This article summarizes the work we did to produce the first two
cross-platform OpenSceneGraph examples.&lt;/p&gt;
&lt;p&gt;By the time &lt;a href="http://opengamestudio.org/mahjong-techdemo1-gameplay.html"&gt;the first technology demonstration of OGS Mahjong 2&lt;/a&gt;
@@ -66,7 +142,17 @@ knowledge in the form of concrete examples. That's how
&lt;li&gt;Use PNG images with PNG plugins: this explains the requirements necessary to build and use PNG plugins&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;We will be adding new examples as we proceed with OGS Mahjong 2 development.&lt;/p&gt;
&lt;p&gt;That's it for summarizing the work we did to produce the first two cross-platform OpenSceneGraph examples.&lt;/p&gt;</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">&lt;p&gt;&lt;img alt="Screenshot" src="http://opengamestudio.org/2018-02-16-mahjong-techdemo1-gameplay.png" /&gt;&lt;/p&gt;
&lt;p&gt;That's it for summarizing the work we did to produce the first two cross-platform OpenSceneGraph examples.&lt;/p&gt;</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">&lt;p&gt;&lt;img alt="Screenshot" src="http://opengamestudio.org/2018-02-16-mahjong-techdemo1-gameplay.png"&gt;&lt;/p&gt;
&lt;p&gt;We are glad to announce the release of the first technical demonstration of
OGS Mahjong 2. The purpose of this release was to verify gameplay across
supported platforms.&lt;/p&gt;
&lt;p&gt;Get techdemo for your platform:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Run &lt;a href="https://ogstudio.github.io/game-mahjong/versions/013/mjin-player.html"&gt;Web version&lt;/a&gt; in your browser&lt;/li&gt;
&lt;li&gt;Get &lt;a href="https://drive.google.com/open?id=1KW8IEN8Dpz8ODeg8BctVSJyzj9-AL9hR"&gt;Android version&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;Get &lt;a href="https://drive.google.com/open?id=1oj0-OXSmEatttzn86u2vgP9SRAIC0ozB"&gt;Windows version&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;Get &lt;a href="https://drive.google.com/open?id=1EX7kLIThLiMz9_W7VmBPySms3mlrF-i6"&gt;Linux version&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;Get &lt;a href="https://drive.google.com/open?id=1KWnvbHzan8MpMcZPG2QC-7KWoEYbqrM2"&gt;macOS …&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;</summary><content type="html">&lt;p&gt;&lt;img alt="Screenshot" src="http://opengamestudio.org/2018-02-16-mahjong-techdemo1-gameplay.png"&gt;&lt;/p&gt;
&lt;p&gt;We are glad to announce the release of the first technical demonstration of
OGS Mahjong 2. The purpose of this release was to verify gameplay across
supported platforms.&lt;/p&gt;
@@ -85,7 +171,18 @@ supported platforms.&lt;/p&gt;
&lt;li&gt;Linux version is only available in 64-bit variant.&lt;/li&gt;
&lt;li&gt;macOS version should run on macOS Sierra or newer.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;That's it for now, have a nice testing!&lt;/p&gt;</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">&lt;p&gt;&lt;img alt="Screenshot" src="http://opengamestudio.org/2018-01-26-mahjong-recreation-start.png" /&gt;&lt;/p&gt;
&lt;p&gt;That's it for now, have a nice testing!&lt;/p&gt;</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">&lt;p&gt;&lt;img alt="Screenshot" src="http://opengamestudio.org/2018-01-26-mahjong-recreation-start.png"&gt;&lt;/p&gt;
&lt;p&gt;This article describes the start of Mahjong game recreation.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Plan&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;We started Mahjong recreation endeavour by composing a brief plan to get gameplay with minimal graphics:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Load single layout&lt;/li&gt;
&lt;li&gt;Place tiles in layout positions&lt;/li&gt;
&lt;li&gt;Distinguish tiles&lt;/li&gt;
&lt;li&gt;Implement selection&lt;/li&gt;
&lt;li&gt;Implement matching&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Just like any other plan, this one looked fine at …&lt;/p&gt;</summary><content type="html">&lt;p&gt;&lt;img alt="Screenshot" src="http://opengamestudio.org/2018-01-26-mahjong-recreation-start.png"&gt;&lt;/p&gt;
&lt;p&gt;This article describes the start of Mahjong game recreation.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Plan&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;We started Mahjong recreation endeavour by composing a brief plan to get gameplay with minimal graphics:&lt;/p&gt;
@@ -125,7 +222,12 @@ Building the plugin for Android and iOS is still waiting for us. Once we get PNG
&lt;p&gt;&lt;strong&gt;Current Mahjong game status&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;As of the time of this writing, we have implemented tile selection. &lt;a href="https://ogstudio.github.io/game-mahjong/versions/010/mjin-player.html"&gt;Try it in your browser!&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Once we finish tile matching implementation, we are going to publish the intermediate result for all supported platforms.&lt;/p&gt;
&lt;p&gt;That's it for describing the start of Mahjong game recreation.&lt;/p&gt;</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">&lt;p&gt;&lt;img alt="Screenshot" src="http://opengamestudio.org/2017-12-31-celebration.jpg" /&gt;&lt;/p&gt;
&lt;p&gt;That's it for describing the start of Mahjong game recreation.&lt;/p&gt;</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">&lt;p&gt;&lt;img alt="Screenshot" src="http://opengamestudio.org/2017-12-31-celebration.jpg"&gt;&lt;/p&gt;
&lt;p&gt;So, the year 2017 is approaching its finale, the year's results have already
been summed up. We're going to take a break from igniting the fireworks or
preparation of the champagne so that we can designate our goal for the
following year.&lt;/p&gt;
&lt;p&gt;As it may be clear from other articles …&lt;/p&gt;</summary><content type="html">&lt;p&gt;&lt;img alt="Screenshot" src="http://opengamestudio.org/2017-12-31-celebration.jpg"&gt;&lt;/p&gt;
&lt;p&gt;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).&lt;/p&gt;
&lt;p&gt;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.&lt;/p&gt;
&lt;p&gt;The Opensource Game Studio Team.&lt;/p&gt;</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">&lt;p&gt;&lt;img alt="Screenshot" src="http://opengamestudio.org/2017-11-22-2017-summary.png" /&gt;&lt;/p&gt;
&lt;p&gt;The Opensource Game Studio Team.&lt;/p&gt;</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">&lt;p&gt;&lt;img alt="Screenshot" src="http://opengamestudio.org/2017-11-22-2017-summary.png"&gt;&lt;/p&gt;
&lt;p&gt;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.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Brief history&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Opensource Game Studio project is 12 years old now.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;2005.&lt;/strong&gt; We started the project with a &lt;a href="https://www.linuxquestions.org/questions/general-10/the-creation-of-the-best-rpg-355858/"&gt;fanatic call&lt;/a&gt; to create the best game ever …&lt;/p&gt;</summary><content type="html">&lt;p&gt;&lt;img alt="Screenshot" src="http://opengamestudio.org/2017-11-22-2017-summary.png"&gt;&lt;/p&gt;
&lt;p&gt;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.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Brief history&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Opensource Game Studio project is 12 years old now.&lt;/p&gt;
@@ -162,13 +268,24 @@ The project was in a constant turmoil because we had no clear purpose and discip
&lt;p&gt;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.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;2017, July.&lt;/strong&gt; We published &lt;a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide"&gt;OpenSceneGraph cross-platform guide&lt;/a&gt;, 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.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;2017, November.&lt;/strong&gt; We published simple &lt;a href="https://ogstudio.github.io/game-memory-colors/tutorial-5.3/mjin-player.html"&gt;Memory: Colors game&lt;/a&gt; and the &lt;a href="https://bitbucket.org/ogstudio-games/memory-colors"&gt;guide&lt;/a&gt; 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.&lt;/p&gt;
&lt;p&gt;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.&lt;/p&gt;</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">&lt;p&gt;&lt;img alt="Back to the Static" src="http://opengamestudio.org/2017-10-16-back-to-the-static.png" /&gt;&lt;/p&gt;
&lt;p&gt;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.&lt;/p&gt;</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">&lt;p&gt;&lt;img alt="Back to the Static" src="http://opengamestudio.org/2017-10-16-back-to-the-static.png"&gt;&lt;/p&gt;
&lt;p&gt;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 …&lt;/p&gt;</summary><content type="html">&lt;p&gt;&lt;img alt="Back to the Static" src="http://opengamestudio.org/2017-10-16-back-to-the-static.png"&gt;&lt;/p&gt;
&lt;p&gt;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.&lt;/p&gt;
&lt;p&gt;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 &lt;a href="https://blog.getpelican.com/"&gt;Pelican&lt;/a&gt;.
Right now it doesn't have all the content from our old site, but we'll add most of it soon.&lt;/p&gt;</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">&lt;p&gt;&lt;img alt="The birth of MJIN world" src="http://opengamestudio.org/2017-09-mjin-world-birth.png" /&gt;&lt;/p&gt;
Right now it doesn't have all the content from our old site, but we'll add most of it soon.&lt;/p&gt;</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">&lt;p&gt;&lt;img alt="The birth of MJIN world" src="http://opengamestudio.org/2017-09-mjin-world-birth.png"&gt;&lt;/p&gt;
&lt;p&gt;This article describes the birth of MJIN world in August 2017.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;mjin-player&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;As you know, &lt;a href="http://opengamestudio.org/scripting-research.html"&gt;we spent July to research scripting&lt;/a&gt;. We found a solution that satisfies the following criteria. Scripts should:&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;run unchanged on all supported platforms&lt;/li&gt;
&lt;li&gt;allow extending C++ code&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;We have verified the second criterion by writing …&lt;/p&gt;</summary><content type="html">&lt;p&gt;&lt;img alt="The birth of MJIN world" src="http://opengamestudio.org/2017-09-mjin-world-birth.png"&gt;&lt;/p&gt;
&lt;p&gt;This article describes the birth of MJIN world in August 2017.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;mjin-player&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;As you know, &lt;a href="http://opengamestudio.org/scripting-research.html"&gt;we spent July to research scripting&lt;/a&gt;. We found a solution that satisfies the following criteria. Scripts should:&lt;/p&gt;
@@ -188,7 +305,10 @@ Right now it doesn't have all the content from our old site, but we'll add most
&lt;p&gt;This set of rules for MJIN projects is packaged into &lt;a href="https://bitbucket.org/ogstudio/mjin-application"&gt;mjin-application&lt;/a&gt;. 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.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;MJIN world&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;So what is &lt;a href="https://bitbucket.org/ogstudio/mjin"&gt;MJIN world&lt;/a&gt;? 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.&lt;/p&gt;
&lt;p&gt;That's it for describing the birth of MJIN world in August 2017.&lt;/p&gt;</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">&lt;p&gt;&lt;img alt="Scripting research" src="http://opengamestudio.org/2017-08-scripting-research.png" /&gt;&lt;/p&gt;
&lt;p&gt;That's it for describing the birth of MJIN world in August 2017.&lt;/p&gt;</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">&lt;p&gt;&lt;img alt="Scripting research" src="http://opengamestudio.org/2017-08-scripting-research.png"&gt;&lt;/p&gt;
&lt;p&gt;This article describes scripting research in July 2017.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Our first goal of using a scripting language was to have a platform-independent code that runs unchanged on every supported platform.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;OGS Editor 0.10 supports Python for such a code thanks to &lt;a href="http://swig.org/"&gt;SWIG&lt;/a&gt;. SWIG provides a way to wrap almost any …&lt;/p&gt;</summary><content type="html">&lt;p&gt;&lt;img alt="Scripting research" src="http://opengamestudio.org/2017-08-scripting-research.png"&gt;&lt;/p&gt;
&lt;p&gt;This article describes scripting research in July 2017.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Our first goal of using a scripting language was to have a platform-independent code that runs unchanged on every supported platform.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;OGS Editor 0.10 supports Python for such a code thanks to &lt;a href="http://swig.org/"&gt;SWIG&lt;/a&gt;. 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.&lt;/p&gt;
@@ -217,7 +337,10 @@ Next, we tried to inherit a class in Lua and override the class methods. We fail
&lt;p&gt;That's when we understood it's a start for a long and mutual relationship with Sol2/Lua.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;This search for a scripting language taught us one important lesson: people matter, not technologies.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;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.&lt;/p&gt;
&lt;p&gt;That's it for describing scripting research in July 2017.&lt;/p&gt;</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">&lt;p&gt;&lt;img alt="OpenSceneGraph guide" src="http://opengamestudio.org/2017-07-openscenegraph-guide.png" /&gt;&lt;/p&gt;
&lt;p&gt;That's it for describing scripting research in July 2017.&lt;/p&gt;</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">&lt;p&gt;&lt;img alt="OpenSceneGraph guide" src="http://opengamestudio.org/2017-07-openscenegraph-guide.png"&gt;&lt;/p&gt;
&lt;p&gt;This article summarizes the work we did to produce OpenSceneGraph cross-platform guide.&lt;/p&gt;
&lt;p&gt;June marked the finish of &lt;a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide"&gt;OpenSceneGraph cross-platform guide&lt;/a&gt; with the publishing of the last (initially planned) tutorial. The tutorial describes &lt;a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide/tree/master/1.10.SampleWeb"&gt;how to build and run sample OpenSceneGraph application in Web&lt;/a&gt; using Emscripten.
In case you missed it, here's …&lt;/p&gt;</summary><content type="html">&lt;p&gt;&lt;img alt="OpenSceneGraph guide" src="http://opengamestudio.org/2017-07-openscenegraph-guide.png"&gt;&lt;/p&gt;
&lt;p&gt;This article summarizes the work we did to produce OpenSceneGraph cross-platform guide.&lt;/p&gt;
&lt;p&gt;June marked the finish of &lt;a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide"&gt;OpenSceneGraph cross-platform guide&lt;/a&gt; with the publishing of the last (initially planned) tutorial. The tutorial describes &lt;a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide/tree/master/1.10.SampleWeb"&gt;how to build and run sample OpenSceneGraph application in Web&lt;/a&gt; using Emscripten.
In case you missed it, here's a &lt;a href="https://ogstudio.github.io/openscenegraph-cross-platform-guide/"&gt;link to the final application&lt;/a&gt;. Open it in your web browser.&lt;/p&gt;
@@ -236,7 +359,9 @@ We spent 120 hours in five months to produce ten tutorials of the guide.&lt;/p&g
&lt;/ol&gt;
&lt;p&gt;Reaching our goal of researching OpenSceneGraph cross-platform development and providing the knowledge back to the community just made us happier.&lt;/p&gt;
&lt;p&gt;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 &lt;a href="http://opengamestudio.org/lang/en/news/2456"&gt;promised in January&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;That's it for summarizing the work we did to produce OpenSceneGraph cross-platform guide.&lt;/p&gt;</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">&lt;p&gt;&lt;img alt="iOS tutorial" src="http://opengamestudio.org/2017-06-08-ios-refactoring.png" /&gt;&lt;/p&gt;
&lt;p&gt;That's it for summarizing the work we did to produce OpenSceneGraph cross-platform guide.&lt;/p&gt;</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">&lt;p&gt;&lt;img alt="iOS tutorial" src="http://opengamestudio.org/2017-06-08-ios-refactoring.png"&gt;&lt;/p&gt;
&lt;p&gt;This article describes problems we faced during the creation of iOS tutorial in May 2017.&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/OpenGameStudio/status/826816343433498627"&gt;This February&lt;/a&gt; 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 …&lt;/p&gt;</summary><content type="html">&lt;p&gt;&lt;img alt="iOS tutorial" src="http://opengamestudio.org/2017-06-08-ios-refactoring.png"&gt;&lt;/p&gt;
&lt;p&gt;This article describes problems we faced during the creation of iOS tutorial in May 2017.&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/OpenGameStudio/status/826816343433498627"&gt;This February&lt;/a&gt; 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.&lt;/p&gt;
&lt;h3&gt;Native library&lt;/h3&gt;
@@ -275,7 +400,9 @@ We spent 120 hours in five months to produce ten tutorials of the guide.&lt;/p&g
&lt;li&gt;main.h - contains the rest of the sample application code&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;Their contents differ slightly for each platform, but it's easy to see the whole picture now.&lt;/p&gt;
&lt;p&gt;That's it for describing problems we faced during the creation of iOS tutorial in May 2017.&lt;/p&gt;</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">&lt;p&gt;&lt;img alt="OSG sample" src="http://opengamestudio.org/2017-05_osg-sample.png" /&gt;&lt;/p&gt;
&lt;p&gt;That's it for describing problems we faced during the creation of iOS tutorial in May 2017.&lt;/p&gt;</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">&lt;p&gt;&lt;img alt="OSG sample" src="http://opengamestudio.org/2017-05_osg-sample.png"&gt;&lt;/p&gt;
&lt;p&gt;This article describes creation of the tutorials for building sample OpenSceneGraph application under Linux, macOS, Windows, and Android in April 2017.&lt;/p&gt;
&lt;p&gt;Previous tutorials described how to install OpenSceneGraph under Linux, macOS, Windows and render a model using the standard &lt;strong&gt;osgviewer&lt;/strong&gt; tool. This time we worked on a &lt;a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide-application"&gt;sample OpenSceneGraph application …&lt;/a&gt;&lt;/p&gt;</summary><content type="html">&lt;p&gt;&lt;img alt="OSG sample" src="http://opengamestudio.org/2017-05_osg-sample.png"&gt;&lt;/p&gt;
&lt;p&gt;This article describes creation of the tutorials for building sample OpenSceneGraph application under Linux, macOS, Windows, and Android in April 2017.&lt;/p&gt;
&lt;p&gt;Previous tutorials described how to install OpenSceneGraph under Linux, macOS, Windows and render a model using the standard &lt;strong&gt;osgviewer&lt;/strong&gt; tool. This time we worked on a &lt;a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide-application"&gt;sample OpenSceneGraph application&lt;/a&gt; that would run under Linux, macOS, Windows, and Android.&lt;/p&gt;
&lt;p&gt;The application is very basic and has the following features:&lt;/p&gt;
@@ -309,7 +436,10 @@ We spent 120 hours in five months to produce ten tutorials of the guide.&lt;/p&g
&lt;li&gt;You have to manually copy/reference built OpenSceneGraph libraries into Android Studio project&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;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.&lt;/p&gt;
&lt;p&gt;That's it for describing the creation of the tutorials for building sample OpenSceneGraph application under Linux, macOS, Windows, and Android in April 2017.&lt;/p&gt;</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">&lt;p&gt;&lt;img alt="ItsAllFine" src="http://opengamestudio.org/2017-04_its-all-fine.png" /&gt;&lt;/p&gt;
&lt;p&gt;That's it for describing the creation of the tutorials for building sample OpenSceneGraph application under Linux, macOS, Windows, and Android in April 2017.&lt;/p&gt;</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">&lt;p&gt;&lt;img alt="ItsAllFine" src="http://opengamestudio.org/2017-04_its-all-fine.png"&gt;&lt;/p&gt;
&lt;p&gt;This article describes creation of the first four OpenSceneGraph tutorials in March 2017.&lt;/p&gt;
&lt;p&gt;The &lt;a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide/"&gt;first four OpenSceneGraph tutorials&lt;/a&gt; explain how to create a cube model with Blender and display the model under Linux, macOS, or Windows using OpenSceneGraph tool called osgviewer.&lt;/p&gt;
&lt;p&gt;The whole process of creating a single tutorial turned …&lt;/p&gt;</summary><content type="html">&lt;p&gt;&lt;img alt="ItsAllFine" src="http://opengamestudio.org/2017-04_its-all-fine.png"&gt;&lt;/p&gt;
&lt;p&gt;This article describes creation of the first four OpenSceneGraph tutorials in March 2017.&lt;/p&gt;
&lt;p&gt;The &lt;a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide/"&gt;first four OpenSceneGraph tutorials&lt;/a&gt; explain how to create a cube model with Blender and display the model under Linux, macOS, or Windows using OpenSceneGraph tool called osgviewer.&lt;/p&gt;
&lt;p&gt;The whole process of creating a single tutorial turned out to be pretty daunting because it includes several tasks:&lt;/p&gt;
@@ -327,7 +457,10 @@ We spent 120 hours in five months to produce ten tutorials of the guide.&lt;/p&g
&lt;/ol&gt;
&lt;p&gt;Some of those tasks had to be repeated multiple times until the combination of video, text, and article was clear and logical.&lt;/p&gt;
&lt;p&gt;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.&lt;/p&gt;
&lt;p&gt;That's it for describing creation of the first four OpenSceneGraph tutorials in March 2017.&lt;/p&gt;</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">&lt;p&gt;&lt;img alt="Let's go" src="http://opengamestudio.org/2017-03_lets-go.png" /&gt;&lt;/p&gt;
&lt;p&gt;That's it for describing creation of the first four OpenSceneGraph tutorials in March 2017.&lt;/p&gt;</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">&lt;p&gt;&lt;img alt="Let's go" src="http://opengamestudio.org/2017-03_lets-go.png"&gt;&lt;/p&gt;
&lt;p&gt;In this article we describe our progress in January and February of 2017: rendering under iOS/Web and a new tutorial tool.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Rendering under iOS/Web&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;To our surprise, we got a simple red cube rendered under &lt;a href="https://twitter.com/OpenGameStudio/status/826816343433498627"&gt;iOS&lt;/a&gt; and &lt;a href="https://twitter.com/OpenGameStudio/status/829731986264698881"&gt;Web&lt;/a&gt; pretty fast: in early February. However, this is only the …&lt;/p&gt;</summary><content type="html">&lt;p&gt;&lt;img alt="Let's go" src="http://opengamestudio.org/2017-03_lets-go.png"&gt;&lt;/p&gt;
&lt;p&gt;In this article we describe our progress in January and February of 2017: rendering under iOS/Web and a new tutorial tool.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Rendering under iOS/Web&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;To our surprise, we got a simple red cube rendered under &lt;a href="https://twitter.com/OpenGameStudio/status/826816343433498627"&gt;iOS&lt;/a&gt; and &lt;a href="https://twitter.com/OpenGameStudio/status/829731986264698881"&gt;Web&lt;/a&gt; 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.&lt;/p&gt;
@@ -341,7 +474,7 @@ We spent 120 hours in five months to produce ten tutorials of the guide.&lt;/p&g
&lt;/ul&gt;
&lt;p&gt;Since OpenSceneGraph cross-platform guide would consist of several tutorials, we decided to automate the process. Brief research revealed a great multimedia framework called &lt;a href="http://mltframework.org"&gt;MLT&lt;/a&gt;, which powers OpenShot itself. With MLT we got our tutorial tool in no time.&lt;/p&gt;
&lt;p&gt;Currently, the tutorial tool allows anyone to combine text and video using a simple text file like this:&lt;/p&gt;
&lt;div class="highlight"&gt;&lt;pre&gt;background bg.png
&lt;div class="highlight"&gt;&lt;pre&gt;&lt;span&gt;&lt;/span&gt;background bg.png
text 5 Let&amp;#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


&lt;p&gt;This is the actual script. See the final result &lt;a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide/tree/master/tutorial-tool"&gt;here&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;That's it for describing our progress in January and February of 2017: rendering under iOS/Web and the new tutorial tool.&lt;/p&gt;</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">&lt;p&gt;&lt;img alt="The year of challenges" src="http://opengamestudio.org/2017-01_the-year-of-challenges.png" /&gt;&lt;/p&gt;
&lt;p&gt;That's it for describing our progress in January and February of 2017: rendering under iOS/Web and the new tutorial tool.&lt;/p&gt;</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">&lt;p&gt;&lt;img alt="The year of challenges" src="http://opengamestudio.org/2017-01_the-year-of-challenges.png"&gt;&lt;/p&gt;
&lt;p&gt;This article describes our plans for 2017.&lt;/p&gt;
&lt;p&gt;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:&lt;/p&gt;
&lt;p&gt;&lt;img alt="Android rendering" src="http://opengamestudio.org/2017-01_mjin-android-gles.png"&gt;&lt;/p&gt;
&lt;p&gt;Some people would consider this a failure. We don't. We see a chance …&lt;/p&gt;</summary><content type="html">&lt;p&gt;&lt;img alt="The year of challenges" src="http://opengamestudio.org/2017-01_the-year-of-challenges.png"&gt;&lt;/p&gt;
&lt;p&gt;This article describes our plans for 2017.&lt;/p&gt;
&lt;p&gt;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:&lt;/p&gt;
&lt;p&gt;&lt;img alt="Android rendering" src="http://opengamestudio.org/2017-01_mjin-android-gles.png" /&gt;&lt;/p&gt;
&lt;p&gt;&lt;img alt="Android rendering" src="http://opengamestudio.org/2017-01_mjin-android-gles.png"&gt;&lt;/p&gt;
&lt;p&gt;Some people would consider this a failure. We don't. We see a chance to start low and jump high!&lt;/p&gt;
&lt;p&gt;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.&lt;/p&gt;
&lt;p&gt;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.&lt;/p&gt;
&lt;p&gt;And right after we get those cubes rendered on iOS, we start to work on bringing them to Web.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;You got it right: we challenge ourselves with support for Android, iOS, and Web this year.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;That's it for describing our plans for 2017.&lt;/p&gt;</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">&lt;p&gt;&lt;img alt="Happy new year" src="http://opengamestudio.org/2016-12-31_happy-new-year.png" /&gt;&lt;/p&gt;
&lt;p&gt;That's it for describing our plans for 2017.&lt;/p&gt;</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">&lt;p&gt;&lt;img alt="Happy new year" src="http://opengamestudio.org/2016-12-31_happy-new-year.png"&gt;&lt;/p&gt;
&lt;p&gt;Okay. It's been a hard year for everyone in the team. And it's almost over. Praise it ends! Praise the new one!&lt;/p&gt;
&lt;p&gt;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 …&lt;/p&gt;</summary><content type="html">&lt;p&gt;&lt;img alt="Happy new year" src="http://opengamestudio.org/2016-12-31_happy-new-year.png"&gt;&lt;/p&gt;
&lt;p&gt;Okay. It's been a hard year for everyone in the team. And it's almost over. Praise it ends! Praise the new one!&lt;/p&gt;
&lt;p&gt;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.&lt;/p&gt;
&lt;p&gt;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.&lt;/p&gt;
@@ -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.&lt;/p&gt;
&lt;p&gt;Happy 2017. Let it be simple.&lt;/p&gt;</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">&lt;p&gt;&lt;img alt="November recap" src="http://opengamestudio.org/2016-12-15_2016-november-recap.png" /&gt;&lt;/p&gt;
&lt;p&gt;Happy 2017. Let it be simple.&lt;/p&gt;</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">&lt;p&gt;&lt;img alt="November recap" src="http://opengamestudio.org/2016-12-15_2016-november-recap.png"&gt;&lt;/p&gt;
&lt;p&gt;This article describes the start of MJIN library separation into modules.&lt;/p&gt;
&lt;p&gt;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 …&lt;/p&gt;</summary><content type="html">&lt;p&gt;&lt;img alt="November recap" src="http://opengamestudio.org/2016-12-15_2016-november-recap.png"&gt;&lt;/p&gt;
&lt;p&gt;This article describes the start of MJIN library separation into modules.&lt;/p&gt;
&lt;p&gt;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.&lt;/p&gt;
&lt;p&gt;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
&lt;/ul&gt;
&lt;p&gt;Sound and UIQt modules are currently statically linked into MJIN library, while Android module is already a separate library due to JNI requirements.&lt;/p&gt;
&lt;p&gt;In the coming year, we're going to significantly restructure MJIN so that it suits as many platforms as possible.&lt;/p&gt;
&lt;p&gt;That's it for describing the start of MJIN library separation into modules.&lt;/p&gt;</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">&lt;p&gt;&lt;img alt="October recap" src="http://opengamestudio.org/2016-11-19_2016-october-recap.png" /&gt;&lt;/p&gt;
&lt;p&gt;That's it for describing the start of MJIN library separation into modules.&lt;/p&gt;</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">&lt;p&gt;&lt;img alt="October recap" src="http://opengamestudio.org/2016-11-19_2016-october-recap.png"&gt;&lt;/p&gt;
&lt;p&gt;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.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;First attempt to build OSG.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Having no prior knowledge of Android development, we grabbed the latest Android Studio and started …&lt;/p&gt;</summary><content type="html">&lt;p&gt;&lt;img alt="October recap" src="http://opengamestudio.org/2016-11-19_2016-october-recap.png"&gt;&lt;/p&gt;
&lt;p&gt;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.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;First attempt to build OSG.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;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
&lt;li&gt;Android API headers changed in NDK r12&lt;/li&gt;
&lt;li&gt;OSG only works as a static library under Android&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;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.&lt;/p&gt;</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">&lt;p&gt;&lt;img alt="TechShowcases" src="http://opengamestudio.org/2016-10-31_tech-showcases.png" /&gt;&lt;/p&gt;
&lt;p&gt;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.&lt;/p&gt;</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">&lt;p&gt;&lt;img alt="TechShowcases" src="http://opengamestudio.org/2016-10-31_tech-showcases.png"&gt;&lt;/p&gt;
&lt;p&gt;In this article, we take another look at 2015-2016 live sessions' format and introduce a new showcase format for 2017.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;2015 and 2016: live sessions.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;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 …&lt;/p&gt;</summary><content type="html">&lt;p&gt;&lt;img alt="TechShowcases" src="http://opengamestudio.org/2016-10-31_tech-showcases.png"&gt;&lt;/p&gt;
&lt;p&gt;In this article, we take another look at 2015-2016 live sessions' format and introduce a new showcase format for 2017.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;2015 and 2016: live sessions.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;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!&lt;/p&gt;
&lt;td&gt;To be announced&lt;/td&gt;
&lt;/tr&gt;
&lt;/table&gt;&lt;/p&gt;
&lt;p&gt;That's it for taking another look at 2015-2016 live sessions' format and introducing the new showcase format for 2017.&lt;/p&gt;</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">&lt;p&gt;&lt;img alt="September recap" src="http://opengamestudio.org/2016-10-11_september-recap.png" /&gt;&lt;/p&gt;
&lt;p&gt;That's it for taking another look at 2015-2016 live sessions' format and introducing the new showcase format for 2017.&lt;/p&gt;</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">&lt;p&gt;&lt;img alt="September recap" src="http://opengamestudio.org/2016-10-11_september-recap.png"&gt;&lt;/p&gt;
&lt;p&gt;This article explains September 2016 live session stages: draft, rehearsal, live session itself, and publishing.&lt;/p&gt;
&lt;p&gt;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.&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;Draft.&lt;/strong&gt; Game creation for the first time …&lt;/p&gt;&lt;/li&gt;&lt;/ol&gt;</summary><content type="html">&lt;p&gt;&lt;img alt="September recap" src="http://opengamestudio.org/2016-10-11_september-recap.png"&gt;&lt;/p&gt;
&lt;p&gt;This article explains September 2016 live session stages: draft, rehearsal, live session itself, and publishing.&lt;/p&gt;
&lt;p&gt;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.&lt;/p&gt;
&lt;ol&gt;
@@ -541,23 +694,39 @@ Why? We want to spend more time on actual development!&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Publishing.&lt;/strong&gt; The release of our technologies' last version, live session materials, and stand alone game.&lt;/p&gt;
&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;That's it for explaining September 2016 live session stages: draft, rehearsal, live session itself, and publishing.&lt;/p&gt;</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">&lt;p&gt;&lt;img alt="ogs-editor-0.10" src="http://opengamestudio.org/2016-10-03_ogs-editor-0.10.png" /&gt;&lt;/p&gt;
&lt;p&gt;That's it for explaining September 2016 live session stages: draft, rehearsal, live session itself, and publishing.&lt;/p&gt;</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">&lt;p&gt;&lt;img alt="ogs-editor-0.10" src="http://opengamestudio.org/2016-10-03_ogs-editor-0.10.png"&gt;&lt;/p&gt;
&lt;p&gt;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.&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;OGS Editor 0.10&lt;/strong&gt; &lt;a href="https://sourceforge.net/projects/osrpgcreation/files/Editor/jenkins/51_2016-10-01_06-39-48_0.10.0/"&gt;is available at SourceForge&lt;/a&gt;. Simply unpack the archive and launch the run script.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Mahjong Solitaire game&lt;/strong&gt; &lt;a href="https://sourceforge.net/projects/osrpgcreation/files/Games/MahjongSolitaire/"&gt;is available at SourceForge&lt;/a&gt;, too. Simply …&lt;/li&gt;&lt;/ul&gt;</summary><content type="html">&lt;p&gt;&lt;img alt="ogs-editor-0.10" src="http://opengamestudio.org/2016-10-03_ogs-editor-0.10.png"&gt;&lt;/p&gt;
&lt;p&gt;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.&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;OGS Editor 0.10&lt;/strong&gt; &lt;a href="https://sourceforge.net/projects/osrpgcreation/files/Editor/jenkins/51_2016-10-01_06-39-48_0.10.0/"&gt;is available at SourceForge&lt;/a&gt;. Simply unpack the archive and launch the run script.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Mahjong Solitaire game&lt;/strong&gt; &lt;a href="https://sourceforge.net/projects/osrpgcreation/files/Games/MahjongSolitaire/"&gt;is available at SourceForge&lt;/a&gt;, too. Simply unpack the archive and launch the run script.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Live session project&lt;/strong&gt; &lt;a href="https://github.com/OGStudio/mahjong-solitaire-livesession"&gt;is available at GitHub&lt;/a&gt;.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Live session recording&lt;/strong&gt; &lt;a href="https://youtu.be/g8Tyj_YH2Qc?list=PLWMTZqE4MAMJzBnXS9qU_ObWnzJuskI3F"&gt;is available at YouTube&lt;/a&gt;. The video depicts the whole process of creating Mahjong Solitaire from scratch using &lt;a href="https://github.com/OGStudio/mahjong-solitaire-rehearsal"&gt;rehearsal project&lt;/a&gt; resources.&lt;/li&gt;
&lt;/ul&gt;</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">&lt;iframe width="560" height="315" src="https://www.youtube.com/embed/_t8TGhSgJG4" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;
&lt;/ul&gt;</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">&lt;iframe width="560" height="315" src="https://www.youtube.com/embed/_t8TGhSgJG4" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;

&lt;p&gt;Mahjong Solitaire was successfully created, and it took less than 4 hours.
We will publish live session materials later this week.&lt;/p&gt;
&lt;p&gt;Thank you for joining us.&lt;/p&gt;</summary><content type="html">&lt;iframe width="560" height="315" src="https://www.youtube.com/embed/_t8TGhSgJG4" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;

&lt;p&gt;Mahjong Solitaire was successfully created, and it took less than 4 hours.
We will publish live session materials later this week.&lt;/p&gt;
&lt;p&gt;Thank you for joining us.&lt;/p&gt;</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">&lt;iframe width="560" height="315" src="https://www.youtube.com/embed/Fj4yHG-mV1U" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;
&lt;p&gt;Thank you for joining us.&lt;/p&gt;</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">&lt;iframe width="560" height="315" src="https://www.youtube.com/embed/Fj4yHG-mV1U" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;

&lt;p&gt;Get ready for &lt;a href="https://www.livecoding.tv/kornerr"&gt;live session&lt;/a&gt;, it's about to happen in 24 hours!&lt;/p&gt;</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">&lt;iframe width="560" height="315" src="https://www.youtube.com/embed/Y5hOGKcQ8wA" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;
&lt;p&gt;Get ready for &lt;a href="https://www.livecoding.tv/kornerr"&gt;live session&lt;/a&gt;, it's about to happen in 24 hours!&lt;/p&gt;</summary><content type="html">&lt;iframe width="560" height="315" src="https://www.youtube.com/embed/Fj4yHG-mV1U" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;

&lt;p&gt;Get ready for &lt;a href="https://www.livecoding.tv/kornerr"&gt;live session&lt;/a&gt;, it's about to happen in 24 hours!&lt;/p&gt;</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">&lt;iframe width="560" height="315" src="https://www.youtube.com/embed/Y5hOGKcQ8wA" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;

&lt;p&gt;We will hold &lt;a href="https://www.livecoding.tv/kornerr"&gt;live session&lt;/a&gt; on &lt;a href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio+September+2016+live+session&amp;amp;iso=20160925T12&amp;amp;p1=37&amp;amp;ah=2"&gt;25 September 2016 at 12:00 CEST&lt;/a&gt;
It's time to create simple Mahjong solitaire game.&lt;/p&gt;</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">&lt;p&gt;&lt;img alt="2016-august-recap" src="http://opengamestudio.org/2016-09-03_august-recap.png" /&gt;&lt;/p&gt;
It's time to create simple Mahjong solitaire game.&lt;/p&gt;</summary><content type="html">&lt;iframe width="560" height="315" src="https://www.youtube.com/embed/Y5hOGKcQ8wA" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;

&lt;p&gt;We will hold &lt;a href="https://www.livecoding.tv/kornerr"&gt;live session&lt;/a&gt; on &lt;a href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio+September+2016+live+session&amp;amp;iso=20160925T12&amp;amp;p1=37&amp;amp;ah=2"&gt;25 September 2016 at 12:00 CEST&lt;/a&gt;
It's time to create simple Mahjong solitaire game.&lt;/p&gt;</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">&lt;p&gt;&lt;img alt="2016-august-recap" src="http://opengamestudio.org/2016-09-03_august-recap.png"&gt;&lt;/p&gt;
&lt;p&gt;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.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;UIQt module&lt;/strong&gt; is a collection of UI components backed by Qt. We only use it for Editor UI at the moment.&lt;/p&gt;
&lt;p&gt;Here is a list …&lt;/p&gt;</summary><content type="html">&lt;p&gt;&lt;img alt="2016-august-recap" src="http://opengamestudio.org/2016-09-03_august-recap.png"&gt;&lt;/p&gt;
&lt;p&gt;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.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;UIQt module&lt;/strong&gt; is a collection of UI components backed by Qt. We only use it for Editor UI at the moment.&lt;/p&gt;
&lt;p&gt;Here is a list of UIQt module components with their description and current code size:&lt;table&gt;
@@ -731,12 +900,19 @@ It's time to create simple Mahjong solitaire game.&lt;/p&gt;</summary></entry><e
&lt;li&gt;Easier and safer modification due to isolated code&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;There's a drawback, too: new approach requires learning.&lt;/p&gt;
&lt;p&gt;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.&lt;/p&gt;</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">&lt;p&gt;If you follow us on &lt;a href="https://www.facebook.com/groups/162611230470183/"&gt;Facebook&lt;/a&gt;, &lt;a href="https://twitter.com/OpenGameStudio"&gt;Twitter&lt;/a&gt;, or &lt;a href="https://new.vk.com/opengamestudo"&gt;VK&lt;/a&gt; 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.&lt;/p&gt;
&lt;p&gt;Follow us to stay up-to-date!&lt;/p&gt;</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">&lt;p&gt;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.&lt;/p&gt;
&lt;p&gt;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.&lt;/p&gt;</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">&lt;p&gt;If you follow us on &lt;a href="https://www.facebook.com/groups/162611230470183/"&gt;Facebook&lt;/a&gt;, &lt;a href="https://twitter.com/OpenGameStudio"&gt;Twitter&lt;/a&gt;, or &lt;a href="https://new.vk.com/opengamestudo"&gt;VK&lt;/a&gt; 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.&lt;/p&gt;
&lt;p&gt;Follow us to stay up-to-date!&lt;/p&gt;</summary><content type="html">&lt;p&gt;If you follow us on &lt;a href="https://www.facebook.com/groups/162611230470183/"&gt;Facebook&lt;/a&gt;, &lt;a href="https://twitter.com/OpenGameStudio"&gt;Twitter&lt;/a&gt;, or &lt;a href="https://new.vk.com/opengamestudo"&gt;VK&lt;/a&gt; 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.&lt;/p&gt;
&lt;p&gt;Follow us to stay up-to-date!&lt;/p&gt;</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">&lt;p&gt;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.&lt;/p&gt;
&lt;p&gt;It took us 3 years to reach the first goal …&lt;/p&gt;</summary><content type="html">&lt;p&gt;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.&lt;/p&gt;
&lt;p&gt;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.&lt;/p&gt;
&lt;p&gt;Upon the game release we got it: &lt;strong&gt;Tools are means to save development time&lt;/strong&gt;.&lt;/p&gt;
&lt;p&gt;We spent 4 more years to develop them. Now is the time to prove they are worth every single day spent. How? We will &lt;strong&gt;recreate Mahjong solitaire mode&lt;/strong&gt; in just a few hours!&lt;/p&gt;
&lt;p&gt;Join our next live session in September.&lt;/p&gt;</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">&lt;iframe width="560" height="315" src="https://www.youtube.com/embed/8gHYOkMRoos?list=PLWMTZqE4MAMKp3wP1N63xbdhdgfKi-d-J" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;
&lt;p&gt;Join our next live session in September.&lt;/p&gt;</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">&lt;iframe width="560" height="315" src="https://www.youtube.com/embed/8gHYOkMRoos?list=PLWMTZqE4MAMKp3wP1N63xbdhdgfKi-d-J" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;

&lt;p&gt;This time we have shown how to create a simple Domino based game. Below you can find all materials related to the game creation.&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;Editor 0.9 for Linux (Debian based), OS X (10.9+), Windows &lt;a title="SourceForge" href="https://sourceforge.net/projects/osrpgcreation/files/Editor/jenkins/49_2016-05-24_04-48-47_0.9.0/"&gt;is available at SourceForge&lt;/a&gt;. Simply unpack it and launch the run script.&lt;/li&gt;
&lt;li&gt;Domino project …&lt;/li&gt;&lt;/ol&gt;</summary><content type="html">&lt;iframe width="560" height="315" src="https://www.youtube.com/embed/8gHYOkMRoos?list=PLWMTZqE4MAMKp3wP1N63xbdhdgfKi-d-J" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;

&lt;p&gt;This time we have shown how to create a simple Domino based game. Below you can find all materials related to the game creation.&lt;/p&gt;
&lt;ol&gt;
@@ -745,10 +921,18 @@ It's time to create simple Mahjong solitaire game.&lt;/p&gt;</summary></entry><e
&lt;li&gt;Domino rehearsal videos referenced during live session &lt;a title="YouTube" href="https://www.youtube.com/playlist?list=PLWMTZqE4MAMKp3wP1N63xbdhdgfKi-d-J"&gt;are available at YouTube&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;Domino rehearsal project referenced during live session &lt;a title="GitHub" href="https://github.com/OGStudio/domino-rehearsal"&gt;is available at GitHub&lt;/a&gt;.&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;The next live session will be held in September 2016.&lt;/p&gt;</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">&lt;p&gt;We're glad to annouce that the &lt;a title="LiveCoding" href="https://www.livecoding.tv/kornerr"&gt;LiveCoding&lt;/a&gt; session will take place on &lt;a title="Local time" href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio+May+live+session&amp;iso=20160528T12&amp;p1=37&amp;ah=3"&gt;28 May 2016 at 12:00 CEST&lt;/a&gt;. Join us!&lt;/p&gt;</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">&lt;p&gt;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.&lt;/p&gt;
&lt;p&gt;The next live session will be held in September 2016.&lt;/p&gt;</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">&lt;p&gt;We're glad to annouce that the &lt;a title="LiveCoding" href="https://www.livecoding.tv/kornerr"&gt;LiveCoding&lt;/a&gt; session will take place on &lt;a title="Local time" href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio+May+live+session&amp;iso=20160528T12&amp;p1=37&amp;ah=3"&gt;28 May 2016 at 12:00 CEST&lt;/a&gt;. Join us!&lt;/p&gt;</summary><content type="html">&lt;p&gt;We're glad to annouce that the &lt;a title="LiveCoding" href="https://www.livecoding.tv/kornerr"&gt;LiveCoding&lt;/a&gt; session will take place on &lt;a title="Local time" href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio+May+live+session&amp;iso=20160528T12&amp;p1=37&amp;ah=3"&gt;28 May 2016 at 12:00 CEST&lt;/a&gt;. Join us!&lt;/p&gt;</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">&lt;p&gt;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.&lt;/p&gt;
&lt;p&gt;We have to admit, our abilities to plan are not yet good enough. That's why the next live session will take …&lt;/p&gt;</summary><content type="html">&lt;p&gt;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.&lt;/p&gt;
&lt;p&gt;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.&lt;/p&gt;
&lt;p&gt;Here's a short preview of the coming game:
&lt;iframe width="560" height="315" src="https://www.youtube.com/embed/V3EvCVPc6kg" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;/p&gt;</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">&lt;p&gt;Since we held 2 live sessions to create "Rolling ball" game, here are 2 YouTube videos of the process:&lt;/p&gt;
&lt;iframe width="560" height="315" src="https://www.youtube.com/embed/V3EvCVPc6kg" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;&lt;/p&gt;</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">&lt;p&gt;Since we held 2 live sessions to create "Rolling ball" game, here are 2 YouTube videos of the process:&lt;/p&gt;
&lt;iframe width="560" height="315" src="https://www.youtube.com/embed/70Jny1xJxK8" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;

&lt;iframe width="560" height="315" src="http://www.youtube.com/embed/851IlFT7y18" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;

&lt;p&gt;"Rolling ball" game for Linux (Debian based), OS X (10.9+), Windows &lt;a title="SourceForge" href="http://sourceforge.net/projects/osrpgcreation/files/Games/RollingBall/"&gt;is available at SourceForge&lt;/a&gt;.
Simply unpack it and launch the run script.&lt;/p&gt;
&lt;p&gt;Editor 0.8 &lt;a title="SourceForge" href="http://sourceforge.net/projects/osrpgcreation/files/Editor/jenkins/46_2016-01-30_22-20-41_0.8.0/"&gt;is available at SourceForge …&lt;/a&gt;&lt;/p&gt;</summary><content type="html">&lt;p&gt;Since we held 2 live sessions to create "Rolling ball" game, here are 2 YouTube videos of the process:&lt;/p&gt;
&lt;iframe width="560" height="315" src="https://www.youtube.com/embed/70Jny1xJxK8" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;

&lt;iframe width="560" height="315" src="http://www.youtube.com/embed/851IlFT7y18" frameborder="0" allowfullscreen&gt;&lt;/iframe&gt;
@@ -762,14 +946,21 @@ Simply unpack it and launch the run script.&lt;/p&gt;
&lt;li&gt;replace slideDown.ogs with rollingBall.ogs you downloaded&lt;/li&gt;
&lt;li&gt;rename rollingBall.ogs to slideDown.ogs&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;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.&lt;/p&gt;</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">&lt;p&gt;Unfortunately, we have failed to finish creation of the simple "Rolling ball" game in 3 hours. That's why we will hold the second &lt;a title="LiveCoding" href="https://www.livecoding.tv/kornerr"&gt;LiveCoding&lt;/a&gt; session on &lt;a title="Local time" href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio%3A+Game+creation+live+session%2C+part+2&amp;iso=20160207T12&amp;p1=37&amp;ah=3"&gt;7 February 2016 at 12:00 CET&lt;/a&gt;. Let's finish the game!&lt;/p&gt;</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">&lt;p&gt;We're glad to annouce that the &lt;a title="LiveCoding" href="https://www.livecoding.tv/kornerr"&gt;LiveCoding&lt;/a&gt; session will take place on &lt;a title="Local time" href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio%3A+Game+creation+live+session&amp;iso=20160131T12&amp;p1=37&amp;ah=3"&gt;31 January 2016 at 12:00 CET&lt;/a&gt;. Join us!&lt;/p&gt;</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">&lt;p&gt;We are ready to present Editor 0.8 with Player. The live session will be held at &lt;a title="LiveCoding" href="https://www.livecoding.tv/kornerr"&gt;LiveCoding&lt;/a&gt; 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!&lt;/p&gt;</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">&lt;p&gt;As you know, according to the &lt;a href="http://opengamestudio.org/2015-roadmap.html"&gt;previously published roadmap&lt;/a&gt;, 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.&lt;/p&gt;
&lt;p&gt;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.&lt;/p&gt;</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">&lt;p&gt;Unfortunately, we have failed to finish creation of the simple "Rolling ball" game in 3 hours. That's why we will hold the second &lt;a title="LiveCoding" href="https://www.livecoding.tv/kornerr"&gt;LiveCoding&lt;/a&gt; session on &lt;a title="Local time" href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio%3A+Game+creation+live+session%2C+part+2&amp;iso=20160207T12&amp;p1=37&amp;ah=3"&gt;7 February 2016 at 12:00 CET&lt;/a&gt;. Let's finish the game!&lt;/p&gt;</summary><content type="html">&lt;p&gt;Unfortunately, we have failed to finish creation of the simple "Rolling ball" game in 3 hours. That's why we will hold the second &lt;a title="LiveCoding" href="https://www.livecoding.tv/kornerr"&gt;LiveCoding&lt;/a&gt; session on &lt;a title="Local time" href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio%3A+Game+creation+live+session%2C+part+2&amp;iso=20160207T12&amp;p1=37&amp;ah=3"&gt;7 February 2016 at 12:00 CET&lt;/a&gt;. Let's finish the game!&lt;/p&gt;</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">&lt;p&gt;We're glad to annouce that the &lt;a title="LiveCoding" href="https://www.livecoding.tv/kornerr"&gt;LiveCoding&lt;/a&gt; session will take place on &lt;a title="Local time" href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio%3A+Game+creation+live+session&amp;iso=20160131T12&amp;p1=37&amp;ah=3"&gt;31 January 2016 at 12:00 CET&lt;/a&gt;. Join us!&lt;/p&gt;</summary><content type="html">&lt;p&gt;We're glad to annouce that the &lt;a title="LiveCoding" href="https://www.livecoding.tv/kornerr"&gt;LiveCoding&lt;/a&gt; session will take place on &lt;a title="Local time" href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio%3A+Game+creation+live+session&amp;iso=20160131T12&amp;p1=37&amp;ah=3"&gt;31 January 2016 at 12:00 CET&lt;/a&gt;. Join us!&lt;/p&gt;</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">&lt;p&gt;We are ready to present Editor 0.8 with Player. The live session will be held at &lt;a title="LiveCoding" href="https://www.livecoding.tv/kornerr"&gt;LiveCoding&lt;/a&gt; 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 …&lt;/p&gt;</summary><content type="html">&lt;p&gt;We are ready to present Editor 0.8 with Player. The live session will be held at &lt;a title="LiveCoding" href="https://www.livecoding.tv/kornerr"&gt;LiveCoding&lt;/a&gt; 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!&lt;/p&gt;</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">&lt;p&gt;As you know, according to the &lt;a href="http://opengamestudio.org/2015-roadmap.html"&gt;previously published roadmap&lt;/a&gt;, 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.&lt;/p&gt;
&lt;p&gt;Here's the revised …&lt;/p&gt;</summary><content type="html">&lt;p&gt;As you know, according to the &lt;a href="http://opengamestudio.org/2015-roadmap.html"&gt;previously published roadmap&lt;/a&gt;, 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.&lt;/p&gt;
&lt;p&gt;Here's the revised roadmap for the first half of 2016:&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;Editor + Player 0.8.0 (January 2016): Sound system, Whac-a-mole game with sounds&lt;/li&gt;
&lt;li&gt;Editor + Player 0.9.0 (April 2016): Networking system, simple ping pong game for 2 players over the net&lt;/li&gt;
&lt;li&gt;Editor + Player 0.10.0 (July 2016): Polishing, "Shuan" prototype&lt;/li&gt;
&lt;/ol&gt;</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">&lt;p&gt;If you missed the live session, you can watch it here:
&lt;/ol&gt;</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">&lt;p&gt;If you missed the live session, you can watch it here:
&lt;a href="https://www.livecoding.tv/video/kornerr/playlists/whac-a-mole-from-scratch/"&gt;https://www.livecoding.tv/video/kornerr/playlists/whac-a-mole-from-scratch/&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;You can download the resulting project here:
&lt;a href="https://github.com/OGStudio/liveSessionWhacAMole/archive/master.zip"&gt;https://github.com/OGStudio/liveSessionWhacAMole/archive/master.zip&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;The latest editor can be found here:
&lt;a href="http://sourceforge.net/projects/osrpgcreation/files/Editor/jenkins/42_2015-11-13_08-16-46_0.7.4/"&gt;http://sourceforge.net/projects/osrpgcreation/files/Editor/jenkins/42_2015-11-13_08-16-46_0 …&lt;/a&gt;&lt;/p&gt;</summary><content type="html">&lt;p&gt;If you missed the live session, you can watch it here:
&lt;a href="https://www.livecoding.tv/video/kornerr/playlists/whac-a-mole-from-scratch/"&gt;https://www.livecoding.tv/video/kornerr/playlists/whac-a-mole-from-scratch/&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;You can download the resulting project here:
&lt;a href="https://github.com/OGStudio/liveSessionWhacAMole/archive/master.zip"&gt;https://github.com/OGStudio/liveSessionWhacAMole/archive/master.zip&lt;/a&gt;&lt;/p&gt;
@@ -779,18 +970,26 @@ The exact date and time is to be announced in the coming days. Stay tuned!&lt;/p
&lt;ul&gt;
&lt;li&gt;in Windows - run the &lt;code&gt;run.bat&lt;/code&gt; file.&lt;/li&gt;
&lt;li&gt;in Linux and OSX - run the &lt;code&gt;run&lt;/code&gt; file.&lt;/li&gt;
&lt;/ul&gt;</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">&lt;p&gt;We're glad to annouce that the &lt;a title="LiveCoding" href="https://www.livecoding.tv/kornerr"&gt;LiveCoding&lt;/a&gt; session will take place on &lt;a title="Local time" href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Whac-a-mole+game+from+scratch+live&amp;amp;iso=20151115T12&amp;amp;p1=37&amp;amp;ah=3"&gt;15 November 2015 at 12:00 CET&lt;/a&gt;. Join us!&lt;/p&gt;</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">&lt;p&gt;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:&lt;/p&gt;
&lt;/ul&gt;</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">&lt;p&gt;We're glad to annouce that the &lt;a title="LiveCoding" href="https://www.livecoding.tv/kornerr"&gt;LiveCoding&lt;/a&gt; session will take place on &lt;a title="Local time" href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Whac-a-mole+game+from+scratch+live&amp;amp;iso=20151115T12&amp;amp;p1=37&amp;amp;ah=3"&gt;15 November 2015 at 12:00 CET&lt;/a&gt;. Join us!&lt;/p&gt;</summary><content type="html">&lt;p&gt;We're glad to annouce that the &lt;a title="LiveCoding" href="https://www.livecoding.tv/kornerr"&gt;LiveCoding&lt;/a&gt; session will take place on &lt;a title="Local time" href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Whac-a-mole+game+from+scratch+live&amp;amp;iso=20151115T12&amp;amp;p1=37&amp;amp;ah=3"&gt;15 November 2015 at 12:00 CET&lt;/a&gt;. Join us!&lt;/p&gt;</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">&lt;p&gt;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:&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;it takes more than 8 hours to recreate it (too long)&lt;/li&gt;
&lt;li&gt;it's inappropriate to be presented in …&lt;/li&gt;&lt;/ol&gt;</summary><content type="html">&lt;p&gt;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:&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;it takes more than 8 hours to recreate it (too long)&lt;/li&gt;
&lt;li&gt;it's inappropriate to be presented in the form of an article (too boring)&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;Therefore we decided to hold a live session at &lt;a title="LiveCoding" href="https://www.livecoding.tv/kornerr"&gt;LiveCoding&lt;/a&gt; SOON to show you how to create a simple &lt;a title="Whac-a-mole" href="http://google.com/search?q=whac+a+mole"&gt;whac-a-mole like game&lt;/a&gt; from scratch.&lt;/p&gt;
&lt;p&gt;Currently we are busy making final preparations, so we'll tell you the exact time and date this week. Stay tuned!&lt;/p&gt;</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">&lt;p&gt;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.&lt;/p&gt;
&lt;p&gt;Currently we are busy making final preparations, so we'll tell you the exact time and date this week. Stay tuned!&lt;/p&gt;</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">&lt;p&gt;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.&lt;/p&gt;
&lt;p&gt;Here it …&lt;/p&gt;</summary><content type="html">&lt;p&gt;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.&lt;/p&gt;
&lt;p&gt;Here it is:&lt;/p&gt;
&lt;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"&gt;&lt;/iframe&gt;

&lt;p&gt;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.&lt;/p&gt;</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">&lt;p&gt;As you know, the main goal of Editor 0.7.0 is the ability to create the &lt;a title="Test chamber" href="https://youtu.be/9_6seUWcPbU" target="_blank"&gt;test chamber&lt;/a&gt; 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!&lt;/p&gt;
&lt;p&gt;We estimate to complete it in October.&lt;/p&gt;</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">&lt;p&gt;As promised, we have come up with a list of milestones and their approximate dates for the coming year:&lt;/p&gt;
&lt;p&gt;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.&lt;/p&gt;</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">&lt;p&gt;As you know, the main goal of Editor 0.7.0 is the ability to create the &lt;a title="Test chamber" href="https://youtu.be/9_6seUWcPbU" target="_blank"&gt;test chamber&lt;/a&gt; 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 …&lt;/p&gt;</summary><content type="html">&lt;p&gt;As you know, the main goal of Editor 0.7.0 is the ability to create the &lt;a title="Test chamber" href="https://youtu.be/9_6seUWcPbU" target="_blank"&gt;test chamber&lt;/a&gt; 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!&lt;/p&gt;
&lt;p&gt;We estimate to complete it in October.&lt;/p&gt;</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">&lt;p&gt;As promised, we have come up with a list of milestones and their approximate dates for the coming year:&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;Editor 0.7.0 (October 2015) - Actions' system: we recreate the &lt;a title="Test chamber" href="https://youtu.be/9_6seUWcPbU" target="_blank"&gt;test chamber&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;Editor 0.8.0 (December 2015) - Sound system&lt;/li&gt;
&lt;li&gt;Editor 0.9.0 (February 2016) - Particles' system and minimal …&lt;/li&gt;&lt;/ol&gt;</summary><content type="html">&lt;p&gt;As promised, we have come up with a list of milestones and their approximate dates for the coming year:&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;Editor 0.7.0 (October 2015) - Actions' system: we recreate the &lt;a title="Test chamber" href="https://youtu.be/9_6seUWcPbU" target="_blank"&gt;test chamber&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;Editor 0.8.0 (December 2015) - Sound system&lt;/li&gt;
@@ -799,7 +998,14 @@ The exact date and time is to be announced in the coming days. Stay tuned!&lt;/p
&lt;li&gt;Editor 0.11.0, Player 0.2.0 (June 2016) - Networking: we create Classic 4-player Mahjong prototype&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;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.&lt;/p&gt;
&lt;p&gt;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.&lt;/p&gt;</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">&lt;p&gt;We completed Editor 0.6.0. You can &lt;a title="Editor 0.6.0" href="https://youtu.be/q85GcC6l4Tw" target="_blank"&gt;see 0.6.0 in action here&lt;/a&gt;. &lt;/p&gt;
&lt;p&gt;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.&lt;/p&gt;</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">&lt;p&gt;We completed Editor 0.6.0. You can &lt;a title="Editor 0.6.0" href="https://youtu.be/q85GcC6l4Tw" target="_blank"&gt;see 0.6.0 in action here&lt;/a&gt;. &lt;/p&gt;
&lt;p&gt;Editor 0.6.0 got the following new features:&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;Camera and light node positioning&lt;/li&gt;
&lt;li&gt;Node rotation along X axis&lt;/li&gt;
&lt;li&gt;Node scripting support&lt;/li&gt;
&lt;li&gt;Thumbnail dialog to preview models when editing scene node model properties&lt;/li&gt;
&lt;li&gt;Node copying …&lt;/li&gt;&lt;/ol&gt;</summary><content type="html">&lt;p&gt;We completed Editor 0.6.0. You can &lt;a title="Editor 0.6.0" href="https://youtu.be/q85GcC6l4Tw" target="_blank"&gt;see 0.6.0 in action here&lt;/a&gt;. &lt;/p&gt;
&lt;p&gt;Editor 0.6.0 got the following new features:&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;Camera and light node positioning&lt;/li&gt;
@@ -810,7 +1016,12 @@ The exact date and time is to be announced in the coming days. Stay tuned!&lt;/p
&lt;li&gt;Node selection by LMB click in the scene&lt;/li&gt;
&lt;li&gt;Window geometry and state restoration after restart&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;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.&lt;/p&gt;</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">&lt;p&gt;We completed Editor 0.5.0. As it was planned, it has scene node tree editing, property browser, and Qt5 support. You can &lt;a title="Editor 0.5.0" href="https://youtu.be/Vb2Q6IuQDbo" target="_blank"&gt;see 0.5.0 in action here&lt;/a&gt;. &lt;/p&gt;
&lt;p&gt;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.&lt;/p&gt;</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">&lt;p&gt;We completed Editor 0.5.0. As it was planned, it has scene node tree editing, property browser, and Qt5 support. You can &lt;a title="Editor 0.5.0" href="https://youtu.be/Vb2Q6IuQDbo" target="_blank"&gt;see 0.5.0 in action here&lt;/a&gt;. &lt;/p&gt;
&lt;p&gt;Also, we have just started Editor 0.6.0 development.&lt;/p&gt;
&lt;p&gt;Editor 0.6.0 planned features:&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;Camera node editing&lt;/li&gt;
&lt;li&gt;Light …&lt;/li&gt;&lt;/ol&gt;</summary><content type="html">&lt;p&gt;We completed Editor 0.5.0. As it was planned, it has scene node tree editing, property browser, and Qt5 support. You can &lt;a title="Editor 0.5.0" href="https://youtu.be/Vb2Q6IuQDbo" target="_blank"&gt;see 0.5.0 in action here&lt;/a&gt;. &lt;/p&gt;
&lt;p&gt;Also, we have just started Editor 0.6.0 development.&lt;/p&gt;
&lt;p&gt;Editor 0.6.0 planned features:&lt;/p&gt;
&lt;ol&gt;
@@ -822,4 +1033,4 @@ The exact date and time is to be announced in the coming days. Stay tuned!&lt;/p
&lt;li&gt;Copying and pasting of scene nodes&lt;/li&gt;
&lt;li&gt;Scene node selection by clicking a mouse in the scene&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;We estimate to complete it in August.&lt;/p&gt;</summary></entry></feed>
&lt;p&gt;We estimate to complete it in August.&lt;/p&gt;</content></entry></feed>

+ 102
- 85
index.html Vedi File

@@ -48,53 +48,67 @@

<article>
<a href="http://opengamestudio.org/example-driven-development.html"><h3 class="article-title">Example-driven development</h3></a>
<h6 class="subheader" title="2018-06-27T00:00:00+03:00">Ср 27 Июнь 2018
<a class="button secondary small translation-button" href="http://opengamestudio.org/example-driven-development-ru.html">ru</a>

</h6><p><img alt="Screenshot" src="http://opengamestudio.org/2018-06-27-example-driven-development.png" /></p>
<p>This article explains how the third OpenSceneGraph cross-platform example
opened our eyes to example-driven development.</p>
<p><strong>The third OpenSceneGraph cross-platform example</strong></p>
<p>The third OpenSceneGraph cross-platform example explains how to implement
<a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/03.RemoteDebugging">remote debugging across platforms</a>. This example is less about
OpenSceneGraph and more about different platforms.</p>
<p>Remote anything nowadays assumes the use of HTTP(s) over TCP/IP. Thus, the
first idea was to embed HTTP server into an application and let HTTP clients
interact with the server. However, serving HTTP across all platforms is
complicated:</p>
<a href="http://opengamestudio.org/examples-and-dependencies.html"><h3 class="article-title">Examples and dependencies</h3></a>
<h6 class="subheader" title="2018-08-21T00:00:00+03:00">Вт 21 августа 2018
<a class="button secondary small translation-button" href="http://opengamestudio.org/examples-and-dependencies-ru.html">ru</a>

</h6><p><img alt="Screenshot" src="http://opengamestudio.org/2018-08-21-examples-and-dependencies.png"></p>
<p>This article describes two new OpenSceneGraph cross-platform examples and the
change in handling dependencies.</p>
<p><strong>Examples of HTTP client and node selection</strong></p>
<p>Once we finished working on <a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/04.RemoteDebugging">the remote debugging example</a> and
<a href="http://opengamestudio.org/example-driven-development.html">reported its completion</a>, we were surprised by the fact
that secure HTTP connection between a debugged application and debug broker
was only working in the web version of the example. Desktop and mobile versions
only worked with insecure HTTP.</p>
<p>Since current debug scheme has no authentication, insecure debugging over HTTP
doesn't really hurt. However, if we want to access resources located at popular
sites like GitHub and BitBucket, we have to support secure HTTP.</p>
<p>The need to support HTTPS on each platform spurred us to create
<a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/03.HTTPClient">HTTP client example</a>. Turned out, each platform had its own
preferred way of doing secure HTTP:</p>
<ul>
<li>desktops have firewalls</li>
<li>mobiles have restrictions on background processes</li>
<li>web browsers are HTTP clients by design</li>
<li>web (Emscripten) provides Fetch API</li>
<li>desktop is fine with Mongoose and OpenSSL</li>
<li>Android provides HttpUrlConnection in Java</li>
<li>iOS provides NSURLSession in Objective-C</li>
</ul>
<p>That's why we decided to create a mediator between debugged application and UI.
<a href="https://github.com/OGStudio/debug-broker">Debug broker</a>, a small Node.js application, became that mediator.
Debug broker uses no external dependencies, so it's easy to run virtually
anywhere. Also, since debug broker is a server application, you can configure
it once and use it for any number of applications.</p>
<p>Both <a href="https://github.com/OGStudio/debug-ui">debug UI</a> and <a href="https://github.com/OGStudio/debug-broker">debug broker</a> use JavaScript
because we wanted these tools to be accessible from anywhere with no prior
installation. This decision limited us to web browser solution. Providing
any sort of desktop application would incur additional installation and
maintenance effort, which would only complicate the tools.</p>
<p><strong>Example-driven development establishment</strong></p>
<p>Once the third example was implemented, we realized how important and
beneficial it is to develop new features outside the main project:</p>
<p>The need to support different languages on different platforms resulted
in the creation of so-called 'host-guest' pattern:</p>
<ul>
<li>the main project is freed from excessive commit noise</li>
<li>a new feature is publicly shared for everyone to learn, criticize, and improve</li>
<li>guest (platform agnostic)<ul>
<li>provides networking representation</li>
<li>used by cross-platform C++ code</li>
</ul>
</li>
<li>host (specific platform)<ul>
<li>polls guest for pending requests</li>
<li>processes them</li>
<li>reports results back to the guest</li>
</ul>
</li>
</ul>
<p>When we publicly share our knowledge:</p>
<p><a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/05.NodeSelection">Node selection example</a> was straightforward and caused no troubles.</p>
<p><strong>The change in handling dependencies</strong></p>
<p>For over a year we had to deal with the following
<a href="http://forum.openscenegraph.org/viewtopic.php?t=17443">shortcomings</a> when building OpenSceneGraph across platforms
using conventional methods:</p>
<ul>
<li>we must create documentation for everyone (including ourselves later) to understand what's going on</li>
<li>we must not use hacks because that would break your trust in us</li>
<li>macOS builds failing due to certain compile flags we use</li>
<li>hacking PNG plugin safety guards to have PNG support under Android</li>
<li>iOS simulator and device builds of the same example being in separate Xcode projects</li>
<li>OpenSceneGraph taking 20-30 minutes to build</li>
</ul>
<p>From now on, all new features like input handling, Mahjong layout loading,
resource caching, etc. are going to be first implemented as examples.
We call this example-driven development.</p>
<p>That's it for explaining how the third OpenSceneGraph cross-platform example
opened our eyes to example-driven development.</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p>These shortcomings were slowing us down and complicating the development of
new examples. Upon hitting these problems ten more times this month we decided
it was time to solve them once and for all. Now OpenSceneGraph is built as part
of each example in 2-3 minutes, and there's no more dependency magic involved.
We took the same approach of building dependencies as part of each example to
other external libraries like Mongoose and libpng-android, too.</p>
<p>With these obstacles out of the way, we can now iterate faster. Just in time
for the next technical demonstration of Mahjong 2!</p>
<p>That's it for describing two new OpenSceneGraph cross-platform examples and
the change in handling dependencies.</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -108,18 +122,41 @@ opened our eyes to example-driven development.</p><p class="subheader">Category:


<article>
<a href="http://opengamestudio.org/example-driven-development.html"><h3 class="article-title">Example-driven development</h3></a>
<h6 class="subheader" title="2018-06-27T00:00:00+03:00">Ср 27 июня 2018
<a class="button secondary small translation-button" href="http://opengamestudio.org/example-driven-development-ru.html">ru</a>

</h6><p><img alt="Screenshot" src="http://opengamestudio.org/2018-06-27-example-driven-development.png"></p>
<p>This article explains how the third OpenSceneGraph cross-platform example
opened our eyes to example-driven development.</p>
<p><strong>2018-08 EDIT</strong>: the third example has been renamed to the fourth one due to
the reasons described in the <a href="http://opengamestudio.org/examples-and-dependencies.html">next article</a>.</p>
<p><strong>The third OpenSceneGraph cross-platform example</strong></p>
<p>The third OpenSceneGraph cross-platform example explains how to implement …</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>


<a class="button radius secondary small right" href="http://opengamestudio.org/example-driven-development.html">Read More</a>
<hr class="gradient"/>
</article>



<article>
<a href="http://opengamestudio.org/openscenegraph-examples.html"><h3 class="article-title">OpenSceneGraph cross-platform examples</h3></a>
<h6 class="subheader" title="2018-04-20T00:00:00+03:00">Пт 20 Апрель 2018
<h6 class="subheader" title="2018-04-20T00:00:00+03:00">Пт 20 апреля 2018
<a class="button secondary small translation-button" href="http://opengamestudio.org/openscenegraph-examples-ru.html">ru</a>

</h6><p><img alt="Screenshot" src="http://opengamestudio.org/2018-04-20-openscenegraph-examples.png" /></p>
</h6><p><img alt="Screenshot" src="http://opengamestudio.org/2018-04-20-openscenegraph-examples.png"></p>
<p>This article summarizes the work we did to produce the first two
cross-platform OpenSceneGraph examples.</p>
<p>By the time <a href="http://opengamestudio.org/mahjong-techdemo1-gameplay.html">the first technology demonstration of OGS Mahjong 2</a>
has been released, we've already had <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide/issues/4">issue request</a>
(to explain how to load images with OpenSceneGraph on Android) hanging for some
time. We ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
time. We considered …</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -133,10 +170,10 @@ time. We ...</p><p class="subheader">Category: <a href="http://opengamestudio.or

<article>
<a href="http://opengamestudio.org/mahjong-techdemo1-gameplay.html"><h3 class="article-title">First techdemo of OGS Mahjong 2: Gameplay</h3></a>
<h6 class="subheader" title="2018-02-16T00:00:00+03:00">Пт 16 Февраль 2018
<h6 class="subheader" title="2018-02-16T00:00:00+03:00">Пт 16 февраля 2018
<a class="button secondary small translation-button" href="http://opengamestudio.org/mahjong-techdemo1-gameplay-ru.html">ru</a>

</h6><p><img alt="Screenshot" src="http://opengamestudio.org/2018-02-16-mahjong-techdemo1-gameplay.png" /></p>
</h6><p><img alt="Screenshot" src="http://opengamestudio.org/2018-02-16-mahjong-techdemo1-gameplay.png"></p>
<p>We are glad to announce the release of the first technical demonstration of
OGS Mahjong 2. The purpose of this release was to verify gameplay across
supported platforms.</p>
@@ -146,7 +183,7 @@ supported platforms.</p>
<li>Get <a href="https://drive.google.com/open?id=1KW8IEN8Dpz8ODeg8BctVSJyzj9-AL9hR">Android version</a></li>
<li>Get <a href="https://drive.google.com/open?id=1oj0-OXSmEatttzn86u2vgP9SRAIC0ozB">Windows version</a></li>
<li>Get <a href="https://drive.google.com/open?id=1EX7kLIThLiMz9_W7VmBPySms3mlrF-i6">Linux version</a></li>
<li>Get <a href="https://drive.google.com/open?id=1KWnvbHzan8MpMcZPG2QC-7KWoEYbqrM2">macOS ...</a></li></ul><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<li>Get <a href="https://drive.google.com/open?id=1KWnvbHzan8MpMcZPG2QC-7KWoEYbqrM2">macOS </a></li></ul><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -160,10 +197,10 @@ supported platforms.</p>

<article>
<a href="http://opengamestudio.org/mahjong-recreation-start.html"><h3 class="article-title">Mahjong recreation start</h3></a>
<h6 class="subheader" title="2018-01-26T00:00:00+03:00">Пт 26 Январь 2018
<h6 class="subheader" title="2018-01-26T00:00:00+03:00">Пт 26 января 2018
<a class="button secondary small translation-button" href="http://opengamestudio.org/mahjong-recreation-start-ru.html">ru</a>

</h6><p><img alt="Screenshot" src="http://opengamestudio.org/2018-01-26-mahjong-recreation-start.png" /></p>
</h6><p><img alt="Screenshot" src="http://opengamestudio.org/2018-01-26-mahjong-recreation-start.png"></p>
<p>This article describes the start of Mahjong game recreation.</p>
<p><strong>Plan</strong></p>
<p>We started Mahjong recreation endeavour by composing a brief plan to get gameplay with minimal graphics:</p>
@@ -174,7 +211,7 @@ supported platforms.</p>
<li>Implement selection</li>
<li>Implement matching</li>
</ul>
<p>Just like any other plan, this one looked fine at ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p>Just like any other plan, this one looked fine at </p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -188,15 +225,15 @@ supported platforms.</p>

<article>
<a href="http://opengamestudio.org/the-year-of-lessons.html"><h3 class="article-title">The year of lessons</h3></a>
<h6 class="subheader" title="2017-12-31T22:00:00+03:00">Вс 31 Декабрь 2017
<h6 class="subheader" title="2017-12-31T22:00:00+03:00">Вс 31 декабря 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/the-year-of-lessons-ru.html">ru</a>

</h6><p><img alt="Screenshot" src="http://opengamestudio.org/2017-12-31-celebration.jpg" /></p>
</h6><p><img alt="Screenshot" src="http://opengamestudio.org/2017-12-31-celebration.jpg"></p>
<p>So, the year 2017 is approaching its finale, the year's results have already
been summed up. We're going to take a break from igniting the fireworks or
preparation of the champagne so that we can designate our goal for the
following year.</p>
<p>As it may be clear from ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p>As it may be clear from other articles …</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -210,14 +247,14 @@ following year.</p>

<article>
<a href="http://opengamestudio.org/2017-summary.html"><h3 class="article-title">2017 summary</h3></a>
<h6 class="subheader" title="2017-11-22T00:00:00+03:00">Ср 22 Ноябрь 2017
<h6 class="subheader" title="2017-11-22T00:00:00+03:00">Ср 22 ноября 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/2017-summary-ru.html">ru</a>

</h6><p><img alt="Screenshot" src="http://opengamestudio.org/2017-11-22-2017-summary.png" /></p>
</h6><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 ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p><strong>2005.</strong> We started the project with a <a href="https://www.linuxquestions.org/questions/general-10/the-creation-of-the-best-rpg-355858/">fanatic call</a> to create the best game ever …</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -231,13 +268,13 @@ following year.</p>

<article>
<a href="http://opengamestudio.org/back-to-the-static.html"><h3 class="article-title">Back to the Static</h3></a>
<h6 class="subheader" title="2017-10-16T00:00:00+03:00">Пн 16 Октябрь 2017
<h6 class="subheader" title="2017-10-16T00:00:00+03:00">Пн 16 октября 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/back-to-the-static-ru.html">ru</a>

</h6><p><img alt="Back to the Static" src="http://opengamestudio.org/2017-10-16-back-to-the-static.png" /></p>
</h6><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 ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
It seems that this is the technology capable of …</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -251,10 +288,10 @@ It seems that this is the technology ...</p><p class="subheader">Category: <a hr

<article>
<a href="http://opengamestudio.org/mjin-world-birth.html"><h3 class="article-title">The birth of MJIN world</h3></a>
<h6 class="subheader" title="2017-09-10T00:00:00+03:00">Вс 10 Сентябрь 2017
<h6 class="subheader" title="2017-09-10T00:00:00+03:00">Вс 10 сентября 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/mjin-world-birth-ru.html">ru</a>

</h6><p><img alt="The birth of MJIN world" src="http://opengamestudio.org/2017-09-mjin-world-birth.png" /></p>
</h6><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>
@@ -262,7 +299,7 @@ It seems that this is the technology ...</p><p class="subheader">Category: <a hr
<li>run unchanged on all supported platforms</li>
<li>allow extending C++ code</li>
</ol>
<p>We have verified the second criterion by writing ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p>We have verified the second criterion by writing </p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -276,13 +313,13 @@ It seems that this is the technology ...</p><p class="subheader">Category: <a hr

<article>
<a href="http://opengamestudio.org/scripting-research.html"><h3 class="article-title">Scripting research</h3></a>
<h6 class="subheader" title="2017-08-16T00:00:00+03:00">Ср 16 Август 2017
<h6 class="subheader" title="2017-08-16T00:00:00+03:00">Ср 16 августа 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/scripting-research-ru.html">ru</a>

</h6><p><img alt="Scripting research" src="http://opengamestudio.org/2017-08-scripting-research.png" /></p>
</h6><p><img alt="Scripting research" src="http://opengamestudio.org/2017-08-scripting-research.png"></p>
<p>This article describes scripting research in July 2017.</p>
<p><strong>Our first goal of using a scripting language was to have a platform-independent code that runs unchanged on every supported platform.</strong></p>
<p>OGS Editor 0.10 supports Python for such a code thanks to <a href="http://swig.org/">SWIG</a>. SWIG provides a way to wrap almost any ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p>OGS Editor 0.10 supports Python for such a code thanks to <a href="http://swig.org/">SWIG</a>. SWIG provides a way to wrap almost any </p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -291,26 +328,6 @@ It seems that this is the technology ...</p><p class="subheader">Category: <a hr
<hr class="gradient"/>
</article>



<article>
<a href="http://opengamestudio.org/openscenegraph-cross-platform-guide.html"><h3 class="article-title">OpenSceneGraph cross-platform guide</h3></a>
<h6 class="subheader" title="2017-07-17T00:00:00+03:00">Пн 17 Июль 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/openscenegraph-cross-platform-guide-ru.html">ru</a>

</h6><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 ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>


<a class="button radius secondary small right" href="http://opengamestudio.org/openscenegraph-cross-platform-guide.html">Read More</a>
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</article>

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<article>
<a href="http://opengamestudio.org/openscenegraph-cross-platform-guide.html"><h3 class="article-title">OpenSceneGraph cross-platform guide</h3></a>
<h6 class="subheader" title="2017-07-17T00:00:00+03:00">Пн 17 июля 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/openscenegraph-cross-platform-guide-ru.html">ru</a>

</h6><p><img alt="OpenSceneGraph guide" src="http://opengamestudio.org/2017-07-openscenegraph-guide.png"></p>
<p>This article summarizes the work we did to produce OpenSceneGraph cross-platform guide.</p>
<p>June marked the finish of <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide">OpenSceneGraph cross-platform guide</a> with the publishing of the last (initially planned) tutorial. The tutorial describes <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide/tree/master/1.10.SampleWeb">how to build and run sample OpenSceneGraph application in Web</a> using Emscripten.
In case you missed it, here's …</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>


<a class="button radius secondary small right" href="http://opengamestudio.org/openscenegraph-cross-platform-guide.html">Read More</a>
<hr class="gradient"/>
</article>



<article>
<a href="http://opengamestudio.org/ios-tutorial.html"><h3 class="article-title">iOS tutorial</h3></a>
<h6 class="subheader" title="2017-06-08T10:00:00+03:00">Чт 08 Июнь 2017
<h6 class="subheader" title="2017-06-08T10:00:00+03:00">Чт 08 июня 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/ios-tutorial-ru.html">ru</a>

</h6><p><img alt="iOS tutorial" src="http://opengamestudio.org/2017-06-08-ios-refactoring.png" /></p>
</h6><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 ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p><a href="https://twitter.com/OpenGameStudio/status/826816343433498627">This February</a> we managed to get simple model rendered under iOS in just a few days. We expected to finish iOS tutorial in no time. However, the reality reminded us: it's easy to come up …</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

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

<article>
<a href="http://opengamestudio.org/osg-sample.html"><h3 class="article-title">OpenSceneGraph sample</h3></a>
<h6 class="subheader" title="2017-05-12T00:00:00+03:00">Пт 12 Май 2017
<h6 class="subheader" title="2017-05-12T00:00:00+03:00">Пт 12 мая 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/osg-sample-ru.html">ru</a>

</h6><p><img alt="OSG sample" src="http://opengamestudio.org/2017-05_osg-sample.png" /></p>
</h6><p><img alt="OSG sample" src="http://opengamestudio.org/2017-05_osg-sample.png"></p>
<p>This article describes creation of the tutorials for building sample OpenSceneGraph application under Linux, macOS, Windows, and Android in April 2017.</p>
<p>Previous tutorials described how to install OpenSceneGraph under Linux, macOS, Windows and render a model using the standard <strong>osgviewer</strong> tool. This time we worked on a <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide-application">sample OpenSceneGraph application ...</a></p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p>Previous tutorials described how to install OpenSceneGraph under Linux, macOS, Windows and render a model using the standard <strong>osgviewer</strong> tool. This time we worked on a <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide-application">sample OpenSceneGraph application </a></p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

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

<article>
<a href="http://opengamestudio.org/its-all-fine.html"><h3 class="article-title">It's all fine</h3></a>
<h6 class="subheader" title="2017-04-07T00:00:00+03:00">Пт 07 Апрель 2017
<h6 class="subheader" title="2017-04-07T00:00:00+03:00">Пт 07 апреля 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/its-all-fine-ru.html">ru</a>

</h6><p><img alt="ItsAllFine" src="http://opengamestudio.org/2017-04_its-all-fine.png" /></p>
</h6><p><img alt="ItsAllFine" src="http://opengamestudio.org/2017-04_its-all-fine.png"></p>
<p>This article describes creation of the first four OpenSceneGraph tutorials in March 2017.</p>
<p>The <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide/">first four OpenSceneGraph tutorials</a> explain how to create a cube model with Blender and display the model under Linux, macOS, or Windows using OpenSceneGraph tool called osgviewer.</p>
<p>The whole process of creating a single tutorial turned ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p>The whole process of creating a single tutorial turned </p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

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

<article>
<a href="http://opengamestudio.org/lets-go.html"><h3 class="article-title">Let's go</h3></a>
<h6 class="subheader" title="2017-03-16T00:00:00+03:00">Чт 16 Март 2017
<h6 class="subheader" title="2017-03-16T00:00:00+03:00">Чт 16 марта 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/lets-go-ru.html">ru</a>

</h6><p><img alt="Let's go" src="http://opengamestudio.org/2017-03_lets-go.png" /></p>
</h6><p><img alt="Let's go" src="http://opengamestudio.org/2017-03_lets-go.png"></p>
<p>In this article we describe our progress in January and February of 2017: rendering under iOS/Web and a new tutorial tool.</p>
<p><strong>Rendering under iOS/Web</strong></p>
<p>To our surprise, we got a simple red cube rendered under <a href="https://twitter.com/OpenGameStudio/status/826816343433498627">iOS</a> and <a href="https://twitter.com/OpenGameStudio/status/829731986264698881">Web</a> pretty fast: in early February. However, this is only the ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p>To our surprise, we got a simple red cube rendered under <a href="https://twitter.com/OpenGameStudio/status/826816343433498627">iOS</a> and <a href="https://twitter.com/OpenGameStudio/status/829731986264698881">Web</a> pretty fast: in early February. However, this is only the </p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

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

<article>
<a href="http://opengamestudio.org/the-year-of-challenges.html"><h3 class="article-title">The year of challenges</h3></a>
<h6 class="subheader" title="2017-01-25T00:00:00+03:00">Ср 25 Январь 2017
<h6 class="subheader" title="2017-01-25T00:00:00+03:00">Ср 25 января 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/the-year-of-challenges-ru.html">ru</a>

</h6><p><img alt="The year of challenges" src="http://opengamestudio.org/2017-01_the-year-of-challenges.png" /></p>
</h6><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 ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p><img alt="Android rendering" src="http://opengamestudio.org/2017-01_mjin-android-gles.png"></p>
<p>Some people would consider this a failure. We don't. We see a chance …</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

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

<article>
<a href="http://opengamestudio.org/2017-happy-new-year.html"><h3 class="article-title">Happy 2017</h3></a>
<h6 class="subheader" title="2016-12-31T00:00:00+03:00">Сб 31 Декабрь 2016
<h6 class="subheader" title="2016-12-31T00:00:00+03:00">Сб 31 декабря 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/2017-happy-new-year-ru.html">ru</a>

</h6><p><img alt="Happy new year" src="http://opengamestudio.org/2016-12-31_happy-new-year.png" /></p>
</h6><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 ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p>It may seem, that our progress stalled. Three years ago we announced the beginning of a new project (two to be precise), and now we still working on …</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

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

<article>
<a href="http://opengamestudio.org/2016-november-recap.html"><h3 class="article-title">November 2016 recap</h3></a>
<h6 class="subheader" title="2016-12-15T00:00:00+03:00">Чт 15 Декабрь 2016
<h6 class="subheader" title="2016-12-15T00:00:00+03:00">Чт 15 декабря 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/2016-november-recap-ru.html">ru</a>

</h6><p><img alt="November recap" src="http://opengamestudio.org/2016-12-15_2016-november-recap.png" /></p>
</h6><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 ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p>Once we built OpenSceneGraph for Android, it became obvious that some MJIN functionality is not suitable for Android. For example, UIQt provides a basis for OGS Editor UI. Since OGS Editor is a desktop application, we don't need UIQt …</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

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

<article>
<a href="http://opengamestudio.org/2016-october-recap.html"><h3 class="article-title">October 2016 recap</h3></a>
<h6 class="subheader" title="2016-11-19T00:00:00+03:00">Сб 19 Ноябрь 2016
<h6 class="subheader" title="2016-11-19T00:00:00+03:00">Сб 19 ноября 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/2016-october-recap-ru.html">ru</a>

</h6><p><img alt="October recap" src="http://opengamestudio.org/2016-11-19_2016-october-recap.png" /></p>
</h6><p><img alt="October recap" src="http://opengamestudio.org/2016-11-19_2016-october-recap.png"></p>
<p>This article describes how we spent a month building OpenSceneGraph (OSG) for Android: the first attempt to build OSG, the search for OSG alternatives, and the success in building OSG.</p>
<p><strong>First attempt to build OSG.</strong></p>
<p>Having no prior knowledge of Android development, we grabbed the latest Android Studio and started ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p>Having no prior knowledge of Android development, we grabbed the latest Android Studio and started </p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

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

<article>
<a href="http://opengamestudio.org/2016-tech-showcases.html"><h3 class="article-title">Technology showcases</h3></a>
<h6 class="subheader" title="2016-10-31T00:00:00+03:00">Пн 31 Октябрь 2016
<h6 class="subheader" title="2016-10-31T00:00:00+03:00">Пн 31 октября 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/2016-tech-showcases-ru.html">ru</a>

</h6><p><img alt="TechShowcases" src="http://opengamestudio.org/2016-10-31_tech-showcases.png" /></p>
</h6><p><img alt="TechShowcases" src="http://opengamestudio.org/2016-10-31_tech-showcases.png"></p>
<p>In this article, we take another look at 2015-2016 live sessions' format and introduce a new showcase format for 2017.</p>
<p><strong>2015 and 2016: live sessions.</strong></p>
<p>As you know, we use live sessions to show the state of our technology and create a small functional game from scratch.
We have conducted ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
We have conducted </p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -223,28 +243,6 @@ We have conducted ...</p><p class="subheader">Category: <a href="http://opengame
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<article>
<a href="http://opengamestudio.org/2016-september-recap.html"><h3 class="article-title">September 2016 recap</h3></a>
<h6 class="subheader" title="2016-10-11T00:00:00+03:00">Вт 11 Октябрь 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/2016-september-recap-ru.html">ru</a>

</h6><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 ...</p></li></ol><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>


<a class="button radius secondary small right" href="http://opengamestudio.org/2016-september-recap.html">Read More</a>
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<article>
<a href="http://opengamestudio.org/2016-september-recap.html"><h3 class="article-title">September 2016 recap</h3></a>
<h6 class="subheader" title="2016-10-11T00:00:00+03:00">Вт 11 октября 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/2016-september-recap-ru.html">ru</a>

</h6><p><img alt="September recap" src="http://opengamestudio.org/2016-10-11_september-recap.png"></p>
<p>This article explains September 2016 live session stages: draft, rehearsal, live session itself, and publishing.</p>
<p>Even though live session takes only a few hours, we devote a whole month to prepare for it. Let's have a look at live session stages in detail.</p>
<ol>
<li>
<p><strong>Draft.</strong> Game creation for the first time …</p></li></ol><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>


<a class="button radius secondary small right" href="http://opengamestudio.org/2016-september-recap.html">Read More</a>
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<article>
<a href="http://opengamestudio.org/ogs-editor-0.10.html"><h3 class="article-title">OGS Editor 0.10 and live session materials</h3></a>
<h6 class="subheader" title="2016-10-03T00:00:00+03:00">Пн 03 Октябрь 2016
<h6 class="subheader" title="2016-10-03T00:00:00+03:00">Пн 03 октября 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/ogs-editor-0.10-ru.html">ru</a>

</h6><p><img alt="ogs-editor-0.10" src="http://opengamestudio.org/2016-10-03_ogs-editor-0.10.png" /></p>
</h6><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 ...</li></ul><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<li><strong>Mahjong Solitaire game</strong> <a href="https://sourceforge.net/projects/osrpgcreation/files/Games/MahjongSolitaire/">is available at SourceForge</a>, too. Simply …</li></ul><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

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

<article>
<a href="http://opengamestudio.org/yesterdays-live-session-short-overview.html"><h3 class="article-title">A few words about live session yesterday</h3></a>
<h6 class="subheader" title="2016-09-26T00:00:00+03:00">Пн 26 Сентябрь 2016
<h6 class="subheader" title="2016-09-26T00:00:00+03:00">Пн 26 сентября 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/yesterdays-live-session-short-overview-ru.html">ru</a>

</h6><iframe width="560" height="315" src="https://www.youtube.com/embed/_t8TGhSgJG4" frameborder="0" allowfullscreen></iframe>
@@ -92,7 +114,7 @@ We will publish live session materials later this week.</p>

<article>
<a href="http://opengamestudio.org/september-live-session-announcement-tomorrow.html"><h3 class="article-title">Live session is in 24 hours</h3></a>
<h6 class="subheader" title="2016-09-24T00:00:00+03:00">Сб 24 Сентябрь 2016
<h6 class="subheader" title="2016-09-24T00:00:00+03:00">Сб 24 сентября 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/september-live-session-announcement-tomorrow-ru.html">ru</a>

</h6><iframe width="560" height="315" src="https://www.youtube.com/embed/Fj4yHG-mV1U" frameborder="0" allowfullscreen></iframe>
@@ -111,7 +133,7 @@ We will publish live session materials later this week.</p>

<article>
<a href="http://opengamestudio.org/september-live-session-announcement.html"><h3 class="article-title">Live session: 25 September 2016</h3></a>
<h6 class="subheader" title="2016-09-17T00:00:00+03:00">Сб 17 Сентябрь 2016
<h6 class="subheader" title="2016-09-17T00:00:00+03:00">Сб 17 сентября 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/september-live-session-announcement-ru.html">ru</a>

</h6><iframe width="560" height="315" src="https://www.youtube.com/embed/Y5hOGKcQ8wA" frameborder="0" allowfullscreen></iframe>
@@ -131,13 +153,13 @@ It's time to create simple Mahjong solitaire game.</p><p class="subheader">Categ

<article>
<a href="http://opengamestudio.org/2016-august-recap.html"><h3 class="article-title">August 2016 recap</h3></a>
<h6 class="subheader" title="2016-09-03T00:00:00+03:00">Сб 03 Сентябрь 2016
<h6 class="subheader" title="2016-09-03T00:00:00+03:00">Сб 03 сентября 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/2016-august-recap-ru.html">ru</a>

</h6><p><img alt="2016-august-recap" src="http://opengamestudio.org/2016-09-03_august-recap.png" /></p>
</h6><p><img alt="2016-august-recap" src="http://opengamestudio.org/2016-09-03_august-recap.png"></p>
<p>This article explains the most important technical details about development in August: UIQt module, its refactoring, a new feature based development approach, and its benefits.</p>
<p><strong>UIQt module</strong> is a collection of UI components backed by Qt. We only use it for Editor UI at the moment.</p>
<p>Here is a list ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p>Here is a list </p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -151,7 +173,7 @@ It's time to create simple Mahjong solitaire game.</p><p class="subheader">Categ

<article>
<a href="http://opengamestudio.org/back-to-social-networks.html"><h3 class="article-title">We’re back to social networks</h3></a>
<h6 class="subheader" title="2016-08-18T00:00:00+03:00">Чт 18 Август 2016
<h6 class="subheader" title="2016-08-18T00:00:00+03:00">Чт 18 августа 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/back-to-social-networks-ru.html">ru</a>

</h6><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>
@@ -169,11 +191,11 @@ It's time to create simple Mahjong solitaire game.</p><p class="subheader">Categ

<article>
<a href="http://opengamestudio.org/once-mahjong-always-mahjong.html"><h3 class="article-title">Once Mahjong – always Mahjong</h3></a>
<h6 class="subheader" title="2016-08-10T00:00:00+03:00">Ср 10 Август 2016
<h6 class="subheader" title="2016-08-10T00:00:00+03:00">Ср 10 августа 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/once-mahjong-always-mahjong-ru.html">ru</a>

</h6><p>We started Opensource Game Studio project a long time ago. We wanted to provide open source community with tools to create games. However, it was unclear what tools' purpose was. So we decided to start small: create a game first.</p>
<p>It took us 3 years to reach the first goal ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p>It took us 3 years to reach the first goal </p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -187,7 +209,7 @@ It's time to create simple Mahjong solitaire game.</p><p class="subheader">Categ

<article>
<a href="http://opengamestudio.org/ogs-editor-0.9.html"><h3 class="article-title">May 2016 live session materials</h3></a>
<h6 class="subheader" title="2016-05-29T00:00:00+03:00">Вс 29 Май 2016
<h6 class="subheader" title="2016-05-29T00:00:00+03:00">Вс 29 мая 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/ogs-editor-0.9-ru.html">ru</a>

</h6><iframe width="560" height="315" src="https://www.youtube.com/embed/8gHYOkMRoos?list=PLWMTZqE4MAMKp3wP1N63xbdhdgfKi-d-J" frameborder="0" allowfullscreen></iframe>
@@ -195,7 +217,7 @@ It's time to create simple Mahjong solitaire game.</p><p class="subheader">Categ
<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><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<li>Domino project </li></ol><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -209,7 +231,7 @@ It's time to create simple Mahjong solitaire game.</p><p class="subheader">Categ

<article>
<a href="http://opengamestudio.org/may-live-session-announcement.html"><h3 class="article-title">Live session: 28 May 2016</h3></a>
<h6 class="subheader" title="2016-05-17T00:00:00+03:00">Вт 17 Май 2016
<h6 class="subheader" title="2016-05-17T00:00:00+03:00">Вт 17 мая 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/may-live-session-announcement-ru.html">ru</a>

</h6><p>We're glad to annouce that the <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> session will take place on <a title="Local time" href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio+May+live+session&iso=20160528T12&p1=37&ah=3">28 May 2016 at 12:00 CEST</a>. Join us!</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
@@ -221,24 +243,6 @@ It's time to create simple Mahjong solitaire game.</p><p class="subheader">Categ
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<article>
<a href="http://opengamestudio.org/may-live-session-decision.html"><h3 class="article-title">May live session (Editor 0.9)</h3></a>
<h6 class="subheader" title="2016-04-24T00:00:00+03:00">Вс 24 Апрель 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/may-live-session-decision-ru.html">ru</a>

</h6><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 ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>


<a class="button radius secondary small right" href="http://opengamestudio.org/may-live-session-decision.html">Read More</a>
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<article>
<a href="http://opengamestudio.org/may-live-session-decision.html"><h3 class="article-title">May live session (Editor 0.9)</h3></a>
<h6 class="subheader" title="2016-04-24T00:00:00+03:00">Вс 24 апреля 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/may-live-session-decision-ru.html">ru</a>

</h6><p>As you know, the previously published roadmap assumed, that we would hold a live session in April and it would feature a ping-pong game created with Editor 0.9.</p>
<p>We have to admit, our abilities to plan are not yet good enough. That's why the next live session will take …</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>


<a class="button radius secondary small right" href="http://opengamestudio.org/may-live-session-decision.html">Read More</a>
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<article>
<a href="http://opengamestudio.org/rolling-ball.html"><h3 class="article-title">"Rolling ball" live session videos and downloads</h3></a>
<h6 class="subheader" title="2016-02-10T00:00:00+03:00">Ср 10 Февраль 2016
<h6 class="subheader" title="2016-02-10T00:00:00+03:00">Ср 10 февраля 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/rolling-ball-ru.html">ru</a>

</h6><p>Since we held 2 live sessions to create "Rolling ball" game, here are 2 YouTube videos of the process:</p>
@@ -60,7 +78,7 @@

<p>"Rolling ball" game for Linux (Debian based), OS X (10.9+), Windows <a title="SourceForge" href="http://sourceforge.net/projects/osrpgcreation/files/Games/RollingBall/">is available at SourceForge</a>.
Simply unpack it and launch the run script.</p>
<p>Editor 0.8 <a title="SourceForge" href="http://sourceforge.net/projects/osrpgcreation/files/Editor/jenkins/46_2016-01-30_22-20-41_0.8.0/">is available at SourceForge ...</a></p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p>Editor 0.8 <a title="SourceForge" href="http://sourceforge.net/projects/osrpgcreation/files/Editor/jenkins/46_2016-01-30_22-20-41_0.8.0/">is available at SourceForge </a></p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

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

<article>
<a href="http://opengamestudio.org/rolling-ball-live-session-pt2.html"><h3 class="article-title">Game creation live session (part 2): 7 February 2016</h3></a>
<h6 class="subheader" title="2016-02-02T00:00:00+03:00">Вт 02 Февраль 2016
<h6 class="subheader" title="2016-02-02T00:00:00+03:00">Вт 02 февраля 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/rolling-ball-live-session-pt2-ru.html">ru</a>

</h6><p>Unfortunately, we have failed to finish creation of the simple "Rolling ball" game in 3 hours. That's why we will hold the second <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> session on <a title="Local time" href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio%3A+Game+creation+live+session%2C+part+2&iso=20160207T12&p1=37&ah=3">7 February 2016 at 12:00 CET</a>. Let's finish the game!</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
@@ -91,7 +109,7 @@ Simply unpack it and launch the run script.</p>

<article>
<a href="http://opengamestudio.org/january-live-session-announcement.html"><h3 class="article-title">Game creation live session: 31 January 2016</h3></a>
<h6 class="subheader" title="2016-01-25T00:00:00+03:00">Пн 25 Январь 2016
<h6 class="subheader" title="2016-01-25T00:00:00+03:00">Пн 25 января 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/january-live-session-announcement-ru.html">ru</a>

</h6><p>We're glad to annouce that the <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> session will take place on <a title="Local time" href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio%3A+Game+creation+live+session&iso=20160131T12&p1=37&ah=3">31 January 2016 at 12:00 CET</a>. Join us!</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
@@ -108,11 +126,11 @@ Simply unpack it and launch the run script.</p>

<article>
<a href="http://opengamestudio.org/january-live-session-decision.html"><h3 class="article-title">SOON: Creating a simple game live (Editor 0.8)</h3></a>
<h6 class="subheader" title="2016-01-21T00:00:00+03:00">Чт 21 Январь 2016
<h6 class="subheader" title="2016-01-21T00:00:00+03:00">Чт 21 января 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/january-live-session-decision-ru.html">ru</a>

</h6><p>We are ready to present Editor 0.8 with Player. The live session will be held at <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> SOON. We will show you how to create a simple game with sounds from scratch. And this time it will not need an Editor to run.
The exact date and time is ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
The exact date and time is </p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -126,11 +144,11 @@ The exact date and time is ...</p><p class="subheader">Category: <a href="http:/

<article>
<a href="http://opengamestudio.org/2016-roadmap.html"><h3 class="article-title">Roadmap for 2016</h3></a>
<h6 class="subheader" title="2015-12-26T00:00:00+03:00">Сб 26 Декабрь 2015
<h6 class="subheader" title="2015-12-26T00:00:00+03:00">Сб 26 декабря 2015
<a class="button secondary small translation-button" href="http://opengamestudio.org/2016-roadmap-ru.html">ru</a>

</h6><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 ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p>Here's the revised …</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -144,7 +162,7 @@ The exact date and time is ...</p><p class="subheader">Category: <a href="http:/

<article>
<a href="http://opengamestudio.org/livesession-materials-editor-07.html"><h3 class="article-title">Live session video and downloads</h3></a>
<h6 class="subheader" title="2015-11-15T00:00:00+03:00">Вс 15 Ноябрь 2015
<h6 class="subheader" title="2015-11-15T00:00:00+03:00">Вс 15 ноября 2015
<a class="button secondary small translation-button" href="http://opengamestudio.org/livesession-materials-editor-07-ru.html">ru</a>

</h6><p>If you missed the live session, you can watch it here:
@@ -152,7 +170,7 @@ The exact date and time is ...</p><p class="subheader">Category: <a href="http:/
<p>You can download the resulting project here:
<a href="https://github.com/OGStudio/liveSessionWhacAMole/archive/master.zip">https://github.com/OGStudio/liveSessionWhacAMole/archive/master.zip</a></p>
<p>The latest editor can be found here:
<a href="http://sourceforge.net/projects/osrpgcreation/files/Editor/jenkins/42_2015-11-13_08-16-46_0.7.4/">http://sourceforge.net/projects/osrpgcreation/files/Editor/jenkins/42_2015-11-13_08-16-46_0 ...</a></p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<a href="http://sourceforge.net/projects/osrpgcreation/files/Editor/jenkins/42_2015-11-13_08-16-46_0.7.4/">http://sourceforge.net/projects/osrpgcreation/files/Editor/jenkins/42_2015-11-13_08-16-46_0 </a></p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -166,7 +184,7 @@ The exact date and time is ...</p><p class="subheader">Category: <a href="http:/

<article>
<a href="http://opengamestudio.org/livesession-editor-07.html"><h3 class="article-title">Creating a simple game live: 15 November 2015</h3></a>
<h6 class="subheader" title="2015-11-09T00:00:00+03:00">Пн 09 Ноябрь 2015
<h6 class="subheader" title="2015-11-09T00:00:00+03:00">Пн 09 ноября 2015
<a class="button secondary small translation-button" href="http://opengamestudio.org/livesession-editor-07-ru.html">ru</a>

</h6><p>We're glad to annouce that the <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> session will take place on <a title="Local time" href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Whac-a-mole+game+from+scratch+live&amp;iso=20151115T12&amp;p1=37&amp;ah=3">15 November 2015 at 12:00 CET</a>. Join us!</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
@@ -183,13 +201,13 @@ The exact date and time is ...</p><p class="subheader">Category: <a href="http:/

<article>
<a href="http://opengamestudio.org/soon-game-creation-editor-07.html"><h3 class="article-title">SOON: Creating a simple game live (Editor 0.7)</h3></a>
<h6 class="subheader" title="2015-11-02T00:00:00+03:00">Пн 02 Ноябрь 2015
<h6 class="subheader" title="2015-11-02T00:00:00+03:00">Пн 02 ноября 2015
<a class="button secondary small translation-button" href="http://opengamestudio.org/soon-game-creation-editor-07-ru.html">ru</a>

</h6><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 ...</li></ol><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<li>it's inappropriate to be presented in …</li></ol><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -203,11 +221,11 @@ The exact date and time is ...</p><p class="subheader">Category: <a href="http:/

<article>
<a href="http://opengamestudio.org/bye-desura-hello-humblebundle.html"><h3 class="article-title">Desura no more, hello Humble Bundle Widget</h3></a>
<h6 class="subheader" title="2015-07-23T00:00:00+03:00">Чт 23 Июль 2015
<h6 class="subheader" title="2015-07-23T00:00:00+03:00">Чт 23 июля 2015
<a class="button secondary small translation-button" href="http://opengamestudio.org/bye-desura-hello-humblebundle-ru.html">ru</a>

</h6><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 ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p>Here it …</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -216,23 +234,6 @@ The exact date and time is ...</p><p class="subheader">Category: <a href="http:/
<hr class="gradient"/>
</article>



<article>
<a href="http://opengamestudio.org/test-chamber-for-everyone.html"><h3 class="article-title">Test chamber for everyone (Editor 0.7.0)</h3></a>
<h6 class="subheader" title="2015-07-22T00:00:00+03:00">Ср 22 Июль 2015
<a class="button secondary small translation-button" href="http://opengamestudio.org/test-chamber-for-everyone-ru.html">ru</a>

</h6><p>As you know, the main goal of Editor 0.7.0 is the ability to create the <a title="Test chamber" href="https://youtu.be/9_6seUWcPbU" target="_blank">test chamber</a> with it. It needs Actions' system and a few stability fixes for that. We are going to publish a detailed article describing how to create the test chamber, too, so that ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>


<a class="button radius secondary small right" href="http://opengamestudio.org/test-chamber-for-everyone.html">Read More</a>
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<article>
<a href="http://opengamestudio.org/test-chamber-for-everyone.html"><h3 class="article-title">Test chamber for everyone (Editor 0.7.0)</h3></a>
<h6 class="subheader" title="2015-07-22T00:00:00+03:00">Ср 22 июля 2015
<a class="button secondary small translation-button" href="http://opengamestudio.org/test-chamber-for-everyone-ru.html">ru</a>

</h6><p>As you know, the main goal of Editor 0.7.0 is the ability to create the <a title="Test chamber" href="https://youtu.be/9_6seUWcPbU" target="_blank">test chamber</a> with it. It needs Actions' system and a few stability fixes for that. We are going to publish a detailed article describing how to create the test chamber, too, so that …</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>


<a class="button radius secondary small right" href="http://opengamestudio.org/test-chamber-for-everyone.html">Read More</a>
<hr class="gradient"/>
</article>



<article>
<a href="http://opengamestudio.org/2015-roadmap.html"><h3 class="article-title">Roadmap for 2015-2016</h3></a>
<h6 class="subheader" title="2015-07-19T00:00:00+03:00">Вс 19 Июль 2015
<h6 class="subheader" title="2015-07-19T00:00:00+03:00">Вс 19 июля 2015
<a class="button secondary small translation-button" href="http://opengamestudio.org/2015-roadmap-ru.html">ru</a>

</h6><p>As promised, we have come up with a list of milestones and their approximate dates for the coming year:</p>
<ol>
<li>Editor 0.7.0 (October 2015) - Actions' system: we recreate the <a title="Test chamber" href="https://youtu.be/9_6seUWcPbU" target="_blank">test chamber</a></li>
<li>Editor 0.8.0 (December 2015) - Sound system</li>
<li>Editor 0.9.0 (February 2016) - Particles' system and minimal ...</li></ol><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<li>Editor 0.9.0 (February 2016) - Particles' system and minimal </li></ol><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

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

<article>
<a href="http://opengamestudio.org/editor-06.html"><h3 class="article-title">Editor 0.6.0</h3></a>
<h6 class="subheader" title="2015-06-28T00:00:00+03:00">Вс 28 Июнь 2015
<h6 class="subheader" title="2015-06-28T00:00:00+03:00">Вс 28 июня 2015
<a class="button secondary small translation-button" href="http://opengamestudio.org/editor-06-ru.html">ru</a>

</h6><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>
@@ -81,7 +98,7 @@
<li>Node rotation along X axis</li>
<li>Node scripting support</li>
<li>Thumbnail dialog to preview models when editing scene node model properties</li>
<li>Node copying ...</li></ol><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<li>Node copying </li></ol><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

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

<article>
<a href="http://opengamestudio.org/editor-06-roadmap.html"><h3 class="article-title">Editor 0.5.0 and plans for 0.6.0</h3></a>
<h6 class="subheader" title="2015-04-15T00:00:00+03:00">Ср 15 Апрель 2015
<h6 class="subheader" title="2015-04-15T00:00:00+03:00">Ср 15 апреля 2015
<a class="button secondary small translation-button" href="http://opengamestudio.org/editor-06-roadmap-ru.html">ru</a>

</h6><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>
@@ -103,7 +120,7 @@
<p>Editor 0.6.0 planned features:</p>
<ol>
<li>Camera node editing</li>
<li>Light ...</li></ol><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<li>Light </li></ol><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>



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@@ -50,10 +50,10 @@
title="Permalink to Самоучитель iOS">Самоучитель iOS</a></h3>
</header>

<h6 class="subheader" title="2017-06-08T10:00:00+03:00">Чт 08 Июнь 2017
<h6 class="subheader" title="2017-06-08T10:00:00+03:00">Чт 08 июня 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/ios-tutorial.html">en</a>

</h6> <p><img alt="Самоучитель iOS" src="http://opengamestudio.org/2017-06-08-ios-refactoring.png" /></p>
</h6> <p><img alt="Самоучитель iOS" src="http://opengamestudio.org/2017-06-08-ios-refactoring.png"></p>
<p>Эта статья описывает проблемы, с которыми мы столкнулись во время создания самоучителя для iOS в мае 2017.</p>
<p><a href="https://twitter.com/OpenGameStudio/status/826816343433498627">В феврале</a> мы сумели отобразить простую модель под iOS за считанные дни. Это дало нам уверенность, что самоучитель для iOS мы сделаем столь же быстро. Тем не менее, реальность напомнила нам о простой вещи: быстро сделать можно лишь поделку на коленке, работающую только у самого разработчика; над логически связанным примером, работающим у всех, придётся попотеть.</p>
<h3>Нативная библиотека</h3>


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title="Permalink to iOS tutorial">iOS tutorial</a></h3>
</header>

<h6 class="subheader" title="2017-06-08T10:00:00+03:00">Чт 08 Июнь 2017
<h6 class="subheader" title="2017-06-08T10:00:00+03:00">Чт 08 июня 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/ios-tutorial-ru.html">ru</a>

</h6> <p><img alt="iOS tutorial" src="http://opengamestudio.org/2017-06-08-ios-refactoring.png" /></p>
</h6> <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>


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@@ -50,10 +50,10 @@
title="Permalink to Всё проходит хорошо">Всё проходит хорошо</a></h3>
</header>

<h6 class="subheader" title="2017-04-07T00:00:00+03:00">Пт 07 Апрель 2017
<h6 class="subheader" title="2017-04-07T00:00:00+03:00">Пт 07 апреля 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/its-all-fine.html">en</a>

</h6> <p><img alt="ItsAllFine" src="http://opengamestudio.org/2017-04_its-all-fine.png" /></p>
</h6> <p><img alt="ItsAllFine" src="http://opengamestudio.org/2017-04_its-all-fine.png"></p>
<p>Эта статья рассказывает о создании первых четырёх самоучителей OpenSceneGraph в марте 2017.</p>
<p><a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide/">Первые четыре самоучителя OpenSceneGraph</a> объясняют, как создать модель куба в Blender и затем отобразить её на Linux, macOS или Windows с помощью osgviewer, стандартного инструмента OpenSceneGraph.</p>
<p>Процесс создания одного самоучителя оказался довольно утомительным, т.к. он состоит из следующих задач:</p>


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title="Permalink to It's all fine">It's all fine</a></h3>
</header>

<h6 class="subheader" title="2017-04-07T00:00:00+03:00">Пт 07 Апрель 2017
<h6 class="subheader" title="2017-04-07T00:00:00+03:00">Пт 07 апреля 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/its-all-fine-ru.html">ru</a>

</h6> <p><img alt="ItsAllFine" src="http://opengamestudio.org/2017-04_its-all-fine.png" /></p>
</h6> <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>


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@@ -50,7 +50,7 @@
title="Permalink to Создание игры в прямом эфире: 31 января 2016">Создание игры в прямом эфире: 31 января 2016</a></h3>
</header>

<h6 class="subheader" title="2016-01-25T00:00:00+03:00">Пн 25 Январь 2016
<h6 class="subheader" title="2016-01-25T00:00:00+03:00">Пн 25 января 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/january-live-session-announcement.html">en</a>

</h6> <p>Мы рады сообщить, что трансляция <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> состоится <a href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio%3A+%D0%9F%D1%80%D1%8F%D0%BC%D0%B0%D1%8F+%D1%82%D1%80%D0%B0%D0%BD%D1%81%D0%BB%D1%8F%D1%86%D0%B8%D1%8F+%D1%81%D0%BE%D0%B7%D0%B4%D0%B0%D0%BD%D0%B8%D1%8F+%D0%B8%D0%B3%D1%80%D1%8B&amp;iso=20160131T14&amp;p1=166&amp;ah=3">31 января 2016 в 14:00 MSK</a>. Присоединяйтесь!</p>


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@@ -50,7 +50,7 @@
title="Permalink to Game creation live session: 31 January 2016">Game creation live session: 31 January 2016</a></h3>
</header>

<h6 class="subheader" title="2016-01-25T00:00:00+03:00">Пн 25 Январь 2016
<h6 class="subheader" title="2016-01-25T00:00:00+03:00">Пн 25 января 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/january-live-session-announcement-ru.html">ru</a>

</h6> <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>


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@@ -50,7 +50,7 @@
title="Permalink to СКОРО: Создание простой игры в прямом эфире (Редактор 0.8)">СКОРО: Создание простой игры в прямом эфире (Редактор 0.8)</a></h3>
</header>

<h6 class="subheader" title="2016-01-21T00:00:00+03:00">Чт 21 Январь 2016
<h6 class="subheader" title="2016-01-21T00:00:00+03:00">Чт 21 января 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/january-live-session-decision.html">en</a>

</h6> <p>Мы готовы предоставить вам Редактор 0.8 с Проигрывателем. Прямая трансляция будет проведена на <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> СКОРО. Мы покажем вам, как создать простую игру со звуком с нуля. И на этот раз она не будет требовать Редактора для работы.


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title="Permalink to SOON: Creating a simple game live (Editor 0.8)">SOON: Creating a simple game live (Editor 0.8)</a></h3>
</header>

<h6 class="subheader" title="2016-01-21T00:00:00+03:00">Чт 21 Январь 2016
<h6 class="subheader" title="2016-01-21T00:00:00+03:00">Чт 21 января 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/january-live-session-decision-ru.html">ru</a>

</h6> <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.


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@@ -50,10 +50,10 @@
title="Permalink to Поехали">Поехали</a></h3>
</header>

<h6 class="subheader" title="2017-03-16T00:00:00+03:00">Чт 16 Март 2017
<h6 class="subheader" title="2017-03-16T00:00:00+03:00">Чт 16 марта 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/lets-go.html">en</a>

</h6> <p><img alt="Let's go" src="http://opengamestudio.org/2017-03_lets-go.png" /></p>
</h6> <p><img alt="Let's go" src="http://opengamestudio.org/2017-03_lets-go.png"></p>
<p>В этой статье мы расскажем о результатах нашей работы в январе и феврале 2017: отображении куба на iOS/Веб и нашем инструменте для создания самоучителей.</p>
<p><strong>Отображение куба на iOS/Web</strong></p>
<p>К нашему удивлению, мы смогли отобразить простой красный куб на <a href="https://twitter.com/OpenGameStudio/status/826816343433498627">iOS</a> и <a href="https://twitter.com/OpenGameStudio/status/829731986264698881">Веб</a> довольно быстро: в начале февраля. Тем не менее, это лишь начало поддержки платформ Android, iOS и Веб. Впереди нас ждёт тернистая дорога, т.к. нам предстоит сделать ещё много вещей, прежде чем мы сможем объявить о полноценной поддержке этих платформ: визуальные эффекты, скрипты Python, архивы данных.</p>
@@ -67,7 +67,7 @@
</ul>
<p>Т.к. руководство по использованию OpenSceneGraph будет состоять из нескольких самоучителей, мы решили автоматизировать процесс. Быстрый поиск рассказал нам о существовании замечательного мультимедийного фреймворка <a href="http://mltframework.org">MLT</a>, который используется и в OpenShot. С помощью MLT мы быстро сделали свой инструмент для создания самоучителей.</p>
<p>На текущий момент наш инструмент позволяет совместить видео и текст с помощью простого текстового файла:</p>
<div class="highlight"><pre>background bg.png
<div class="highlight"><pre><span></span>background bg.png
text 5 Let&#39;s install Blender
video 0:6 install_blender.mp4
text 5 Installing it with apt


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title="Permalink to Let's go">Let's go</a></h3>
</header>

<h6 class="subheader" title="2017-03-16T00:00:00+03:00">Чт 16 Март 2017
<h6 class="subheader" title="2017-03-16T00:00:00+03:00">Чт 16 марта 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/lets-go-ru.html">ru</a>

</h6> <p><img alt="Let's go" src="http://opengamestudio.org/2017-03_lets-go.png" /></p>
</h6> <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>
@@ -67,7 +67,7 @@
</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


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title="Permalink to Создание простой игры в прямом эфире: 15 ноября 2015">Создание простой игры в прямом эфире: 15 ноября 2015</a></h3>
</header>

<h6 class="subheader" title="2015-11-09T00:00:00+03:00">Пн 09 Ноябрь 2015
<h6 class="subheader" title="2015-11-09T00:00:00+03:00">Пн 09 ноября 2015
<a class="button secondary small translation-button" href="http://opengamestudio.org/livesession-editor-07.html">en</a>

</h6> <p>Мы рады сообщить, что трансляция <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> состоится <a title="Локальное время" href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Whac-a-mole+game+from+scratch+live&amp;iso=20151115T14&amp;p1=166&amp;ah=3">15 ноября 2015 в 14:00 MSK</a>. Присоединяйтесь!</p>


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title="Permalink to Creating a simple game live: 15 November 2015">Creating a simple game live: 15 November 2015</a></h3>
</header>

<h6 class="subheader" title="2015-11-09T00:00:00+03:00">Пн 09 Ноябрь 2015
<h6 class="subheader" title="2015-11-09T00:00:00+03:00">Пн 09 ноября 2015
<a class="button secondary small translation-button" href="http://opengamestudio.org/livesession-editor-07-ru.html">ru</a>

</h6> <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>


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@@ -50,7 +50,7 @@
title="Permalink to Видеозапись живой сессии и материалы">Видеозапись живой сессии и материалы</a></h3>
</header>

<h6 class="subheader" title="2015-11-15T00:00:00+03:00">Вс 15 Ноябрь 2015
<h6 class="subheader" title="2015-11-15T00:00:00+03:00">Вс 15 ноября 2015
<a class="button secondary small translation-button" href="http://opengamestudio.org/livesession-materials-editor-07.html">en</a>

</h6> <p>Если вы пропустили живую сессию, вы можете посмотреть ее здесь:


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@@ -50,7 +50,7 @@
title="Permalink to Live session video and downloads">Live session video and downloads</a></h3>
</header>

<h6 class="subheader" title="2015-11-15T00:00:00+03:00">Вс 15 Ноябрь 2015
<h6 class="subheader" title="2015-11-15T00:00:00+03:00">Вс 15 ноября 2015
<a class="button secondary small translation-button" href="http://opengamestudio.org/livesession-materials-editor-07-ru.html">ru</a>

</h6> <p>If you missed the live session, you can watch it here:


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@@ -50,10 +50,10 @@
title="Permalink to Начало воссоздания Маджонга">Начало воссоздания Маджонга</a></h3>
</header>

<h6 class="subheader" title="2018-01-26T00:00:00+03:00">Пт 26 Январь 2018
<h6 class="subheader" title="2018-01-26T00:00:00+03:00">Пт 26 января 2018
<a class="button secondary small translation-button" href="http://opengamestudio.org/mahjong-recreation-start.html">en</a>

</h6> <p><img alt="Screenshot" src="http://opengamestudio.org/2018-01-26-mahjong-recreation-start.png" /></p>
</h6> <p><img alt="Screenshot" src="http://opengamestudio.org/2018-01-26-mahjong-recreation-start.png"></p>
<p>Эта статья описывает начало воссоздания игры Маджонг.</p>
<p><strong>План</strong></p>
<p>Мы начали воссоздание Маджонга с составления краткого плана реализации игровой механики с минимальной графикой:</p>


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title="Permalink to Mahjong recreation start">Mahjong recreation start</a></h3>
</header>

<h6 class="subheader" title="2018-01-26T00:00:00+03:00">Пт 26 Январь 2018
<h6 class="subheader" title="2018-01-26T00:00:00+03:00">Пт 26 января 2018
<a class="button secondary small translation-button" href="http://opengamestudio.org/mahjong-recreation-start-ru.html">ru</a>

</h6> <p><img alt="Screenshot" src="http://opengamestudio.org/2018-01-26-mahjong-recreation-start.png" /></p>
</h6> <p><img alt="Screenshot" src="http://opengamestudio.org/2018-01-26-mahjong-recreation-start.png"></p>
<p>This article describes the start of Mahjong game recreation.</p>
<p><strong>Plan</strong></p>
<p>We started Mahjong recreation endeavour by composing a brief plan to get gameplay with minimal graphics:</p>


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title="Permalink to Первая технодемка OGS Mahjong 2: Игровая механика">Первая технодемка OGS Mahjong 2: Игровая механика</a></h3>
</header>

<h6 class="subheader" title="2018-02-16T00:00:00+03:00">Пт 16 Февраль 2018
<h6 class="subheader" title="2018-02-16T00:00:00+03:00">Пт 16 февраля 2018
<a class="button secondary small translation-button" href="http://opengamestudio.org/mahjong-techdemo1-gameplay.html">en</a>

</h6> <p><img alt="Screenshot" src="http://opengamestudio.org/2018-02-16-mahjong-techdemo1-gameplay.png" /></p>
</h6> <p><img alt="Screenshot" src="http://opengamestudio.org/2018-02-16-mahjong-techdemo1-gameplay.png"></p>
<p>Мы ради сообщить о выпуске первой технической демонастрации OGS Mahjong 2.
Её цель была в проверке игровой механики на всех поддерживаемых платформах.</p>
<p>Проверьте технодемку на своей платформе:</p>


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title="Permalink to First techdemo of OGS Mahjong 2: Gameplay">First techdemo of OGS Mahjong 2: Gameplay</a></h3>
</header>

<h6 class="subheader" title="2018-02-16T00:00:00+03:00">Пт 16 Февраль 2018
<h6 class="subheader" title="2018-02-16T00:00:00+03:00">Пт 16 февраля 2018
<a class="button secondary small translation-button" href="http://opengamestudio.org/mahjong-techdemo1-gameplay-ru.html">ru</a>

</h6> <p><img alt="Screenshot" src="http://opengamestudio.org/2018-02-16-mahjong-techdemo1-gameplay.png" /></p>
</h6> <p><img alt="Screenshot" src="http://opengamestudio.org/2018-02-16-mahjong-techdemo1-gameplay.png"></p>
<p>We are glad to announce the release of the first technical demonstration of
OGS Mahjong 2. The purpose of this release was to verify gameplay across
supported platforms.</p>


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title="Permalink to Прямой эфир: 28 мая 2016">Прямой эфир: 28 мая 2016</a></h3>
</header>

<h6 class="subheader" title="2016-05-17T00:00:00+03:00">Вт 17 Май 2016
<h6 class="subheader" title="2016-05-17T00:00:00+03:00">Вт 17 мая 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/may-live-session-announcement.html">en</a>

</h6> <p>Мы рады сообщить, что трансляция <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> состоится <a href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=%D0%9C%D0%B0%D0%B9%D1%81%D0%BA%D0%B8%D0%B9+%D0%BF%D1%80%D1%8F%D0%BC%D0%BE%D0%B9+%D1%8D%D1%84%D0%B8%D1%80+Open+Game+Studio&amp;iso=20160528T13&amp;p1=166&amp;ah=3">28 мая 2016 в 13:00 MSK</a>. Присоединяйтесь!</p>


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title="Permalink to Live session: 28 May 2016">Live session: 28 May 2016</a></h3>
</header>

<h6 class="subheader" title="2016-05-17T00:00:00+03:00">Вт 17 Май 2016
<h6 class="subheader" title="2016-05-17T00:00:00+03:00">Вт 17 мая 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/may-live-session-announcement-ru.html">ru</a>

</h6> <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>


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title="Permalink to Майский прямой эфир (Редактор 0.9)">Майский прямой эфир (Редактор 0.9)</a></h3>
</header>

<h6 class="subheader" title="2016-04-24T00:00:00+03:00">Вс 24 Апрель 2016
<h6 class="subheader" title="2016-04-24T00:00:00+03:00">Вс 24 апреля 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/may-live-session-decision.html">en</a>

</h6> <p>Как вы знаете, ранее опубликованная дорожная карта предполагала, что в апреле будет прямой эфир, в котором с помощью Редактора 0.9 мы создадим игру пинг-понг.</p>


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title="Permalink to May live session (Editor 0.9)">May live session (Editor 0.9)</a></h3>
</header>

<h6 class="subheader" title="2016-04-24T00:00:00+03:00">Вс 24 Апрель 2016
<h6 class="subheader" title="2016-04-24T00:00:00+03:00">Вс 24 апреля 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/may-live-session-decision-ru.html">ru</a>

</h6> <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>


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title="Permalink to Рождение вселенной MJIN">Рождение вселенной MJIN</a></h3>
</header>

<h6 class="subheader" title="2017-09-10T00:00:00+03:00">Вс 10 Сентябрь 2017
<h6 class="subheader" title="2017-09-10T00:00:00+03:00">Вс 10 сентября 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/mjin-world-birth.html">en</a>

</h6> <p><img alt="Рождение вселенной MJIN" src="http://opengamestudio.org/2017-09-mjin-world-birth.png" /></p>
</h6> <p><img alt="Рождение вселенной MJIN" src="http://opengamestudio.org/2017-09-mjin-world-birth.png"></p>
<p>Эта статья описывает рождение вселенной MJIN в августе 2017.</p>
<p><strong>mjin-player</strong></p>
<p>Как вы знаете, <a href="http://opengamestudio.org/scripting-research-ru.html">в июле мы изучали скриптование</a>. Мы нашли решение, которое удовлетворяет следующим критериям. Скрипты должны:</p>


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title="Permalink to The birth of MJIN world">The birth of MJIN world</a></h3>
</header>

<h6 class="subheader" title="2017-09-10T00:00:00+03:00">Вс 10 Сентябрь 2017
<h6 class="subheader" title="2017-09-10T00:00:00+03:00">Вс 10 сентября 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/mjin-world-birth-ru.html">ru</a>

</h6> <p><img alt="The birth of MJIN world" src="http://opengamestudio.org/2017-09-mjin-world-birth.png" /></p>
</h6> <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>


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title="Permalink to OGS Editor 0.10 и материалы прямого эфира">OGS Editor 0.10 и материалы прямого эфира</a></h3>
</header>

<h6 class="subheader" title="2016-10-03T00:00:00+03:00">Пн 03 Октябрь 2016
<h6 class="subheader" title="2016-10-03T00:00:00+03:00">Пн 03 октября 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/ogs-editor-0.10.html">en</a>

</h6> <p><img alt="ogs-editor-0.10" src="http://opengamestudio.org/2016-10-03_ogs-editor-0.10.png" />
</h6> <p><img alt="ogs-editor-0.10" src="http://opengamestudio.org/2016-10-03_ogs-editor-0.10.png">
Внимание: мы не выпустим версию 0.10 для macOS из-за технических проблем с системой сборки. Поддержку macOS вернём к 0.11.</p>
<ul>
<li><strong>OGS Editor 0.10</strong> <a href="https://sourceforge.net/projects/osrpgcreation/files/Editor/jenkins/51_2016-10-01_06-39-48_0.10.0/">доступен на SourceForge</a>. Просто распакуйте архив и запустите скрипт run.</li>


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title="Permalink to OGS Editor 0.10 and live session materials">OGS Editor 0.10 and live session materials</a></h3>
</header>

<h6 class="subheader" title="2016-10-03T00:00:00+03:00">Пн 03 Октябрь 2016
<h6 class="subheader" title="2016-10-03T00:00:00+03:00">Пн 03 октября 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/ogs-editor-0.10-ru.html">ru</a>

</h6> <p><img alt="ogs-editor-0.10" src="http://opengamestudio.org/2016-10-03_ogs-editor-0.10.png" /></p>
</h6> <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>


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title="Permalink to Материалы прямого эфира за май 2016">Материалы прямого эфира за май 2016</a></h3>
</header>

<h6 class="subheader" title="2016-05-29T00:00:00+03:00">Вс 29 Май 2016
<h6 class="subheader" title="2016-05-29T00:00:00+03:00">Вс 29 мая 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/ogs-editor-0.9.html">en</a>

</h6> <iframe width="560" height="315" src="https://www.youtube.com/embed/8gHYOkMRoos?list=PLWMTZqE4MAMKp3wP1N63xbdhdgfKi-d-J" frameborder="0" allowfullscreen></iframe>


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title="Permalink to May 2016 live session materials">May 2016 live session materials</a></h3>
</header>

<h6 class="subheader" title="2016-05-29T00:00:00+03:00">Вс 29 Май 2016
<h6 class="subheader" title="2016-05-29T00:00:00+03:00">Вс 29 мая 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/ogs-editor-0.9-ru.html">ru</a>

</h6> <iframe width="560" height="315" src="https://www.youtube.com/embed/8gHYOkMRoos?list=PLWMTZqE4MAMKp3wP1N63xbdhdgfKi-d-J" frameborder="0" allowfullscreen></iframe>


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@@ -50,7 +50,7 @@
title="Permalink to Раз Маджонг – всегда Маджонг">Раз Маджонг – всегда Маджонг</a></h3>
</header>

<h6 class="subheader" title="2016-08-10T00:00:00+03:00">Ср 10 Август 2016
<h6 class="subheader" title="2016-08-10T00:00:00+03:00">Ср 10 августа 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/once-mahjong-always-mahjong.html">en</a>

</h6> <p>Мы начали проект Opensource Game Studio очень давно. Мы хотели дать сообществу свободного программного обеспечения средства для создания игр. Правда, тогда не было ясно, что они из себя должны представлять. Поэтому решили начать с малого: создать игру.</p>


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title="Permalink to Once Mahjong – always Mahjong">Once Mahjong – always Mahjong</a></h3>
</header>

<h6 class="subheader" title="2016-08-10T00:00:00+03:00">Ср 10 Август 2016
<h6 class="subheader" title="2016-08-10T00:00:00+03:00">Ср 10 августа 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/once-mahjong-always-mahjong-ru.html">ru</a>

</h6> <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>


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@@ -50,10 +50,10 @@
title="Permalink to OpenSceneGraph cross-platform guide">OpenSceneGraph cross-platform guide</a></h3>
</header>

<h6 class="subheader" title="2017-07-17T00:00:00+03:00">Пн 17 Июль 2017
<h6 class="subheader" title="2017-07-17T00:00:00+03:00">Пн 17 июля 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/openscenegraph-cross-platform-guide.html">en</a>

</h6> <p><img alt="OpenSceneGraph guide" src="http://opengamestudio.org/2017-07-openscenegraph-guide.png" /></p>
</h6> <p><img alt="OpenSceneGraph guide" src="http://opengamestudio.org/2017-07-openscenegraph-guide.png"></p>
<p>Эта статья резюмирует создание кросс-платформенного руководства OpenSceneGraph.</p>
<p>Июнь ознаменовал собой окончание работы над <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide">кросс-платформенным руководством OpenSceneGraph</a>. Мы опубликовали последний самоучитель (из изначально запланированных). Этот самоучитель описывает <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide/tree/master/1.10.SampleWeb">сборку и запуск примера приложения OpenSceneGraph в вебе</a> с помощью Emscripten.
Если вы упустили этот самоучитель, то вот <a href="https://ogstudio.github.io/openscenegraph-cross-platform-guide/">ссылка на приложение</a> из него. Откройте ссылку в веб-браузере.</p>


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title="Permalink to OpenSceneGraph cross-platform guide">OpenSceneGraph cross-platform guide</a></h3>
</header>

<h6 class="subheader" title="2017-07-17T00:00:00+03:00">Пн 17 Июль 2017
<h6 class="subheader" title="2017-07-17T00:00:00+03:00">Пн 17 июля 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/openscenegraph-cross-platform-guide-ru.html">ru</a>

</h6> <p><img alt="OpenSceneGraph guide" src="http://opengamestudio.org/2017-07-openscenegraph-guide.png" /></p>
</h6> <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>


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title="Permalink to Кросс-платформенные примеры OpenSceneGraph">Кросс-платформенные примеры OpenSceneGraph</a></h3>
</header>

<h6 class="subheader" title="2018-04-20T00:00:00+03:00">Пт 20 Апрель 2018
<h6 class="subheader" title="2018-04-20T00:00:00+03:00">Пт 20 апреля 2018
<a class="button secondary small translation-button" href="http://opengamestudio.org/openscenegraph-examples.html">en</a>

</h6> <p><img alt="Screenshot" src="http://opengamestudio.org/2018-04-20-openscenegraph-examples.png" /></p>
</h6> <p><img alt="Screenshot" src="http://opengamestudio.org/2018-04-20-openscenegraph-examples.png"></p>
<p>Эта статья резюмирует создание первых двух кросс-платформенных примеров
OpenSceneGraph.</p>
<p>К тому времени, как мы выпустили


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title="Permalink to OpenSceneGraph cross-platform examples">OpenSceneGraph cross-platform examples</a></h3>
</header>

<h6 class="subheader" title="2018-04-20T00:00:00+03:00">Пт 20 Апрель 2018
<h6 class="subheader" title="2018-04-20T00:00:00+03:00">Пт 20 апреля 2018
<a class="button secondary small translation-button" href="http://opengamestudio.org/openscenegraph-examples-ru.html">ru</a>

</h6> <p><img alt="Screenshot" src="http://opengamestudio.org/2018-04-20-openscenegraph-examples.png" /></p>
</h6> <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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@@ -50,10 +50,10 @@
title="Permalink to Приложение OpenSceneGraph">Приложение OpenSceneGraph</a></h3>
</header>

<h6 class="subheader" title="2017-05-12T00:00:00+03:00">Пт 12 Май 2017
<h6 class="subheader" title="2017-05-12T00:00:00+03:00">Пт 12 мая 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/osg-sample.html">en</a>

</h6> <p><img alt="OSG sample" src="http://opengamestudio.org/2017-05_osg-sample.png" /></p>
</h6> <p><img alt="OSG sample" src="http://opengamestudio.org/2017-05_osg-sample.png"></p>
<p>Эта статья описывает создание самоучителей по сборке приложения OpenSceneGraph на Linux, macOS, Windows и Android в апреле 2017.</p>
<p>Предыдущие самоучители описывали установку OpenSceneGraph на Linux, macOS, Windows и отображение модели с помощью стандартного инструмента <strong>osgviewer</strong>. На этот раз результатом нашей работы стало <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide-application">приложение OpenSceneGraph</a>, которое работает на Linux, macOS, Windows и Android.</p>
<p>Приложение очень простое. Оно умеет следующее:</p>


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title="Permalink to OpenSceneGraph sample">OpenSceneGraph sample</a></h3>
</header>

<h6 class="subheader" title="2017-05-12T00:00:00+03:00">Пт 12 Май 2017
<h6 class="subheader" title="2017-05-12T00:00:00+03:00">Пт 12 мая 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/osg-sample-ru.html">ru</a>

</h6> <p><img alt="OSG sample" src="http://opengamestudio.org/2017-05_osg-sample.png" /></p>
</h6> <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>


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@@ -51,7 +51,7 @@
<p>Переделка OGS Mahjong 1, которая работает на десктопе, мобилках и вебе.</p>
<p>OGS Mahjong 2 находится в разработке. Вы можете попробовать технические демки ниже.</p>
<h4>TechDemo-1: Gameplay</h4>
<p><img alt="shot" src="http://opengamestudio.org/pages/ogs-mahjong-2-screenshot.png" /></p>
<p><img alt="shot" src="http://opengamestudio.org/pages/ogs-mahjong-2-screenshot.png"></p>
<ul>
<li><strong>Веха</strong>: проверить игровую механику Маджонга на разных платформах</li>
<li><strong>Выпуск</strong>: 2018-01-31</li>


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@@ -51,7 +51,7 @@
<p>Remake of OGS Mahjong 1 that runs on desktop, mobile, and web.</p>
<p>OGS Mahjong 2 is currently in development. You can try tech demos below.</p>
<h4>TechDemo-1: Gameplay</h4>
<p><img alt="shot" src="http://opengamestudio.org/pages/ogs-mahjong-2-screenshot.png" /></p>
<p><img alt="shot" src="http://opengamestudio.org/pages/ogs-mahjong-2-screenshot.png"></p>
<ul>
<li><strong>Milestone</strong>: verify Mahjong gameplay across different platforms</li>
<li><strong>Released</strong>: 2018-01-31</li>


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<h4>OGS Mahjong 2</h4>
<p>Переделка OGS Mahjong 1, которая работает на десктопе, мобилках и вебе.</p>
<p><a href="https://ogstudio.github.io/game-mahjong/versions/013/mjin-player.html"><img alt="shot" src="http://opengamestudio.org/pages/ogs-mahjong-2-screenshot.png" /></a></p>
<p><a href="https://ogstudio.github.io/game-mahjong/versions/013/mjin-player.html"><img alt="shot" src="http://opengamestudio.org/pages/ogs-mahjong-2-screenshot.png"></a></p>
<ul>
<li><strong>В разработке</strong>: выпущены лишь техдемки</li>
<li><strong>Платформы</strong>: Linux, macOS, Windows, Android, iOS, Web</li>


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<h4>OGS Mahjong 2</h4>
<p>Remake of OGS Mahjong 1 that runs on desktop, mobile, and web.</p>
<p><a href="https://ogstudio.github.io/game-mahjong/versions/013/mjin-player.html"><img alt="shot" src="http://opengamestudio.org/pages/ogs-mahjong-2-screenshot.png" /></a></p>
<p><a href="https://ogstudio.github.io/game-mahjong/versions/013/mjin-player.html"><img alt="shot" src="http://opengamestudio.org/pages/ogs-mahjong-2-screenshot.png"></a></p>
<ul>
<li><strong>Work in progress</strong>: only tech demos were released</li>
<li><strong>Platforms</strong>: Linux, macOS, Windows, Android, iOS, Web</li>


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

**ИЗМЕНЕНИЯ ОТ 2018-08**: третий пример был переименован в четвёртый в связи
с причинами, изложенными в [следующей статье][article-2018-august].

**Третий кросс-платформенный пример OpenSceneGraph**

Третий кросс-платформенный пример OpenSceneGraph содержит реализацию
@@ -63,6 +66,7 @@ HTTP в приложение, чтобы клиенты HTTP могли взаи


[screenshot]: {attach}/images/2018-06-27-example-driven-development.png
[article-2018-august]: {filename}/articles/2018-08-21-examples-and-dependencies-ru.md

[osgcpe-03]: https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/03.RemoteDebugging
[debug-broker]: https://github.com/OGStudio/debug-broker


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

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

**The third OpenSceneGraph cross-platform example**

The third OpenSceneGraph cross-platform example explains how to implement
[remote debugging across platforms][osgcpe-03]. This example is less about
[remote debugging across platforms][osgcpe-04]. This example is less about
OpenSceneGraph and more about different platforms.

Remote anything nowadays assumes the use of HTTP(s) over TCP/IP. Thus, the
@@ -57,8 +60,9 @@ That's it for explaining how the third OpenSceneGraph cross-platform example
opened our eyes to example-driven development.

[screenshot]: {attach}/images/2018-06-27-example-driven-development.png
[article-2018-august]: {filename}/articles/2018-08-21-examples-and-dependencies.md

[osgcpe-03]: https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/03.RemoteDebugging
[osgcpe-04]: https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/04.RemoteDebugging
[debug-broker]: https://github.com/OGStudio/debug-broker
[debug-ui]: https://github.com/OGStudio/debug-ui


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Title: Примеры и зависимости
Date: 2018-08-21 00:00
Category: News
Slug: examples-and-dependencies
Lang: ru

![Screenshot][screenshot]

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

**Примеры клиента HTTP и выбора узла сцены**

После окончания работы над [примером удалённой отладки][osgcpe-04] и
[сообщения об этом][article-2018-june] мы с удивлением обнаружили, что
безопасное соединение HTTPS между отлаживаемым приложением и брокером
отладки работало лишь в веб-версии примера. Десктопная и мобильная версии
работали лишь с помощью обычного соединения HTTP.

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

Необходимость поддержки HTTPS на каждой платформе побудила нас создать
[пример клиента HTTP][osgcpe-03]. Оказалось, что каждая платформа имеет
собственные правила по работе с HTTPS:

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

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

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

[Пример выбора узла сцены][osgcpe-05] оказался простым и не создал особых проблем.

**Изменение в работе с зависимостями**

Больше года нам приходилось жить со следующими [недостатками][osg-shortcomings]
сборки OpenSceneGraph официальными средствами:

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

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

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

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

[screenshot]: {attach}/images/2018-08-21-examples-and-dependencies.png

[article-2018-june]: {filename}/articles/2018-06-27-example-driven-development.md

[osgcpe-03]: https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/03.HTTPClient
[osgcpe-04]: https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/04.RemoteDebugging
[osgcpe-05]: https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/05.NodeSelection

[osg-shortcomings]: http://forum.openscenegraph.org/viewtopic.php?t=17443

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Title: Examples and dependencies
Date: 2018-08-21 00:00
Category: News
Slug: examples-and-dependencies
Lang: en

![Screenshot][screenshot]

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

**Examples of HTTP client and node selection**

Once we finished working on [the remote debugging example][osgcpe-04] and
[reported its completion][article-2018-june], we were surprised by the fact
that secure HTTP connection between a debugged application and debug broker
was only working in the web version of the example. Desktop and mobile versions
only worked with insecure HTTP.

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

The need to support HTTPS on each platform spurred us to create
[HTTP client example][osgcpe-03]. Turned out, each platform had its own
preferred way of doing secure HTTP:

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

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

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

[Node selection example][osgcpe-05] was straightforward and caused no troubles.

**The change in handling dependencies**

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

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

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

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

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

[screenshot]: {attach}/images/2018-08-21-examples-and-dependencies.png

[article-2018-june]: {filename}/articles/2018-06-27-example-driven-development.md

[osgcpe-03]: https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/03.HTTPClient
[osgcpe-04]: https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/04.RemoteDebugging
[osgcpe-05]: https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/05.NodeSelection

[osg-shortcomings]: http://forum.openscenegraph.org/viewtopic.php?t=17443

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title="Permalink to Создание игры в прямом эфире (часть 2): 7 февраля 2016">Создание игры в прямом эфире (часть 2): 7 февраля 2016</a></h3>
</header>

<h6 class="subheader" title="2016-02-02T00:00:00+03:00">Вт 02 Февраль 2016
<h6 class="subheader" title="2016-02-02T00:00:00+03:00">Вт 02 февраля 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/rolling-ball-live-session-pt2.html">en</a>

</h6> <p>К сожалению, нам не удалось завершить создание простой игры "Катящийся мяч" за 3 часа. Поэтому вторая часть трансляции <a title="LiveCoding" href="https://www.livecoding.tv/kornerr">LiveCoding</a> состоится <a href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio%3A+%D0%9F%D1%80%D1%8F%D0%BC%D0%B0%D1%8F+%D1%82%D1%80%D0%B0%D0%BD%D1%81%D0%BB%D1%8F%D1%86%D0%B8%D1%8F+%D1%81%D0%BE%D0%B7%D0%B4%D0%B0%D0%BD%D0%B8%D1%8F+%D0%B8%D0%B3%D1%80%D1%8B%2C+%D1%87%D0%B0%D1%81%D1%82%D1%8C+2&amp;iso=20160207T14&amp;p1=166&amp;ah=3">7 февраля 2016 в 14:00 MSK</a>. Давайте завершим игру!</p>


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title="Permalink to Game creation live session (part 2): 7 February 2016">Game creation live session (part 2): 7 February 2016</a></h3>
</header>

<h6 class="subheader" title="2016-02-02T00:00:00+03:00">Вт 02 Февраль 2016
<h6 class="subheader" title="2016-02-02T00:00:00+03:00">Вт 02 февраля 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/rolling-ball-live-session-pt2-ru.html">ru</a>

</h6> <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>


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title="Permalink to Запись прямого эфира "Катящийся мяч" и материалы">Запись прямого эфира "Катящийся мяч" и материалы</a></h3>
</header>

<h6 class="subheader" title="2016-02-10T00:00:00+03:00">Ср 10 Февраль 2016
<h6 class="subheader" title="2016-02-10T00:00:00+03:00">Ср 10 февраля 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/rolling-ball.html">en</a>

</h6> <p>Т.к. мы провели 2 прямые трансляции для создания игры "Катящийся мяч", ниже вы можете увидеть 2 записи этого процесса на YouTube:</p>


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title="Permalink to "Rolling ball" live session videos and downloads">"Rolling ball" live session videos and downloads</a></h3>
</header>

<h6 class="subheader" title="2016-02-10T00:00:00+03:00">Ср 10 Февраль 2016
<h6 class="subheader" title="2016-02-10T00:00:00+03:00">Ср 10 февраля 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/rolling-ball-ru.html">ru</a>

</h6> <p>Since we held 2 live sessions to create "Rolling ball" game, here are 2 YouTube videos of the process:</p>


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