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<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>
<ul>
<li>desktops have firewalls</li>
<li>mobiles have restrictions on background processes</li>
<li>web browsers are HTTP clients by design</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>
<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>
</ul>
<p>When we publicly share our knowledge:</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>
</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>
</article>
<hr class="gradient"/>
<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
@@ -58,35 +119,14 @@ cross-platform OpenSceneGraph examples.</p>
<p>By the time <a href="http://opengamestudio.org/mahjong-techdemo1-gameplay.html">the first technology demonstration of OGS Mahjong 2</a>
has been released, we've already had <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide/issues/4">issue request</a>
(to explain how to load images with OpenSceneGraph on Android) hanging for some
time. We considered creating a new tutorial for
<a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide">OpenSceneGraph cross-platform guide</a> at first. However, we realized
that it's time-consuming and excessive for such a tiny topic (compared to
what an average game has) as image loading. We decided to continue sharing our
knowledge in the form of concrete examples. That's how
<a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples">OpenSceneGraph cross-platform examples</a> were born.</p>
<p>Each example:</p>
<ul>
<li>explains crucial code necessary to perform a specific task</li>
<li>accents platform-specific nuances</li>
<li>provides implementations to cover desktop, mobile, and web platforms</li>
<li>provides a web build to showcase results</li>
</ul>
<p>The first two examples cover the following topics:</p>
<ul>
<li>Embed resource into executable: this greatly simplifies resource handling across platforms</li>
<li>Use PNG images with PNG plugins: this explains the requirements necessary to build and use PNG plugins</li>
</ul>
<p>We will be adding new examples as we proceed with OGS Mahjong 2 development.</p>
<p>That's it for summarizing the work we did to produce the first two cross-platform OpenSceneGraph examples.</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
time. We ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
</p>
</article>
<a class="button radius secondary small right" href="http://opengamestudio.org/openscenegraph-examples.html">Read More</a>
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</article>
@@ -271,25 +311,6 @@ In case you missed it, here ...</p><p class="subheader">Category: <a href="http:
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</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
<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>
<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 class="button radius secondary small right" href="http://opengamestudio.org/ios-tutorial.html">Read More</a>
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