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Михаил Капелько преди 6 години
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ревизия
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променени са 65 файла, в които са добавени 1265 реда и са изтрити 768 реда
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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">Sat 03 September 2016
<h6 class="subheader" title="2016-09-03T00:00:00+03:00">Сб 03 Сентябрь 2016
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</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">Sat 03 September 2016
<h6 class="subheader" title="2016-09-03T00:00:00+03:00">Сб 03 Сентябрь 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>
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<h6 class="subheader" title="2016-12-15T00:00:00+03:00">Thu 15 December 2016
<h6 class="subheader" title="2016-12-15T00:00:00+03:00">Чт 15 Декабрь 2016
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</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">Thu 15 December 2016
<h6 class="subheader" title="2016-12-15T00:00:00+03:00">Чт 15 Декабрь 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">Sat 19 November 2016
<h6 class="subheader" title="2016-11-19T00:00:00+03:00">Сб 19 Ноябрь 2016
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</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">Sat 19 November 2016
<h6 class="subheader" title="2016-11-19T00:00:00+03:00">Сб 19 Ноябрь 2016
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</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 Сентябрь 2016 кратко">Сентябрь 2016 кратко</a></h3>
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<h6 class="subheader" title="2016-10-11T00:00:00+03:00">Tue 11 October 2016
<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.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">Tue 11 October 2016
<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>
</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">Mon 31 October 2016
<h6 class="subheader" title="2016-10-31T00:00:00+03:00">Пн 31 Октябрь 2016
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</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">Mon 31 October 2016
<h6 class="subheader" title="2016-10-31T00:00:00+03:00">Пн 31 Октябрь 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">Sat 31 December 2016
<h6 class="subheader" title="2016-12-31T00:00:00+03:00">Сб 31 Декабрь 2016
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</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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title="Permalink to Happy 2017">Happy 2017</a></h3>
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<h6 class="subheader" title="2016-12-31T00:00:00+03:00">Sat 31 December 2016
<h6 class="subheader" title="2016-12-31T00:00:00+03:00">Сб 31 Декабрь 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>


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title="Permalink to Итоги 2017-го">Итоги 2017-го</a></h3>
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<h6 class="subheader" title="2017-11-22T00:00:00+03:00">Wed 22 November 2017
<h6 class="subheader" title="2017-11-22T00:00:00+03:00">Ср 22 Ноябрь 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>


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title="Permalink to 2017 summary">2017 summary</a></h3>
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<h6 class="subheader" title="2017-11-22T00:00:00+03:00">Wed 22 November 2017
<h6 class="subheader" title="2017-11-22T00:00:00+03:00">Ср 22 Ноябрь 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>


Двоични данни
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`git push`

The publich site should now be available at
[http://ogstudio.github.io](http://ogstudio.github.io).
[http://kaisd.github.io/ogs-site](http://kaisd.github.io/ogs-site).


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<table class="table-archive">
<tbody>
<tr>
<td>Sun 31 December 2017</td>
<td>Пт 26 Январь 2018</td>
<td><a href='mahjong-recreation-start.html'>Mahjong recreation start</a></td>
</tr>
<tr>
<td>Вс 31 Декабрь 2017</td>
<td><a href='the-year-of-lessons.html'>The year of lessons</a></td>
</tr>
<tr>
<td>Wed 22 November 2017</td>
<td>Ср 22 Ноябрь 2017</td>
<td><a href='2017-summary.html'>2017 summary</a></td>
</tr>
<tr>
<td>Mon 16 October 2017</td>
<td>Пн 16 Октябрь 2017</td>
<td><a href='back-to-the-static.html'>Back to the Static</a></td>
</tr>
<tr>
<td>Sun 10 September 2017</td>
<td>Вс 10 Сентябрь 2017</td>
<td><a href='mjin-world-birth.html'>The birth of MJIN world</a></td>
</tr>
<tr>
<td>Wed 16 August 2017</td>
<td>Ср 16 Август 2017</td>
<td><a href='scripting-research.html'>Scripting research</a></td>
</tr>
<tr>
<td>Mon 17 July 2017</td>
<td>Пн 17 Июль 2017</td>
<td><a href='openscenegraph-cross-platform-guide.html'>OpenSceneGraph cross-platform guide</a></td>
</tr>
<tr>
<td>Thu 08 June 2017</td>
<td>Чт 08 Июнь 2017</td>
<td><a href='ios-tutorial.html'>iOS tutorial</a></td>
</tr>
<tr>
<td>Fri 12 May 2017</td>
<td>Пт 12 Май 2017</td>
<td><a href='osg-sample.html'>OpenSceneGraph sample</a></td>
</tr>
<tr>
<td>Fri 07 April 2017</td>
<td>Пт 07 Апрель 2017</td>
<td><a href='its-all-fine.html'>It's all fine</a></td>
</tr>
<tr>
<td>Thu 16 March 2017</td>
<td>Чт 16 Март 2017</td>
<td><a href='lets-go.html'>Let's go</a></td>
</tr>
<tr>
<td>Wed 25 January 2017</td>
<td>Ср 25 Январь 2017</td>
<td><a href='the-year-of-challenges.html'>The year of challenges</a></td>
</tr>
<tr>
<td>Sat 31 December 2016</td>
<td>Сб 31 Декабрь 2016</td>
<td><a href='2017-happy-new-year.html'>Happy 2017</a></td>
</tr>
<tr>
<td>Thu 15 December 2016</td>
<td>Чт 15 Декабрь 2016</td>
<td><a href='2016-november-recap.html'>November 2016 recap</a></td>
</tr>
<tr>
<td>Sat 19 November 2016</td>
<td>Сб 19 Ноябрь 2016</td>
<td><a href='2016-october-recap.html'>October 2016 recap</a></td>
</tr>
<tr>
<td>Mon 31 October 2016</td>
<td>Пн 31 Октябрь 2016</td>
<td><a href='2016-tech-showcases.html'>Technology showcases</a></td>
</tr>
<tr>
<td>Tue 11 October 2016</td>
<td>Вт 11 Октябрь 2016</td>
<td><a href='2016-september-recap.html'>September 2016 recap</a></td>
</tr>
<tr>
<td>Mon 03 October 2016</td>
<td>Пн 03 Октябрь 2016</td>
<td><a href='ogs-editor-0.10.html'>OGS Editor 0.10 and live session materials</a></td>
</tr>
<tr>
<td>Mon 26 September 2016</td>
<td>Пн 26 Сентябрь 2016</td>
<td><a href='yesterdays-live-session-short-overview.html'>A few words about live session yesterday</a></td>
</tr>
<tr>
<td>Sat 24 September 2016</td>
<td>Сб 24 Сентябрь 2016</td>
<td><a href='september-live-session-announcement-tomorrow.html'>Live session is in 24 hours</a></td>
</tr>
<tr>
<td>Sat 17 September 2016</td>
<td>Сб 17 Сентябрь 2016</td>
<td><a href='september-live-session-announcement.html'>Live session: 25 September 2016</a></td>
</tr>
<tr>
<td>Sat 03 September 2016</td>
<td>Сб 03 Сентябрь 2016</td>
<td><a href='2016-august-recap.html'>August 2016 recap</a></td>
</tr>
<tr>
<td>Thu 18 August 2016</td>
<td>Чт 18 Август 2016</td>
<td><a href='back-to-social-networks.html'>We’re back to social networks</a></td>
</tr>
<tr>
<td>Wed 10 August 2016</td>
<td>Ср 10 Август 2016</td>
<td><a href='once-mahjong-always-mahjong.html'>Once Mahjong – always Mahjong</a></td>
</tr>
</tbody>


+ 88
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@@ -47,55 +47,97 @@

<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
<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>
<p>This article describes the start of Mahjong game recreation.</p>
<p><strong>Plan</strong></p>
<p>We started Mahjong recreation endeavour by composing a brief plan to get gameplay with minimal graphics:</p>
<ul>
<li>Load single layout</li>
<li>Place tiles in layout positions</li>
<li>Distinguish tiles</li>
<li>Implement selection</li>
<li>Implement matching</li>
</ul>
<p>Just like any other plan, this one looked fine at first sight. However, once you get down to work, new details start to come out. This plan was no exception. Below are a few problems that came out during development.</p>
<p><strong>Problem №1: provide binary resources across supported platforms</strong></p>
<p>Mahjong is going to be available on desktop, mobile, and web. Each of these platforms has its constraints on accessing external files:</p>
<ul>
<li>Desktop can access almost any file</li>
<li>Android/iOS have limited access to file system</li>
<li>Web does not have any file system at all</li>
</ul>
<p>To provide a unified way for accessing resources, we decided to include them into final executable. This decision led to the birth of <strong>mjin-resource</strong> and <strong>mahjong-data</strong> projects.</p>
<p><a href="https://bitbucket.org/ogstudio/mjin-resource">mjin-resource</a>:</p>
<ul>
<li>converts binary files to C header files with the help of <strong>xxd</strong> utility</li>
<li>generates MJIN project that contains generated headers to be compiled into static library</li>
<li>provides C++ interface for accessing generated resources</li>
</ul>
<p><a href="https://bitbucket.org/ogstudio-games/mahjong-data">mahjong-data</a> is an example of such generated MJIN project that is referenced by <a href="https://bitbucket.org/ogstudio-games/mahjong">mahjong</a> project.</p>
<p><strong>Problem №2: load PNG images across supported platforms</strong></p>
<p>To load PNG, we use corresponding OpenSceneGraph plugin. We built it for desktop with no issues. Building for web (Emscripten) turned out to be more difficult: Emscripten provides its own version of <strong>libpng</strong>, which OpenSceneGraph build script can't detect. We had to work around several OpenSceneGraph checks to successfully build the plugin for Emscripten.
Building the plugin for Android and iOS is still waiting for us. Once we get PNG plugin working across supported platforms, we are going to publish a new tutorial for <a href="https://github.com/ogstudio/openscenegraph-cross-platform-guide">OpenSceneGraph cross-platform guide</a> to cover PNG image loading. We already got a <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide/issues/4">request to describe image loading</a>.</p>
<p><strong>Development</strong></p>
<p><a href="http://opengamestudio.org/lets-go.html">As you know</a>, we published OpenSceneGraph cross-platform guide to make OpenSceneGraph community stronger. We value education, and we love to share our knowledge. That's why we decided to develop Mahjong in small reproducible chunks uniquely identified by internal versions. These versions are available in <a href="https://bitbucket.org/ogstudio-games/mahjong">mahjong repository</a>.</p>
<p>We also provide <a href="http://ogstudio.github.io/game-mahjong">version history and web releases of each internal version</a> for the following reasons:</p>
<ul>
<li>education: show how development looks like internally</li>
<li>accessibility: provide older versions for comparison</li>
</ul>
<p><strong>Current Mahjong game status</strong></p>
<p>As of the time of this writing, we have implemented tile selection. <a href="https://ogstudio.github.io/game-mahjong/versions/010/mjin-player.html">Try it in your browser!</a></p>
<p>Once we finish tile matching implementation, we are going to publish the intermediate result for all supported platforms.</p>
<p>That's it for describing the start of Mahjong game recreation.</p><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/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">Sun 31 December 2017
<h6 class="subheader" title="2017-12-31T22:00:00+03:00">Вс 31 Декабрь 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 other articles on the site, half of our plans in 2017
were destined to be completed at least approximately as we assumed. The other
half was changed significantly.</p>
<p>During the year, people joined the team and left it. As a result, we meet the
end of the year with exactly the same team as 365 days ago. It made us think.
A lot. But We'll save the story for another time.</p>
<p>There will be exactly one goal for 2018. We will take all the results, and then
we will make a new mahjong game. We're already know how to make a mahjong
solitaire so we will begin with it. This time, it will be cross-platform.
We will definitely try to cover Windows, Linux, macOs, Web, and Android.
We can't promis anything about the iOS right now (although we'll see what
we can do).</p>
<p>There is no point in writing more than We want to say. We learned a lot for
this year, and we will try to apply all this knowledge to achieve more in the
next one. We wish everyone a Happy New Year. Stay tuned.</p>
<p>The Opensource Game Studio Team.</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p>As it may be clear from ...</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/the-year-of-lessons.html">Read More</a>
<hr class="gradient"/>

</article>



<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">Wed 22 November 2017
<h6 class="subheader" title="2017-11-22T00:00:00+03:00">Ср 22 Ноябрь 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 ever …</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 ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -109,13 +151,13 @@ next one. We wish everyone a Happy New Year. Stay tuned.</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">Mon 16 October 2017
<h6 class="subheader" title="2017-10-16T00:00:00+03:00">Пн 16 Октябрь 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 …</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
It seems that this is the technology ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -129,10 +171,10 @@ It seems that this is the technology capable of …</p><p class="subheader">Cate

<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">Sun 10 September 2017
<h6 class="subheader" title="2017-09-10T00:00:00+03:00">Вс 10 Сентябрь 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>
@@ -140,7 +182,7 @@ It seems that this is the technology capable of …</p><p class="subheader">Cate
<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>

@@ -154,13 +196,13 @@ It seems that this is the technology capable of …</p><p class="subheader">Cate

<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">Wed 16 August 2017
<h6 class="subheader" title="2017-08-16T00:00:00+03:00">Ср 16 Август 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>

@@ -174,13 +216,13 @@ It seems that this is the technology capable of …</p><p class="subheader">Cate

<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">Mon 17 July 2017
<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>
</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>
In case you missed it, here ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -194,12 +236,12 @@ In case you missed it, here's …</p><p class="subheader">Category: <a href="htt

<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">Thu 08 June 2017
<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>
</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 …</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 ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -213,12 +255,12 @@ In case you missed it, here's …</p><p class="subheader">Category: <a href="htt

<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">Fri 12 May 2017
<h6 class="subheader" title="2017-05-12T00:00:00+03:00">Пт 12 Май 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>

@@ -232,13 +274,13 @@ In case you missed it, here's …</p><p class="subheader">Category: <a href="htt

<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">Fri 07 April 2017
<h6 class="subheader" title="2017-04-07T00:00:00+03:00">Пт 07 Апрель 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>

@@ -247,26 +289,6 @@ In case you missed it, here's …</p><p class="subheader">Category: <a href="htt
<hr class="gradient"/>
</article>



<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">Thu 16 March 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>
<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>


<a class="button radius secondary small right" href="http://opengamestudio.org/lets-go.html">Read More</a>
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<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
<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>
<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>


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



<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">Wed 25 January 2017
<h6 class="subheader" title="2017-01-25T00:00:00+03:00">Ср 25 Январь 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 chance …</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 ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -71,12 +91,12 @@

<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">Sat 31 December 2016
<h6 class="subheader" title="2016-12-31T00:00:00+03:00">Сб 31 Декабрь 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 …</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 ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -90,12 +110,12 @@

<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">Thu 15 December 2016
<h6 class="subheader" title="2016-12-15T00:00:00+03:00">Чт 15 Декабрь 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 …</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 ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -109,13 +129,13 @@

<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">Sat 19 November 2016
<h6 class="subheader" title="2016-11-19T00:00:00+03:00">Сб 19 Ноябрь 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>

@@ -129,14 +149,14 @@

<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">Mon 31 October 2016
<h6 class="subheader" title="2016-10-31T00:00:00+03:00">Пн 31 Октябрь 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>

@@ -150,15 +170,15 @@ We have conducted …</p><p class="subheader">Category: <a href="http://opengame

<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">Tue 11 October 2016
<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>
</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><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>

@@ -172,14 +192,14 @@ We have conducted …</p><p class="subheader">Category: <a href="http://opengame

<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">Mon 03 October 2016
<h6 class="subheader" title="2016-10-03T00:00:00+03:00">Пн 03 Октябрь 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. Simply …</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 ...</li></ul><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -193,7 +213,7 @@ We have conducted …</p><p class="subheader">Category: <a href="http://opengame

<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">Mon 26 September 2016
<h6 class="subheader" title="2016-09-26T00:00:00+03:00">Пн 26 Сентябрь 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>
@@ -214,7 +234,7 @@ 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">Sat 24 September 2016
<h6 class="subheader" title="2016-09-24T00:00:00+03:00">Сб 24 Сентябрь 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>
@@ -228,26 +248,6 @@ We will publish live session materials later this week.</p>
<hr class="gradient"/>
</article>



<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">Sat 17 September 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>

<p>We will hold <a href="https://www.livecoding.tv/kornerr">live session</a> on <a href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio+September+2016+live+session&amp;iso=20160925T12&amp;p1=37&amp;ah=2">25 September 2016 at 12:00 CEST</a>
It's time to create simple Mahjong solitaire game.</p><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/september-live-session-announcement.html">Read More</a>
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</article>

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@@ -48,15 +48,35 @@


<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
<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>

<p>We will hold <a href="https://www.livecoding.tv/kornerr">live session</a> on <a href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio+September+2016+live+session&amp;iso=20160925T12&amp;p1=37&amp;ah=2">25 September 2016 at 12:00 CEST</a>
It's time to create simple Mahjong solitaire game.</p><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/september-live-session-announcement.html">Read More</a>
<hr class="gradient"/>
</article>



<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">Sat 03 September 2016
<h6 class="subheader" title="2016-09-03T00:00:00+03:00">Сб 03 Сентябрь 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>

@@ -70,7 +90,7 @@

<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">Thu 18 August 2016
<h6 class="subheader" title="2016-08-18T00:00:00+03:00">Чт 18 Август 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>
@@ -88,11 +108,11 @@

<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">Wed 10 August 2016
<h6 class="subheader" title="2016-08-10T00:00:00+03:00">Ср 10 Август 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>



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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">Thu 18 August 2016
<h6 class="subheader" title="2016-08-18T00:00:00+03:00">Чт 18 Август 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">Thu 18 August 2016
<h6 class="subheader" title="2016-08-18T00:00:00+03:00">Чт 18 Август 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">Mon 16 October 2017
<h6 class="subheader" title="2017-10-16T00:00:00+03:00">Пн 16 Октябрь 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">Mon 16 October 2017
<h6 class="subheader" title="2017-10-16T00:00:00+03:00">Пн 16 Октябрь 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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@@ -47,55 +47,97 @@

<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
<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>
<p>This article describes the start of Mahjong game recreation.</p>
<p><strong>Plan</strong></p>
<p>We started Mahjong recreation endeavour by composing a brief plan to get gameplay with minimal graphics:</p>
<ul>
<li>Load single layout</li>
<li>Place tiles in layout positions</li>
<li>Distinguish tiles</li>
<li>Implement selection</li>
<li>Implement matching</li>
</ul>
<p>Just like any other plan, this one looked fine at first sight. However, once you get down to work, new details start to come out. This plan was no exception. Below are a few problems that came out during development.</p>
<p><strong>Problem №1: provide binary resources across supported platforms</strong></p>
<p>Mahjong is going to be available on desktop, mobile, and web. Each of these platforms has its constraints on accessing external files:</p>
<ul>
<li>Desktop can access almost any file</li>
<li>Android/iOS have limited access to file system</li>
<li>Web does not have any file system at all</li>
</ul>
<p>To provide a unified way for accessing resources, we decided to include them into final executable. This decision led to the birth of <strong>mjin-resource</strong> and <strong>mahjong-data</strong> projects.</p>
<p><a href="https://bitbucket.org/ogstudio/mjin-resource">mjin-resource</a>:</p>
<ul>
<li>converts binary files to C header files with the help of <strong>xxd</strong> utility</li>
<li>generates MJIN project that contains generated headers to be compiled into static library</li>
<li>provides C++ interface for accessing generated resources</li>
</ul>
<p><a href="https://bitbucket.org/ogstudio-games/mahjong-data">mahjong-data</a> is an example of such generated MJIN project that is referenced by <a href="https://bitbucket.org/ogstudio-games/mahjong">mahjong</a> project.</p>
<p><strong>Problem №2: load PNG images across supported platforms</strong></p>
<p>To load PNG, we use corresponding OpenSceneGraph plugin. We built it for desktop with no issues. Building for web (Emscripten) turned out to be more difficult: Emscripten provides its own version of <strong>libpng</strong>, which OpenSceneGraph build script can't detect. We had to work around several OpenSceneGraph checks to successfully build the plugin for Emscripten.
Building the plugin for Android and iOS is still waiting for us. Once we get PNG plugin working across supported platforms, we are going to publish a new tutorial for <a href="https://github.com/ogstudio/openscenegraph-cross-platform-guide">OpenSceneGraph cross-platform guide</a> to cover PNG image loading. We already got a <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide/issues/4">request to describe image loading</a>.</p>
<p><strong>Development</strong></p>
<p><a href="http://opengamestudio.org/lets-go.html">As you know</a>, we published OpenSceneGraph cross-platform guide to make OpenSceneGraph community stronger. We value education, and we love to share our knowledge. That's why we decided to develop Mahjong in small reproducible chunks uniquely identified by internal versions. These versions are available in <a href="https://bitbucket.org/ogstudio-games/mahjong">mahjong repository</a>.</p>
<p>We also provide <a href="http://ogstudio.github.io/game-mahjong">version history and web releases of each internal version</a> for the following reasons:</p>
<ul>
<li>education: show how development looks like internally</li>
<li>accessibility: provide older versions for comparison</li>
</ul>
<p><strong>Current Mahjong game status</strong></p>
<p>As of the time of this writing, we have implemented tile selection. <a href="https://ogstudio.github.io/game-mahjong/versions/010/mjin-player.html">Try it in your browser!</a></p>
<p>Once we finish tile matching implementation, we are going to publish the intermediate result for all supported platforms.</p>
<p>That's it for describing the start of Mahjong game recreation.</p><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/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">Sun 31 December 2017
<h6 class="subheader" title="2017-12-31T22:00:00+03:00">Вс 31 Декабрь 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 other articles on the site, half of our plans in 2017
were destined to be completed at least approximately as we assumed. The other
half was changed significantly.</p>
<p>During the year, people joined the team and left it. As a result, we meet the
end of the year with exactly the same team as 365 days ago. It made us think.
A lot. But We'll save the story for another time.</p>
<p>There will be exactly one goal for 2018. We will take all the results, and then
we will make a new mahjong game. We're already know how to make a mahjong
solitaire so we will begin with it. This time, it will be cross-platform.
We will definitely try to cover Windows, Linux, macOs, Web, and Android.
We can't promis anything about the iOS right now (although we'll see what
we can do).</p>
<p>There is no point in writing more than We want to say. We learned a lot for
this year, and we will try to apply all this knowledge to achieve more in the
next one. We wish everyone a Happy New Year. Stay tuned.</p>
<p>The Opensource Game Studio Team.</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p>As it may be clear from ...</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/the-year-of-lessons.html">Read More</a>
<hr class="gradient"/>

</article>



<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">Wed 22 November 2017
<h6 class="subheader" title="2017-11-22T00:00:00+03:00">Ср 22 Ноябрь 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 ever …</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 ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -109,13 +151,13 @@ next one. We wish everyone a Happy New Year. Stay tuned.</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">Mon 16 October 2017
<h6 class="subheader" title="2017-10-16T00:00:00+03:00">Пн 16 Октябрь 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 …</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
It seems that this is the technology ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -129,10 +171,10 @@ It seems that this is the technology capable of …</p><p class="subheader">Cate

<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">Sun 10 September 2017
<h6 class="subheader" title="2017-09-10T00:00:00+03:00">Вс 10 Сентябрь 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>
@@ -140,7 +182,7 @@ It seems that this is the technology capable of …</p><p class="subheader">Cate
<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>

@@ -154,13 +196,13 @@ It seems that this is the technology capable of …</p><p class="subheader">Cate

<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">Wed 16 August 2017
<h6 class="subheader" title="2017-08-16T00:00:00+03:00">Ср 16 Август 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>

@@ -174,13 +216,13 @@ It seems that this is the technology capable of …</p><p class="subheader">Cate

<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">Mon 17 July 2017
<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>
</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>
In case you missed it, here ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -194,12 +236,12 @@ In case you missed it, here's …</p><p class="subheader">Category: <a href="htt

<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">Thu 08 June 2017
<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>
</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 …</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 ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -213,12 +255,12 @@ In case you missed it, here's …</p><p class="subheader">Category: <a href="htt

<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">Fri 12 May 2017
<h6 class="subheader" title="2017-05-12T00:00:00+03:00">Пт 12 Май 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>

@@ -232,13 +274,13 @@ In case you missed it, here's …</p><p class="subheader">Category: <a href="htt

<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">Fri 07 April 2017
<h6 class="subheader" title="2017-04-07T00:00:00+03:00">Пт 07 Апрель 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>

@@ -247,26 +289,6 @@ In case you missed it, here's …</p><p class="subheader">Category: <a href="htt
<hr class="gradient"/>
</article>



<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">Thu 16 March 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>
<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>


<a class="button radius secondary small right" href="http://opengamestudio.org/lets-go.html">Read More</a>
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<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
<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>
<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>


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



<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">Wed 25 January 2017
<h6 class="subheader" title="2017-01-25T00:00:00+03:00">Ср 25 Январь 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 chance …</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 ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -71,12 +91,12 @@

<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">Sat 31 December 2016
<h6 class="subheader" title="2016-12-31T00:00:00+03:00">Сб 31 Декабрь 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 …</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 ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -90,12 +110,12 @@

<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">Thu 15 December 2016
<h6 class="subheader" title="2016-12-15T00:00:00+03:00">Чт 15 Декабрь 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 …</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 ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -109,13 +129,13 @@

<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">Sat 19 November 2016
<h6 class="subheader" title="2016-11-19T00:00:00+03:00">Сб 19 Ноябрь 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>

@@ -129,14 +149,14 @@

<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">Mon 31 October 2016
<h6 class="subheader" title="2016-10-31T00:00:00+03:00">Пн 31 Октябрь 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>

@@ -150,15 +170,15 @@ We have conducted …</p><p class="subheader">Category: <a href="http://opengame

<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">Tue 11 October 2016
<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>
</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><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>

@@ -172,14 +192,14 @@ We have conducted …</p><p class="subheader">Category: <a href="http://opengame

<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">Mon 03 October 2016
<h6 class="subheader" title="2016-10-03T00:00:00+03:00">Пн 03 Октябрь 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. Simply …</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 ...</li></ul><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -193,7 +213,7 @@ We have conducted …</p><p class="subheader">Category: <a href="http://opengame

<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">Mon 26 September 2016
<h6 class="subheader" title="2016-09-26T00:00:00+03:00">Пн 26 Сентябрь 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>
@@ -214,7 +234,7 @@ 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">Sat 24 September 2016
<h6 class="subheader" title="2016-09-24T00:00:00+03:00">Сб 24 Сентябрь 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>
@@ -228,26 +248,6 @@ We will publish live session materials later this week.</p>
<hr class="gradient"/>
</article>



<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">Sat 17 September 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>

<p>We will hold <a href="https://www.livecoding.tv/kornerr">live session</a> on <a href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio+September+2016+live+session&amp;iso=20160925T12&amp;p1=37&amp;ah=2">25 September 2016 at 12:00 CEST</a>
It's time to create simple Mahjong solitaire game.</p><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/september-live-session-announcement.html">Read More</a>
<hr class="gradient"/>
</article>

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@@ -48,15 +48,35 @@


<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
<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>

<p>We will hold <a href="https://www.livecoding.tv/kornerr">live session</a> on <a href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio+September+2016+live+session&amp;iso=20160925T12&amp;p1=37&amp;ah=2">25 September 2016 at 12:00 CEST</a>
It's time to create simple Mahjong solitaire game.</p><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/september-live-session-announcement.html">Read More</a>
<hr class="gradient"/>
</article>



<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">Sat 03 September 2016
<h6 class="subheader" title="2016-09-03T00:00:00+03:00">Сб 03 Сентябрь 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>

@@ -70,7 +90,7 @@

<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">Thu 18 August 2016
<h6 class="subheader" title="2016-08-18T00:00:00+03:00">Чт 18 Август 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>
@@ -88,11 +108,11 @@

<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">Wed 10 August 2016
<h6 class="subheader" title="2016-08-10T00:00:00+03:00">Ср 10 Август 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>



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@@ -1,10 +1,85 @@
<?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/all.atom.xml" rel="self"></link><id>http://opengamestudio.org/</id><updated>2017-12-31T22:00:00+03:00</updated><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;
<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/all.atom.xml" rel="self"></link><id>http://opengamestudio.org/</id><updated>2018-01-26T00:00:00+03:00</updated><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;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 first sight. However, once you get down to work, new details start to come out. This plan was no exception. Below are a few problems that came out during development.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Problem №1: provide binary resources across supported platforms&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Mahjong is going to be available on desktop, mobile, and web. Each of these platforms has its constraints on accessing external files:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Desktop can access almost any file&lt;/li&gt;
&lt;li&gt;Android/iOS have limited access to file system&lt;/li&gt;
&lt;li&gt;Web does not have any file system at all&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;To provide a unified way for accessing resources, we decided to include them into final executable. This decision led to the birth of &lt;strong&gt;mjin-resource&lt;/strong&gt; and &lt;strong&gt;mahjong-data&lt;/strong&gt; projects.&lt;/p&gt;
&lt;p&gt;&lt;a href="https://bitbucket.org/ogstudio/mjin-resource"&gt;mjin-resource&lt;/a&gt;:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;converts binary files to C header files with the help of &lt;strong&gt;xxd&lt;/strong&gt; utility&lt;/li&gt;
&lt;li&gt;generates MJIN project that contains generated headers to be compiled into static library&lt;/li&gt;
&lt;li&gt;provides C++ interface for accessing generated resources&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;a href="https://bitbucket.org/ogstudio-games/mahjong-data"&gt;mahjong-data&lt;/a&gt; is an example of such generated MJIN project that is referenced by &lt;a href="https://bitbucket.org/ogstudio-games/mahjong"&gt;mahjong&lt;/a&gt; project.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Problem №2: load PNG images across supported platforms&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;To load PNG, we use corresponding OpenSceneGraph plugin. We built it for desktop with no issues. Building for web (Emscripten) turned out to be more difficult: Emscripten provides its own version of &lt;strong&gt;libpng&lt;/strong&gt;, which OpenSceneGraph build script can't detect. We had to work around several OpenSceneGraph checks to successfully build the plugin for Emscripten.
Building the plugin for Android and iOS is still waiting for us. Once we get PNG plugin working across supported platforms, we are going to publish a new tutorial for &lt;a href="https://github.com/ogstudio/openscenegraph-cross-platform-guide"&gt;OpenSceneGraph cross-platform guide&lt;/a&gt; to cover PNG image loading. We already got a &lt;a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide/issues/4"&gt;request to describe image loading&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Development&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="http://opengamestudio.org/lets-go.html"&gt;As you know&lt;/a&gt;, we published OpenSceneGraph cross-platform guide to make OpenSceneGraph community stronger. We value education, and we love to share our knowledge. That's why we decided to develop Mahjong in small reproducible chunks uniquely identified by internal versions. These versions are available in &lt;a href="https://bitbucket.org/ogstudio-games/mahjong"&gt;mahjong repository&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;We also provide &lt;a href="http://ogstudio.github.io/game-mahjong"&gt;version history and web releases of each internal version&lt;/a&gt; for the following reasons:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;education: show how development looks like internally&lt;/li&gt;
&lt;li&gt;accessibility: provide older versions for comparison&lt;/li&gt;
&lt;/ul&gt;
&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>Начало воссоздания Маджонга</title><link href="http://opengamestudio.org/mahjong-recreation-start-ru.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-ru.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;Эта статья описывает начало воссоздания игры Маджонг.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;План&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Мы начали воссоздание Маджонга с составления краткого плана реализации игровой механики с минимальной графикой:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Загрузить раскладку&lt;/li&gt;
&lt;li&gt;Поместить фишки в позиции раскладки&lt;/li&gt;
&lt;li&gt;Различить фишки&lt;/li&gt;
&lt;li&gt;Реализовать выбор фишек&lt;/li&gt;
&lt;li&gt;Реализовать сравнение фишек&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Как и любой другой план, этот выглядел вполне адекватно на первый взгляд. Тем не менее стоит начать разработку, как появляются новые детали. Этот план не был исключением. Ниже представлена пара проблем, вскрывшихся во время разработки.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Проблема №1: предоставить бинарные ресурсы на поддерживаемых платформах&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Маджонг будет доступен для десктопа, мобилок и веба. Каждая платформа имеет ограничения на доступ к внешним файлам:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Десктоп позволяет получить доступ почти к любому файлу&lt;/li&gt;
&lt;li&gt;Мобилки имеют ограниченный доступ к файловой системе&lt;/li&gt;
&lt;li&gt;Веб не имеет файловой системы&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Мы решили сделать единый способ доступа к ресурсам путём их встраивания в исполняемый файл. Это решение привело к рождению проектов &lt;strong&gt;mjin-resource&lt;/strong&gt; и &lt;strong&gt;mahjong-data&lt;/strong&gt;.&lt;/p&gt;
&lt;p&gt;Проект &lt;a href="https://bitbucket.org/ogstudio/mjin-resource"&gt;mjin-resource&lt;/a&gt; служит для:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;перевода бинарных файлов в заголовочные файлы C с помощью утилиты &lt;strong&gt;xxd&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;создания проекта MJIN, состоящего из сгенерированных заголовочных файлов, который собирается в статическую библиотеку&lt;/li&gt;
&lt;li&gt;предоставления интерфейса C++ для работы с ресурсами&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Проект &lt;a href="https://bitbucket.org/ogstudio-games/mahjong-data"&gt;mahjong-data&lt;/a&gt; является примером подобного проекта MJIN, ресурсы из которого использует проект &lt;a href="https://bitbucket.org/ogstudio-games/mahjong"&gt;mahjong&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Проблема №2: загрузка изображений PNG на поддерживаемых платформах&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Для загрузки PNG мы используем соответствующий плагин OpenSceneGraph. Мы собрали его без проблем для десктопа. Сборка же для веба (Emscripten) оказалась сложнее: Emscripten содержит собственную версию &lt;strong&gt;libpng&lt;/strong&gt;, которую сборочный скрипт OpenSceneGraph не видит. Нам пришлось обойти несколько проверок OpenSceneGraph, чтобы успешно собрать плагин для Emscripten.
Сборка плагина под мобилки ещё ждёт нас впереди. Как только мы разберёмся с плагином PNG на всех поддерживаемых платформах, мы опубликуем информацию о его сборке в новом самоучителе для &lt;a href="https://github.com/ogstudio/openscenegraph-cross-platform-guide"&gt;кросс-платформенного руководства OpenSceneGraph&lt;/a&gt;. Нас уже &lt;a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide/issues/4"&gt;попросили это сделать&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Разработка&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="http://opengamestudio.org/lets-go-ru.html"&gt;Как вы знаете&lt;/a&gt;, мы опубликовали кросс-платформенное руководство OpenSceneGraph для усиления сообщества OpenSceneGraph. Мы ценим обучение и любим делиться своими знаниями. Поэтому мы решили разрабатывать Маджонг небольшими воспроизводимыми частями, каждая из которых имеет уникальную внутреннюю версию. Эти версии доступны в &lt;a href="https://bitbucket.org/ogstudio-games/mahjong"&gt;хранилище проекта mahjong&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;Мы также предоставляем &lt;a href="http://ogstudio.github.io/game-mahjong"&gt;историю версий, каждая из которых сопровождается сборкой под веб&lt;/a&gt;, для следующих целей:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;обучение: показать ход разработки изнутри&lt;/li&gt;
&lt;li&gt;доступность: предоставить старые версии для сравнения&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Текущее состояние игры Маджонг&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;На момент написания этой статьи мы закончили реализацию выбора фишек. &lt;a href="https://ogstudio.github.io/game-mahjong/versions/010/mjin-player.html"&gt;Проверьте в своём браузере!&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;После реализации сравнения фишек мы опубликуем промежуточный результат для всех поддерживаемых платформ.&lt;/p&gt;
&lt;p&gt;На этом мы заканчиваем описание начала воссоздания игры Маджонг.&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;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
@@ -24,12 +99,7 @@ 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;</content></entry><entry><title>Год новых уроков</title><link href="http://opengamestudio.org/the-year-of-lessons-ru.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-ru.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;Итак, 2017й год стремительно приближается к финалу, итоги года уже подведены,
так что в свободное от расчехления фейерверков и подготовки систем залпового
огня шампанским время мы обозначим свою цель в следующем году.&lt;/p&gt;
&lt;p&gt;Как, наверное, понятно из других статей на сайте, примерно половине наших
планов в 2017 году было суждено осуществиться …&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;The Opensource Game Studio Team.&lt;/p&gt;</summary></entry><entry><title>Год новых уроков</title><link href="http://opengamestudio.org/the-year-of-lessons-ru.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-ru.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;Итак, 2017й год стремительно приближается к финалу, итоги года уже подведены,
так что в свободное от расчехления фейерверков и подготовки систем залпового
огня шампанским время мы обозначим свою цель в следующем году.&lt;/p&gt;
@@ -47,11 +117,7 @@ next one. We wish everyone a Happy New Year. Stay tuned.&lt;/p&gt;
&lt;p&gt;Наверное нет смысла писать больше чем хочется сказать. Мы многому научились за
этот год, и в следующем постараемся все это применить. Так что желаем всем
счастливого Нового Года и оставайтесь с нами.&lt;/p&gt;
&lt;p&gt;Команда Opensource Game Studio.&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;Команда Opensource Game Studio.&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;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;
@@ -68,11 +134,7 @@ 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;</content></entry><entry><title>Итоги 2017-го</title><link href="http://opengamestudio.org/2017-summary-ru.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-ru.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;Настало время сделать ревизию наших достижений в 2017 году и проверить, насколько они следуют основной цели проекта Opensource Game Studio.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Краткая история&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Проекту Opensource Game Studio уже 12 лет.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;2005.&lt;/strong&gt; Мы начали проект с &lt;a href="https://unixforum.org/index.php?showtopic=9989"&gt;фанатичного призыва&lt;/a&gt; к созданию самой лучшей игры. Видимо, сразу же после прохождения Half-Life 2 или Morrowind …&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;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>Итоги 2017-го</title><link href="http://opengamestudio.org/2017-summary-ru.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-ru.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;Настало время сделать ревизию наших достижений в 2017 году и проверить, насколько они следуют основной цели проекта Opensource Game Studio.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Краткая история&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Проекту Opensource Game Studio уже 12 лет.&lt;/p&gt;
@@ -88,34 +150,19 @@ The project was in a constant turmoil because we had no clear purpose and discip
&lt;p&gt;Изучение мобильных платформ и веба заняло у нас около пяти месяцев. Нам пришлось потратить это время по причине отсутствия какой-либо внятной документации по работе с OpenSceneGraph на разных платформах. После таких громадных трат времени мы решили сэкономить это время другим разработчикам и занялись созданием указанной документации.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;2017, июль.&lt;/strong&gt; Мы опубликовали &lt;a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide"&gt;инструкцию по работе с OpenSceneGraph на разных платформах&lt;/a&gt;, которая рассказывает в деталях о создании простейшего приложения OpenSceneGraph и запуске его на настольных компьютерах, мобильных платформах и вебе. Эта инструкция является нашим самым популярным проектом на GitHub.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;2017, ноябрь.&lt;/strong&gt; Мы выпустили простую &lt;a href="https://ogstudio.github.io/game-memory-colors/tutorial-5.3/mjin-player.html"&gt;игру "Память: Цвета"&lt;/a&gt; и &lt;a href="https://bitbucket.org/ogstudio-games/memory-colors"&gt;инструкцию&lt;/a&gt; по созданию этой игры с нуля. Игра создана с помощью MJIN, нашего нового инструмента для разработки игр, этому инструменту всего лишь несколько месяцев.&lt;/p&gt;
&lt;p&gt;На текущий момент MJIN лишь начинает развитие. Этому инструменту нужна настоящая игра, чтобы расцвести. Поэтому мы уже работаем над Маджонгом, который будет радовать вас и на настольных компьютерах, и на мобильных платформах, и в вебе. На этот раз мы постараемся сделать Маджонг быстрее. &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;На текущий момент MJIN лишь начинает развитие. Этому инструменту нужна настоящая игра, чтобы расцвести. Поэтому мы уже работаем над Маджонгом, который будет радовать вас и на настольных компьютерах, и на мобильных платформах, и в вебе. На этот раз мы постараемся сделать Маджонг быстрее. &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;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;</content></entry><entry><title>Назад в Статику</title><link href="http://opengamestudio.org/back-to-the-static-ru.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-ru.html</id><summary type="html">&lt;p&gt;&lt;img alt="Назад в Статику" src="http://opengamestudio.org/2017-10-16-back-to-the-static.png"&gt;&lt;/p&gt;
&lt;p&gt;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.&lt;/p&gt;
&lt;p&gt;Статический веб-сайт проще, быстрее и безопаснее. И с помощью …&lt;/p&gt;</summary><content type="html">&lt;p&gt;&lt;img alt="Назад в Статику" src="http://opengamestudio.org/2017-10-16-back-to-the-static.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;</summary></entry><entry><title>Назад в Статику</title><link href="http://opengamestudio.org/back-to-the-static-ru.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-ru.html</id><summary type="html">&lt;p&gt;&lt;img alt="Назад в Статику" src="http://opengamestudio.org/2017-10-16-back-to-the-static.png" /&gt;&lt;/p&gt;
&lt;p&gt;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.&lt;/p&gt;
&lt;p&gt;Статический веб-сайт проще, быстрее и безопаснее. И с помощью генераторов им настолько же легко управлять, как и динамическим веб-сайтом.
Так что мы начинаем наш сайт заново с помощью [Pelican] (https://blog.getpelican.com/).
Сейчас здесь нет всего контента с нашего старого сайта, но мы добавим его в ближайшее время.&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;
Сейчас здесь нет всего контента с нашего старого сайта, но мы добавим его в ближайшее время.&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;
&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;
@@ -135,15 +182,7 @@ 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;</content></entry><entry><title>Рождение вселенной MJIN</title><link href="http://opengamestudio.org/mjin-world-birth-ru.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-ru.html</id><summary type="html">&lt;p&gt;&lt;img alt="Рождение вселенной MJIN" src="http://opengamestudio.org/2017-09-mjin-world-birth.png"&gt;&lt;/p&gt;
&lt;p&gt;Эта статья описывает рождение вселенной MJIN в августе 2017.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;mjin-player&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Как вы знаете, &lt;a href="http://opengamestudio.org/scripting-research-ru.html"&gt;в июле мы изучали скриптование&lt;/a&gt;. Мы нашли решение, которое удовлетворяет следующим критериям. Скрипты должны:&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;исполняться в исходном виде без изменений на всех поддерживаемых платформах&lt;/li&gt;
&lt;li&gt;позволять расширять код C++&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;Мы проверили второй критерий в рамках тестового приложения. В …&lt;/p&gt;</summary><content type="html">&lt;p&gt;&lt;img alt="Рождение вселенной MJIN" src="http://opengamestudio.org/2017-09-mjin-world-birth.png"&gt;&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>Рождение вселенной MJIN</title><link href="http://opengamestudio.org/mjin-world-birth-ru.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-ru.html</id><summary type="html">&lt;p&gt;&lt;img alt="Рождение вселенной MJIN" src="http://opengamestudio.org/2017-09-mjin-world-birth.png" /&gt;&lt;/p&gt;
&lt;p&gt;Эта статья описывает рождение вселенной MJIN в августе 2017.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;mjin-player&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Как вы знаете, &lt;a href="http://opengamestudio.org/scripting-research-ru.html"&gt;в июле мы изучали скриптование&lt;/a&gt;. Мы нашли решение, которое удовлетворяет следующим критериям. Скрипты должны:&lt;/p&gt;
@@ -163,10 +202,7 @@ Right now it doesn't have all the content from our old site, but we'll add most
&lt;p&gt;Этот набор правил представлен в виде &lt;a href="https://bitbucket.org/ogstudio/mjin-application"&gt;mjin-application&lt;/a&gt;. mjin-application является библиотекой с базовым функционалом, необходимым для каждого проекта MJIN, но не более. Например, mjin-application не содержит и никогда не будет содержать скриптования или подобного специфического функционала.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Вселенная MJIN&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Так что же такое &lt;a href="https://bitbucket.org/ogstudio/mjin"&gt;вселенная MJIN&lt;/a&gt;? Это множество проектов, которые являются нашими средствами для разработки игр. mjin-player и mjin-application - первые кирпичики недавно появившейся вселенной MJIN. А будет их намного больше. Оставайтесь на связи, нас ждёт светлое будущее с MJIN.&lt;/p&gt;
&lt;p&gt;На этом мы заканчиваем описание рождения вселенной MJIN в августе 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;На этом мы заканчиваем описание рождения вселенной MJIN в августе 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;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;
@@ -195,10 +231,7 @@ 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;</content></entry><entry><title>Изучение скриптования</title><link href="http://opengamestudio.org/scripting-research-ru.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-ru.html</id><summary type="html">&lt;p&gt;&lt;img alt="Изучение скриптования" src="http://opengamestudio.org/2017-08-scripting-research.png"&gt;&lt;/p&gt;
&lt;p&gt;Эта статья описывает изучение скриптования в июле 2017.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Наша основная цель использования скриптового языка - это наличие платформо-независимого кода, выполняемого без изменений на каждой поддерживаемой платформе.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Редактор 0.10 использует Python в качестве подобного кода с помощью &lt;a href="http://swig.org/"&gt;SWIG&lt;/a&gt;. SWIG позволяет использовать практически любой код C/C++ из языков вроде Python, Ruby …&lt;/p&gt;</summary><content type="html">&lt;p&gt;&lt;img alt="Изучение скриптования" src="http://opengamestudio.org/2017-08-scripting-research.png"&gt;&lt;/p&gt;
&lt;p&gt;That's it for describing scripting research in July 2017.&lt;/p&gt;</summary></entry><entry><title>Изучение скриптования</title><link href="http://opengamestudio.org/scripting-research-ru.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-ru.html</id><summary type="html">&lt;p&gt;&lt;img alt="Изучение скриптования" src="http://opengamestudio.org/2017-08-scripting-research.png" /&gt;&lt;/p&gt;
&lt;p&gt;Эта статья описывает изучение скриптования в июле 2017.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Наша основная цель использования скриптового языка - это наличие платформо-независимого кода, выполняемого без изменений на каждой поддерживаемой платформе.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Редактор 0.10 использует Python в качестве подобного кода с помощью &lt;a href="http://swig.org/"&gt;SWIG&lt;/a&gt;. SWIG позволяет использовать практически любой код C/C++ из языков вроде Python, Ruby, Lua, Java, C# и т.д.. SWIG помог нам впервые оценить прелесть платформо-независимого кода. К сожалению, SWIG работает лишь в одном направлении: из C/C++ в язык назначения. Это приводит к тому, что основное приложение должно быть написано на языке назначения, а код C/C++ может быть использован лишь в виде библиотеки.&lt;/p&gt;
@@ -225,10 +258,7 @@ Next, we tried to inherit a class in Lua and override the class methods. We fail
&lt;p&gt;В тот момент мы поняли, что это начало долгого и взаимовыгодного сотрудничества с Sol2/Lua.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Поиск скриптового языка открыл для нас следующую истину: люди важнее технологий.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Существует множество скриптовых языков, которые выглядят привлекательно на первый взгляд, но которые мертвы. Почему? Потому что у некоторых авторов нет времени на пользователей. В ответ пользователи предпочитают не тратить своё время на проекты подобных авторов.&lt;/p&gt;
&lt;p&gt;На этом мы заканчиваем описание изучения скриптования в июле 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;На этом мы заканчиваем описание изучения скриптования в июле 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;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;
@@ -247,10 +277,7 @@ 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;</content></entry><entry><title>OpenSceneGraph cross-platform guide</title><link href="http://opengamestudio.org/openscenegraph-cross-platform-guide-ru.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-ru.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;Эта статья резюмирует создание кросс-платформенного руководства OpenSceneGraph.&lt;/p&gt;
&lt;p&gt;Июнь ознаменовал собой окончание работы над &lt;a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide"&gt;кросс-платформенным руководством OpenSceneGraph&lt;/a&gt;. Мы опубликовали последний самоучитель (из изначально запланированных). Этот самоучитель описывает &lt;a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide/tree/master/1.10.SampleWeb"&gt;сборку и запуск примера приложения OpenSceneGraph в вебе&lt;/a&gt; с помощью Emscripten.
Если вы упустили этот самоучитель, то вот &lt;a href="https://ogstudio.github.io/openscenegraph-cross-platform-guide/"&gt;ссылка на приложение&lt;/a&gt; из него. Откройте …&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;That's it for summarizing the work we did to produce OpenSceneGraph cross-platform guide.&lt;/p&gt;</summary></entry><entry><title>OpenSceneGraph cross-platform guide</title><link href="http://opengamestudio.org/openscenegraph-cross-platform-guide-ru.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-ru.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;Эта статья резюмирует создание кросс-платформенного руководства OpenSceneGraph.&lt;/p&gt;
&lt;p&gt;Июнь ознаменовал собой окончание работы над &lt;a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide"&gt;кросс-платформенным руководством OpenSceneGraph&lt;/a&gt;. Мы опубликовали последний самоучитель (из изначально запланированных). Этот самоучитель описывает &lt;a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide/tree/master/1.10.SampleWeb"&gt;сборку и запуск примера приложения OpenSceneGraph в вебе&lt;/a&gt; с помощью Emscripten.
Если вы упустили этот самоучитель, то вот &lt;a href="https://ogstudio.github.io/openscenegraph-cross-platform-guide/"&gt;ссылка на приложение&lt;/a&gt; из него. Откройте ссылку в веб-браузере.&lt;/p&gt;
@@ -269,9 +296,7 @@ We spent 120 hours in five months to produce ten tutorials of the guide.&lt;/p&g
&lt;/ol&gt;
&lt;p&gt;В конце концов, мы просто рады тому факту, что изучили кросс-платформенную разработку с OpenSceneGraph и поделились этим знанием с сообществом.&lt;/p&gt;
&lt;p&gt;Тем не менее, наше путешествие на этом не окончено. Используя знания руководства, мы продолжаем работу над тем, чтобы добавить в свои инструменты поддержку мобилок и веба, как мы &lt;a href="http://opengamestudio.org/lang/ru/news/2456"&gt;обещали в январе&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;На этом мы заканчиваем резюме о создании кросс-платформенного руководства OpenSceneGraph.&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;На этом мы заканчиваем резюме о создании кросс-платформенного руководства OpenSceneGraph.&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;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;
@@ -310,9 +335,7 @@ 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;</content></entry><entry><title>Самоучитель iOS</title><link href="http://opengamestudio.org/ios-tutorial-ru.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-ru.html</id><summary type="html">&lt;p&gt;&lt;img alt="Самоучитель iOS" src="http://opengamestudio.org/2017-06-08-ios-refactoring.png"&gt;&lt;/p&gt;
&lt;p&gt;Эта статья описывает проблемы, с которыми мы столкнулись во время создания самоучителя для iOS в мае 2017.&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/OpenGameStudio/status/826816343433498627"&gt;В феврале&lt;/a&gt; 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 …&lt;/p&gt;</summary><content type="html">&lt;p&gt;&lt;img alt="Самоучитель iOS" src="http://opengamestudio.org/2017-06-08-ios-refactoring.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;</summary></entry><entry><title>Самоучитель iOS</title><link href="http://opengamestudio.org/ios-tutorial-ru.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-ru.html</id><summary type="html">&lt;p&gt;&lt;img alt="Самоучитель iOS" src="http://opengamestudio.org/2017-06-08-ios-refactoring.png" /&gt;&lt;/p&gt;
&lt;p&gt;Эта статья описывает проблемы, с которыми мы столкнулись во время создания самоучителя для iOS в мае 2017.&lt;/p&gt;
&lt;p&gt;&lt;a href="https://twitter.com/OpenGameStudio/status/826816343433498627"&gt;В феврале&lt;/a&gt; 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.&lt;/p&gt;
&lt;h3&gt;Нативная библиотека&lt;/h3&gt;
@@ -351,9 +374,7 @@ We spent 120 hours in five months to produce ten tutorials of the guide.&lt;/p&g
&lt;li&gt;main.h - содержит остальной код приложения&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;Их содержимое несколько отличается для каждой из платформ, но наличие всего двух файлов позволяет увидеть общую картину.&lt;/p&gt;
&lt;p&gt;На этом мы заканчиваем описание проблем, с которыми мы столкнулись во время создания самоучителя для iOS в мае 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;На этом мы заканчиваем описание проблем, с которыми мы столкнулись во время создания самоучителя для iOS в мае 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;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;
@@ -387,9 +408,7 @@ 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;</content></entry><entry><title>Приложение OpenSceneGraph</title><link href="http://opengamestudio.org/osg-sample-ru.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-ru.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;Эта статья описывает создание самоучителей по сборке приложения OpenSceneGraph на Linux, macOS, Windows и Android в апреле 2017.&lt;/p&gt;
&lt;p&gt;Предыдущие самоучители описывали установку OpenSceneGraph на Linux, macOS, Windows и отображение модели с помощью стандартного инструмента &lt;strong&gt;osgviewer&lt;/strong&gt;. На этот раз результатом нашей работы стало &lt;a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide-application"&gt;приложение OpenSceneGraph&lt;/a&gt;, которое работает на Linux, macOS, Windows …&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;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>Приложение OpenSceneGraph</title><link href="http://opengamestudio.org/osg-sample-ru.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-ru.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;Эта статья описывает создание самоучителей по сборке приложения OpenSceneGraph на Linux, macOS, Windows и Android в апреле 2017.&lt;/p&gt;
&lt;p&gt;Предыдущие самоучители описывали установку OpenSceneGraph на Linux, macOS, Windows и отображение модели с помощью стандартного инструмента &lt;strong&gt;osgviewer&lt;/strong&gt;. На этот раз результатом нашей работы стало &lt;a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide-application"&gt;приложение OpenSceneGraph&lt;/a&gt;, которое работает на Linux, macOS, Windows и Android.&lt;/p&gt;
&lt;p&gt;Приложение очень простое. Оно умеет следующее:&lt;/p&gt;
@@ -423,10 +442,7 @@ We spent 120 hours in five months to produce ten tutorials of the guide.&lt;/p&g
&lt;li&gt;Ручное копирование собранных библиотек OpenSceneGraph в проект Android Studio&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;Наш подход включает в себя сборку OpenSceneGraph для тех платформ, для которых собирается проект Android Studio. К тому же, OpenSceneGraph используется как часть проекта, поэтому нет никакой дополнительной рутины: достаточно просто пересобрать проект, и всё готово.&lt;/p&gt;
&lt;p&gt;На этом мы заканчиваем описание создания самоучителей по сборке приложения OpenSceneGraph на Linux, macOS, Windows и Android в апреле 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;На этом мы заканчиваем описание создания самоучителей по сборке приложения OpenSceneGraph на Linux, macOS, Windows и Android в апреле 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;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;
@@ -444,10 +460,7 @@ 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;</content></entry><entry><title>Всё проходит хорошо</title><link href="http://opengamestudio.org/its-all-fine-ru.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-ru.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;Эта статья рассказывает о создании первых четырёх самоучителей OpenSceneGraph в марте 2017.&lt;/p&gt;
&lt;p&gt;&lt;a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide/"&gt;Первые четыре самоучителя OpenSceneGraph&lt;/a&gt; объясняют, как создать модель куба в Blender и затем отобразить её на Linux, macOS или Windows с помощью osgviewer, стандартного инструмента OpenSceneGraph.&lt;/p&gt;
&lt;p&gt;Процесс создания одного самоучителя оказался довольно утомительным, т.к. он состоит из …&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;That's it for describing creation of the first four OpenSceneGraph tutorials in March 2017.&lt;/p&gt;</summary></entry><entry><title>Всё проходит хорошо</title><link href="http://opengamestudio.org/its-all-fine-ru.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-ru.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;Эта статья рассказывает о создании первых четырёх самоучителей OpenSceneGraph в марте 2017.&lt;/p&gt;
&lt;p&gt;&lt;a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide/"&gt;Первые четыре самоучителя OpenSceneGraph&lt;/a&gt; объясняют, как создать модель куба в Blender и затем отобразить её на Linux, macOS или Windows с помощью osgviewer, стандартного инструмента OpenSceneGraph.&lt;/p&gt;
&lt;p&gt;Процесс создания одного самоучителя оказался довольно утомительным, т.к. он состоит из следующих задач:&lt;/p&gt;
@@ -465,10 +478,7 @@ We spent 120 hours in five months to produce ten tutorials of the guide.&lt;/p&g
&lt;/ol&gt;
&lt;p&gt;Некоторые из этих задач приходилось повторять несколько раз до тех пор, пока комбинация видео, текста и статьи не получилась целостной.&lt;/p&gt;
&lt;p&gt;Всего мы потратили 30 часов на создание самоучителей. В ходе их создания мы почерпнули много нового, что поможет нам улучшить обучающие материалы наших технологий в будущем. Сейчас мы ещё не в курсе, как именно эти материалы будут выглядеть, но они точно будут лучше.&lt;/p&gt;
&lt;p&gt;На этом мы заканчиваем рассказ о создании первых четырёх самоучителей OpenSceneGraph в марте 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;На этом мы заканчиваем рассказ о создании первых четырёх самоучителей OpenSceneGraph в марте 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;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;
@@ -482,7 +492,7 @@ 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;&lt;span&gt;&lt;/span&gt;background bg.png
&lt;div class="highlight"&gt;&lt;pre&gt;background bg.png
text 5 Let&amp;#39;s install Blender
video 0:6 install_blender.mp4
text 5 Installing it with apt
@@ -494,10 +504,7 @@ 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;</content></entry><entry><title>Поехали</title><link href="http://opengamestudio.org/lets-go-ru.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-ru.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;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.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Отображение куба на iOS/Web&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;К нашему удивлению, мы смогли отобразить простой красный куб на &lt;a href="https://twitter.com/OpenGameStudio/status/826816343433498627"&gt;iOS&lt;/a&gt; и &lt;a href="https://twitter.com/OpenGameStudio/status/829731986264698881"&gt;Веб&lt;/a&gt; довольно быстро: в начале февраля. Тем не …&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;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>Поехали</title><link href="http://opengamestudio.org/lets-go-ru.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-ru.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;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.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Отображение куба на iOS/Web&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;К нашему удивлению, мы смогли отобразить простой красный куб на &lt;a href="https://twitter.com/OpenGameStudio/status/826816343433498627"&gt;iOS&lt;/a&gt; и &lt;a href="https://twitter.com/OpenGameStudio/status/829731986264698881"&gt;Веб&lt;/a&gt; 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.&lt;/p&gt;
@@ -511,7 +518,7 @@ text 5 Congratulations! We just finished installing Blender
&lt;/ul&gt;
&lt;p&gt;Т.к. руководство по использованию OpenSceneGraph будет состоять из нескольких самоучителей, мы решили автоматизировать процесс. Быстрый поиск рассказал нам о существовании замечательного мультимедийного фреймворка &lt;a href="http://mltframework.org"&gt;MLT&lt;/a&gt;, который используется и в OpenShot. С помощью MLT мы быстро сделали свой инструмент для создания самоучителей.&lt;/p&gt;
&lt;p&gt;На текущий момент наш инструмент позволяет совместить видео и текст с помощью простого текстового файла:&lt;/p&gt;
&lt;div class="highlight"&gt;&lt;pre&gt;&lt;span&gt;&lt;/span&gt;background bg.png
&lt;div class="highlight"&gt;&lt;pre&gt;background bg.png
text 5 Let&amp;#39;s install Blender
video 0:6 install_blender.mp4
text 5 Installing it with apt
@@ -523,37 +530,27 @@ text 5 Congratulations! We just finished installing Blender


&lt;p&gt;Это реальный скрипт. Конечный результат можно увидеть &lt;a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide/tree/master/tutorial-tool"&gt;здесь&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;На этом мы заканчиваем рассказ о результатах нашей работы в январе и феврале 2017: отображении куба на iOS/Веб и нашем инструменте для создания самоучителей.&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;На этом мы заканчиваем рассказ о результатах нашей работы в январе и феврале 2017: отображении куба на iOS/Веб и нашем инструменте для создания самоучителей.&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;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;</content></entry><entry><title>Год испытаний</title><link href="http://opengamestudio.org/the-year-of-challenges-ru.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-ru.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;Эта статья содержит наши планы на 2017 год.&lt;/p&gt;
&lt;p&gt;Наши предыдущие планы предполагали, что сейчас у нас уже будет поддержка платформы Android. Тем не менее, у нас впереди ещё очень много работы, прежде чем мы сможем объявить о поддержке Android. Судите сами:&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;Кто-нибудь может посчитать это неудачей. Но не мы. Мы …&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;That's it for describing our plans for 2017.&lt;/p&gt;</summary></entry><entry><title>Год испытаний</title><link href="http://opengamestudio.org/the-year-of-challenges-ru.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-ru.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;Эта статья содержит наши планы на 2017 год.&lt;/p&gt;
&lt;p&gt;Наши предыдущие планы предполагали, что сейчас у нас уже будет поддержка платформы Android. Тем не менее, у нас впереди ещё очень много работы, прежде чем мы сможем объявить о поддержке Android. Судите сами:&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;Кто-нибудь может посчитать это неудачей. Но не мы. Мы видим шанс начать с низкого старта и прыгнуть высоко!&lt;/p&gt;
&lt;p&gt;Т.к. ранее мы имели опыт работы лишь с либеральным и всё прощающим настольным ПК, Android стал для нас полной неожиданностью. На каждом шагу нас ожидало наказание за фривольное использование памяти, ресурсов, графики. Чаще всего в ответ на наши действия мы получали либо падение приложения, либо пустой экран.
С другой стороны, такие суровые условия высветили слабые места в наших технологиях и помогли увидеть, куда нам двигаться дальше.&lt;/p&gt;
&lt;p&gt;В этом месяце мы начинаем работу над поддержкой платформы iOS, хотя мы лишь слегка коснулись платформы Android. Почему? Потому что намного проще отобразить эти красные кубы на iOS без предварительной полировки Android. Мы не хотим потратить месяцы на полировку Android лишь для того, чтобы позже узнать о том, что какой-либо функционал следовало делать иначе для его работы на всех поддерживаемых платформах.&lt;/p&gt;
&lt;p&gt;Сразу после отображения этих кубов на iOS мы начнём работу над их отображением в Вебе.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Всё верно: нашей целью в этом году является поддержка платформ Android, iOS и Веб.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;На этом мы заканчиваем описание наших планов на 2017 год.&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;На этом мы заканчиваем описание наших планов на 2017 год.&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;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;
@@ -562,9 +559,7 @@ 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;</content></entry><entry><title>Счастливого 2017-го</title><link href="http://opengamestudio.org/2017-happy-new-year-ru.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-ru.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;Ну вот. Это был тяжелый год для всех в команде. И он почти закончен. Хвала окончанию старого! Хвала наступлению нового!&lt;/p&gt;
&lt;p&gt;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 …&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;Happy 2017. Let it be simple.&lt;/p&gt;</summary></entry><entry><title>Счастливого 2017-го</title><link href="http://opengamestudio.org/2017-happy-new-year-ru.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-ru.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;Ну вот. Это был тяжелый год для всех в команде. И он почти закончен. Хвала окончанию старого! Хвала наступлению нового!&lt;/p&gt;
&lt;p&gt;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.&lt;/p&gt;
&lt;p&gt;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.&lt;/p&gt;
@@ -573,9 +568,7 @@ We will. Stay tuned.&lt;/p&gt;
Итак, вы хотите, чтобы наша игра стала реальностью? Присоединяйтесь к нам. Вместе мы будем править галактикой. Или можете просто подождать. Мы не бросили все это несколько лет назад. Не станем и сейчас.
В конце концов, есть только один способ создать годный инструмент (а это наша первоначальная цель, если вы помните) - мы должны использовать его сами.
Мы будем. Следите за новостями.&lt;/p&gt;
&lt;p&gt;Счастливого 2017-го. Пусть он будет простым.&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;Счастливого 2017-го. Пусть он будет простым.&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;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.
@@ -604,10 +597,7 @@ 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;</content></entry><entry><title>Ноябрь 2016 кратко</title><link href="http://opengamestudio.org/2016-november-recap-ru.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-ru.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;Эта статья описывает начало разделения библиотеки MJIN на модули.&lt;/p&gt;
&lt;p&gt;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.&lt;/p&gt;
&lt;p&gt;Мы решили рассмотреть два подхода к …&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;That's it for describing the start of MJIN library separation into modules.&lt;/p&gt;</summary></entry><entry><title>Ноябрь 2016 кратко</title><link href="http://opengamestudio.org/2016-november-recap-ru.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-ru.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;Эта статья описывает начало разделения библиотеки MJIN на модули.&lt;/p&gt;
&lt;p&gt;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.&lt;/p&gt;
&lt;p&gt;Мы решили рассмотреть два подхода к разделению MJIN на модули: во время сборки (build-time) и исполнения (run-time).
@@ -637,10 +627,7 @@ The easiest way to achieve it was to use C API, because C ABI rules are much sim
&lt;/ul&gt;
&lt;p&gt;Модули Sound и UIQt на текущий момент статически линкуются в MJIN, тогда как модуль Android линкуется динамически из-за ограничений JNI.&lt;/p&gt;
&lt;p&gt;В следующем году мы изменим структуру MJIN так, чтобы её можно было легче собрать под разные платформы.&lt;/p&gt;
&lt;p&gt;На этом мы заканчиваем статью о начале разделения библиотеки MJIN на модули.&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;На этом мы заканчиваем статью о начале разделения библиотеки MJIN на модули.&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;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.
@@ -670,11 +657,7 @@ 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;</content></entry><entry><title>Октябрь 2016 кратко</title><link href="http://opengamestudio.org/2016-october-recap-ru.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-ru.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;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.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Первая попытка собрать OSG.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Не имея опыта разработки под Android, мы взяли последнюю версию Android Studio и начали проходить самоучители для начинающих.
Java далась легко …&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;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>Октябрь 2016 кратко</title><link href="http://opengamestudio.org/2016-october-recap-ru.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-ru.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;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.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Первая попытка собрать OSG.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Не имея опыта разработки под Android, мы взяли последнюю версию Android Studio и начали проходить самоучители для начинающих.
@@ -705,11 +688,7 @@ Java далась легко. Всё работало из коробки. За
&lt;li&gt;Изменение заголовков Android API в NDK r12&lt;/li&gt;
&lt;li&gt;OSG работает под Android лишь в виде статической библиотеки&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;На этом мы заканчиваем описание того, как мы потратили месяц на сборку OSG под Android: первая попытка собрать OSG, поиск альтернатив OSG и успех в сборке OSG.&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;На этом мы заканчиваем описание того, как мы потратили месяц на сборку OSG под Android: первая попытка собрать OSG, поиск альтернатив OSG и успех в сборке OSG.&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;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.
@@ -779,11 +758,7 @@ 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;</content></entry><entry><title>Демонстрации технологий</title><link href="http://opengamestudio.org/2016-tech-showcases-ru.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-ru.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;Сегодня мы ещё раз взглянем на формат демонстраций в 2015-2016 годах, а также сообщим о новом формате 2017-го.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;2015 и 2016: демонстрации в прямом эфире.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Как вы знаете, в ходе демонстраций мы в прямом эфире показываем состояние наших технологий и собираем небольшую работающую игру с нуля.
За прошедший год мы …&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;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>Демонстрации технологий</title><link href="http://opengamestudio.org/2016-tech-showcases-ru.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-ru.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;Сегодня мы ещё раз взглянем на формат демонстраций в 2015-2016 годах, а также сообщим о новом формате 2017-го.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;2015 и 2016: демонстрации в прямом эфире.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Как вы знаете, в ходе демонстраций мы в прямом эфире показываем состояние наших технологий и собираем небольшую работающую игру с нуля.
@@ -853,12 +828,7 @@ Why? We want to spend more time on actual development!&lt;/p&gt;
&lt;td&gt;Будет объявлено позднее&lt;/td&gt;
&lt;/tr&gt;
&lt;/table&gt;&lt;/p&gt;
&lt;p&gt;На этом мы заканчиваем рассказ о формате демонстраций в 2015-2016 годах, а также о новом формате 2017-го.&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;На этом мы заканчиваем рассказ о формате демонстраций в 2015-2016 годах, а также о новом формате 2017-го.&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;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;
@@ -898,15 +868,7 @@ 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;</content></entry><entry><title>Сентябрь 2016 кратко</title><link href="http://opengamestudio.org/2016-september-recap-ru.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-ru.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;Эта статья описывает стадии по подготовке и проведению прямого эфира сентября 2016: черновик, репетиция, прямой эфир и публикация.&lt;/p&gt;
&lt;p&gt;Несмотря на то, что сам прямой эфир длится лишь несколько часов, мы готовимся к нему целый месяц. Рассмотрим каждую стадию прямого эфира подробнее.&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;Черновик.&lt;/strong&gt; Создание игры в первый раз.&lt;/p&gt;
&lt;p&gt;Цели:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;проверить наши …&lt;/li&gt;&lt;/ul&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;That's it for explaining September 2016 live session stages: draft, rehearsal, live session itself, and publishing.&lt;/p&gt;</summary></entry><entry><title>Сентябрь 2016 кратко</title><link href="http://opengamestudio.org/2016-september-recap-ru.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-ru.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;Эта статья описывает стадии по подготовке и проведению прямого эфира сентября 2016: черновик, репетиция, прямой эфир и публикация.&lt;/p&gt;
&lt;p&gt;Несмотря на то, что сам прямой эфир длится лишь несколько часов, мы готовимся к нему целый месяц. Рассмотрим каждую стадию прямого эфира подробнее.&lt;/p&gt;
&lt;ol&gt;
@@ -946,69 +908,39 @@ Why? We want to spend more time on actual development!&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Публикация.&lt;/strong&gt; Выпуск последней версии наших технологий, материалов прямого эфира и самостоятельной игры.&lt;/p&gt;
&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;На этом мы заканчиваем описание стадий по подготовке и проведению прямого эфира сентября 2016: черновик, репетиция, прямой эфир и публикация.&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;На этом мы заканчиваем описание стадий по подготовке и проведению прямого эфира сентября 2016: черновик, репетиция, прямой эфир и публикация.&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;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;</content></entry><entry><title>OGS Editor 0.10 и материалы прямого эфира</title><link href="http://opengamestudio.org/ogs-editor-0.10-ru.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-ru.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;
Внимание: мы не выпустим версию 0.10 для macOS из-за технических проблем с системой сборки. Поддержку macOS вернём к 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;доступен на SourceForge&lt;/a&gt;. Просто распакуйте архив и запустите скрипт run.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Пасьянс маджонг&lt;/strong&gt; тоже &lt;a href="https://sourceforge.net/projects/osrpgcreation/files/Games/MahjongSolitaire/"&gt;доступен на SourceForge&lt;/a&gt;. Просто распакуйте архив и запустите скрипт run.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Проект прямого …&lt;/strong&gt;&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;/ul&gt;</summary></entry><entry><title>OGS Editor 0.10 и материалы прямого эфира</title><link href="http://opengamestudio.org/ogs-editor-0.10-ru.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-ru.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;
Внимание: мы не выпустим версию 0.10 для macOS из-за технических проблем с системой сборки. Поддержку macOS вернём к 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;доступен на SourceForge&lt;/a&gt;. Просто распакуйте архив и запустите скрипт run.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Пасьянс маджонг&lt;/strong&gt; тоже &lt;a href="https://sourceforge.net/projects/osrpgcreation/files/Games/MahjongSolitaire/"&gt;доступен на SourceForge&lt;/a&gt;. Просто распакуйте архив и запустите скрипт run.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Проект прямого эфира&lt;/strong&gt; &lt;a href="https://github.com/OGStudio/mahjong-solitaire-livesession"&gt;доступен на GitHub&lt;/a&gt;.&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Запись прямого эфира&lt;/strong&gt; &lt;a href="https://youtu.be/g8Tyj_YH2Qc?list=PLWMTZqE4MAMJzBnXS9qU_ObWnzJuskI3F"&gt;доступна на YouTube&lt;/a&gt;. Видео содержит весь процесс создания пасьянса маджонг с использованием ресурсов &lt;a href="https://github.com/OGStudio/mahjong-solitaire-rehearsal"&gt;проекта-репетиции&lt;/a&gt;.&lt;/li&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;/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;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;</content></entry><entry><title>Пара слов о вчерашнем прямом эфире</title><link href="http://opengamestudio.org/yesterdays-live-session-short-overview-ru.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-ru.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;Thank you for joining us.&lt;/p&gt;</summary></entry><entry><title>Пара слов о вчерашнем прямом эфире</title><link href="http://opengamestudio.org/yesterdays-live-session-short-overview-ru.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-ru.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;Создание пасьянса Маджонг прошло успешно, и заняло менее 4 часов.
Мы опубликуем материалы прямого эфира чуть позже на этой неделе.&lt;/p&gt;
&lt;p&gt;Спасибо за участие.&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;Спасибо за участие.&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;Создание пасьянса Маджонг прошло успешно, и заняло менее 4 часов.
Мы опубликуем материалы прямого эфира чуть позже на этой неделе.&lt;/p&gt;
&lt;p&gt;Спасибо за участие.&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>Прямой эфир через 24 часа</title><link href="http://opengamestudio.org/september-live-session-announcement-tomorrow-ru.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-ru.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><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>Прямой эфир через 24 часа</title><link href="http://opengamestudio.org/september-live-session-announcement-tomorrow-ru.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-ru.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;Приготовьтесь к &lt;a href="https://www.livecoding.tv/kornerr"&gt;прямому эфиру&lt;/a&gt;, он начнётся через 24 часа!&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;Приготовьтесь к &lt;a href="https://www.livecoding.tv/kornerr"&gt;прямому эфиру&lt;/a&gt;, он начнётся через 24 часа!&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><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;Приготовьтесь к &lt;a href="https://www.livecoding.tv/kornerr"&gt;прямому эфиру&lt;/a&gt;, он начнётся через 24 часа!&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;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>Прямой эфир: 25 сентября 2016</title><link href="http://opengamestudio.org/september-live-session-announcement-ru.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-ru.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;&lt;a href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=%D0%9F%D1%80%D1%8F%D0%BC%D0%BE%D0%B9+%D1%8D%D1%84%D0%B8%D1%80+Open+Game+Studio%3A+%D0%A1%D0%B5%D0%BD%D1%82%D1%8F%D0%B1%D1%80%D1%8C+2016&amp;amp;iso=20160925T13&amp;amp;p1=166&amp;amp;ah=2"&gt;25 сентября 2016 в 13:00 MSK&lt;/a&gt; мы проведём &lt;a href="https://www.livecoding.tv/kornerr"&gt;прямой эфир&lt;/a&gt;.
Самое время создать простой пасьянс Маджонг&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;
It's time to create simple Mahjong solitaire game.&lt;/p&gt;</summary></entry><entry><title>Прямой эфир: 25 сентября 2016</title><link href="http://opengamestudio.org/september-live-session-announcement-ru.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-ru.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;&lt;a href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=%D0%9F%D1%80%D1%8F%D0%BC%D0%BE%D0%B9+%D1%8D%D1%84%D0%B8%D1%80+Open+Game+Studio%3A+%D0%A1%D0%B5%D0%BD%D1%82%D1%8F%D0%B1%D1%80%D1%8C+2016&amp;amp;iso=20160925T13&amp;amp;p1=166&amp;amp;ah=2"&gt;25 сентября 2016 в 13:00 MSK&lt;/a&gt; мы проведём &lt;a href="https://www.livecoding.tv/kornerr"&gt;прямой эфир&lt;/a&gt;.
Самое время создать простой пасьянс Маджонг&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;
Самое время создать простой пасьянс Маджонг&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;
&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;
@@ -1182,14 +1114,7 @@ It's time to create simple Mahjong solitaire game.&lt;/p&gt;</content></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;</content></entry><entry><title>Август 2016 кратко</title><link href="http://opengamestudio.org/2016-august-recap-ru.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-ru.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;Эта статья описывает самые важные технические детали разработки за август: модуль UIQt, его переработку, новый подход к разработке на основе функционала и его преимущества.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Модуль UIQt&lt;/strong&gt; - это коллекция компонент UI на основе Qt. Сейчас используем лишь для интерфейса редактора.&lt;/p&gt;
&lt;p&gt;Список компонент модуля UIQt с описанием и размером кода:&lt;table&gt;
&lt;tr&gt;
&lt;th&gt;&lt;strong&gt;№&lt;/strong&gt;&lt;/th&gt;
&lt;th&gt;&lt;strong&gt;Компонента&lt;/strong&gt;&lt;/th&gt;
&lt;th&gt;&lt;strong&gt;Описание …&lt;/strong&gt;&lt;/th&gt;&lt;/tr&gt;&lt;/table&gt;&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;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>Август 2016 кратко</title><link href="http://opengamestudio.org/2016-august-recap-ru.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-ru.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;Эта статья описывает самые важные технические детали разработки за август: модуль UIQt, его переработку, новый подход к разработке на основе функционала и его преимущества.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Модуль UIQt&lt;/strong&gt; - это коллекция компонент UI на основе Qt. Сейчас используем лишь для интерфейса редактора.&lt;/p&gt;
&lt;p&gt;Список компонент модуля UIQt с описанием и размером кода:&lt;table&gt;
@@ -1363,18 +1288,14 @@ It's time to create simple Mahjong solitaire game.&lt;/p&gt;</content></entry><e
&lt;li&gt;Более простое и безболезненное изменение благодаря изолированному коду&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;Есть и недостаток: новый подход требует изучения.&lt;/p&gt;
&lt;p&gt;На этом мы заканчиваем описание самых важных технических деталей разработки за август: модуль UIQt, его переработку, новый подход к разработке на основе функционала и его преимущества.&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>Мы вернулись в социальные сети</title><link href="http://opengamestudio.org/back-to-social-networks-ru.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-ru.html</id><summary type="html">&lt;p&gt;Если вы подписаны на нашу группу в &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; или &lt;a href="https://new.vk.com/opengamestudo"&gt;VK&lt;/a&gt;, вы заметили, что мы начали использовать её снова. Это не случайно: мы наконец созрели для вербального общения после 4 лет молчаливой разработки.&lt;/p&gt;
&lt;p&gt;Подписывайтесь!&lt;/p&gt;</summary><content type="html">&lt;p&gt;Если вы подписаны на нашу группу в &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; или &lt;a href="https://new.vk.com/opengamestudo"&gt;VK&lt;/a&gt;, вы заметили, что мы начали использовать её снова. Это не случайно: мы наконец созрели для вербального общения после 4 лет молчаливой разработки.&lt;/p&gt;
&lt;p&gt;Подписывайтесь!&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;На этом мы заканчиваем описание самых важных технических деталей разработки за август: модуль UIQt, его переработку, новый подход к разработке на основе функционала и его преимущества.&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>Мы вернулись в социальные сети</title><link href="http://opengamestudio.org/back-to-social-networks-ru.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-ru.html</id><summary type="html">&lt;p&gt;Если вы подписаны на нашу группу в &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; или &lt;a href="https://new.vk.com/opengamestudo"&gt;VK&lt;/a&gt;, вы заметили, что мы начали использовать её снова. Это не случайно: мы наконец созрели для вербального общения после 4 лет молчаливой разработки.&lt;/p&gt;
&lt;p&gt;Подписывайтесь!&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;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;</content></entry><entry><title>Раз Маджонг – всегда Маджонг</title><link href="http://opengamestudio.org/once-mahjong-always-mahjong-ru.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-ru.html</id><summary type="html">&lt;p&gt;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.&lt;/p&gt;
&lt;p&gt;Мы потратили 3 года для достижения этой цели: выпуск OGS Mahjong 1.0 …&lt;/p&gt;</summary><content type="html">&lt;p&gt;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.&lt;/p&gt;
&lt;p&gt;Join our next live session in September.&lt;/p&gt;</summary></entry><entry><title>Раз Маджонг – всегда Маджонг</title><link href="http://opengamestudio.org/once-mahjong-always-mahjong-ru.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-ru.html</id><summary type="html">&lt;p&gt;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.&lt;/p&gt;
&lt;p&gt;Мы потратили 3 года для достижения этой цели: выпуск OGS Mahjong 1.0 состоялся в 2012 году. Даже для хобби-проекта (мы тратим в среднем около 40 часов в месяц) это очень долго.&lt;/p&gt;
&lt;p&gt;После выпуска игры до нас дошло: &lt;strong&gt;Средства для создания игр должны экономить время разработки&lt;/strong&gt;.&lt;/p&gt;
&lt;p&gt;Мы потратили ещё 4 года на их разработку. Пришло время доказать, что они стоят каждого затраченного дня. Как? Мы &lt;strong&gt;воссоздадим режим "пасьянс Маджонг"&lt;/strong&gt; за считанные часы!&lt;/p&gt;
&lt;p&gt;Присоединяйтесь к нашему следующему прямому эфиру в сентябре.&lt;/p&gt;</content></entry></feed>
&lt;p&gt;Присоединяйтесь к нашему следующему прямому эфиру в сентябре.&lt;/p&gt;</summary></entry></feed>

+ 66
- 100
feeds/news.atom.xml Целия файл

@@ -1,10 +1,45 @@
<?xml version="1.0" encoding="utf-8"?>
<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>2017-12-31T22:00:00+03:00</updated><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;
<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>2018-01-26T00:00:00+03:00</updated><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;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 first sight. However, once you get down to work, new details start to come out. This plan was no exception. Below are a few problems that came out during development.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Problem №1: provide binary resources across supported platforms&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Mahjong is going to be available on desktop, mobile, and web. Each of these platforms has its constraints on accessing external files:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Desktop can access almost any file&lt;/li&gt;
&lt;li&gt;Android/iOS have limited access to file system&lt;/li&gt;
&lt;li&gt;Web does not have any file system at all&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;To provide a unified way for accessing resources, we decided to include them into final executable. This decision led to the birth of &lt;strong&gt;mjin-resource&lt;/strong&gt; and &lt;strong&gt;mahjong-data&lt;/strong&gt; projects.&lt;/p&gt;
&lt;p&gt;&lt;a href="https://bitbucket.org/ogstudio/mjin-resource"&gt;mjin-resource&lt;/a&gt;:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;converts binary files to C header files with the help of &lt;strong&gt;xxd&lt;/strong&gt; utility&lt;/li&gt;
&lt;li&gt;generates MJIN project that contains generated headers to be compiled into static library&lt;/li&gt;
&lt;li&gt;provides C++ interface for accessing generated resources&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;a href="https://bitbucket.org/ogstudio-games/mahjong-data"&gt;mahjong-data&lt;/a&gt; is an example of such generated MJIN project that is referenced by &lt;a href="https://bitbucket.org/ogstudio-games/mahjong"&gt;mahjong&lt;/a&gt; project.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Problem №2: load PNG images across supported platforms&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;To load PNG, we use corresponding OpenSceneGraph plugin. We built it for desktop with no issues. Building for web (Emscripten) turned out to be more difficult: Emscripten provides its own version of &lt;strong&gt;libpng&lt;/strong&gt;, which OpenSceneGraph build script can't detect. We had to work around several OpenSceneGraph checks to successfully build the plugin for Emscripten.
Building the plugin for Android and iOS is still waiting for us. Once we get PNG plugin working across supported platforms, we are going to publish a new tutorial for &lt;a href="https://github.com/ogstudio/openscenegraph-cross-platform-guide"&gt;OpenSceneGraph cross-platform guide&lt;/a&gt; to cover PNG image loading. We already got a &lt;a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide/issues/4"&gt;request to describe image loading&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Development&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="http://opengamestudio.org/lets-go.html"&gt;As you know&lt;/a&gt;, we published OpenSceneGraph cross-platform guide to make OpenSceneGraph community stronger. We value education, and we love to share our knowledge. That's why we decided to develop Mahjong in small reproducible chunks uniquely identified by internal versions. These versions are available in &lt;a href="https://bitbucket.org/ogstudio-games/mahjong"&gt;mahjong repository&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;We also provide &lt;a href="http://ogstudio.github.io/game-mahjong"&gt;version history and web releases of each internal version&lt;/a&gt; for the following reasons:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;education: show how development looks like internally&lt;/li&gt;
&lt;li&gt;accessibility: provide older versions for comparison&lt;/li&gt;
&lt;/ul&gt;
&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;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
@@ -24,11 +59,7 @@ 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;</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;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;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;
@@ -45,24 +76,13 @@ 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;</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;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;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;</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;
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;
&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;
@@ -82,10 +102,7 @@ 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;</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;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;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;
@@ -114,10 +131,7 @@ 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;</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;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;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;
@@ -136,9 +150,7 @@ 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;</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;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;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;
@@ -177,9 +189,7 @@ 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;</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;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;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;
@@ -213,10 +223,7 @@ 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;</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;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;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;
@@ -234,10 +241,7 @@ 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;</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;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;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;
@@ -251,7 +255,7 @@ 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;&lt;span&gt;&lt;/span&gt;background bg.png
&lt;div class="highlight"&gt;&lt;pre&gt;background bg.png
text 5 Let&amp;#39;s install Blender
video 0:6 install_blender.mp4
text 5 Installing it with apt
@@ -263,23 +267,17 @@ 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;</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;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;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;</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;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;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;
@@ -288,9 +286,7 @@ 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;</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;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;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.
@@ -319,10 +315,7 @@ 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;</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;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;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.
@@ -352,11 +345,7 @@ 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;</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;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;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.
@@ -426,12 +415,7 @@ 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;</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;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;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;
@@ -471,39 +455,23 @@ 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;</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;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;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;</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;/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;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;</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;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;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;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;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><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;
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;
&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;
@@ -677,11 +645,9 @@ It's time to create simple Mahjong solitaire game.&lt;/p&gt;</content></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;</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;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;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;</content></entry></feed>
&lt;p&gt;Join our next live session in September.&lt;/p&gt;</summary></entry></feed>

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@@ -47,55 +47,97 @@

<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
<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>
<p>This article describes the start of Mahjong game recreation.</p>
<p><strong>Plan</strong></p>
<p>We started Mahjong recreation endeavour by composing a brief plan to get gameplay with minimal graphics:</p>
<ul>
<li>Load single layout</li>
<li>Place tiles in layout positions</li>
<li>Distinguish tiles</li>
<li>Implement selection</li>
<li>Implement matching</li>
</ul>
<p>Just like any other plan, this one looked fine at first sight. However, once you get down to work, new details start to come out. This plan was no exception. Below are a few problems that came out during development.</p>
<p><strong>Problem №1: provide binary resources across supported platforms</strong></p>
<p>Mahjong is going to be available on desktop, mobile, and web. Each of these platforms has its constraints on accessing external files:</p>
<ul>
<li>Desktop can access almost any file</li>
<li>Android/iOS have limited access to file system</li>
<li>Web does not have any file system at all</li>
</ul>
<p>To provide a unified way for accessing resources, we decided to include them into final executable. This decision led to the birth of <strong>mjin-resource</strong> and <strong>mahjong-data</strong> projects.</p>
<p><a href="https://bitbucket.org/ogstudio/mjin-resource">mjin-resource</a>:</p>
<ul>
<li>converts binary files to C header files with the help of <strong>xxd</strong> utility</li>
<li>generates MJIN project that contains generated headers to be compiled into static library</li>
<li>provides C++ interface for accessing generated resources</li>
</ul>
<p><a href="https://bitbucket.org/ogstudio-games/mahjong-data">mahjong-data</a> is an example of such generated MJIN project that is referenced by <a href="https://bitbucket.org/ogstudio-games/mahjong">mahjong</a> project.</p>
<p><strong>Problem №2: load PNG images across supported platforms</strong></p>
<p>To load PNG, we use corresponding OpenSceneGraph plugin. We built it for desktop with no issues. Building for web (Emscripten) turned out to be more difficult: Emscripten provides its own version of <strong>libpng</strong>, which OpenSceneGraph build script can't detect. We had to work around several OpenSceneGraph checks to successfully build the plugin for Emscripten.
Building the plugin for Android and iOS is still waiting for us. Once we get PNG plugin working across supported platforms, we are going to publish a new tutorial for <a href="https://github.com/ogstudio/openscenegraph-cross-platform-guide">OpenSceneGraph cross-platform guide</a> to cover PNG image loading. We already got a <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide/issues/4">request to describe image loading</a>.</p>
<p><strong>Development</strong></p>
<p><a href="http://opengamestudio.org/lets-go.html">As you know</a>, we published OpenSceneGraph cross-platform guide to make OpenSceneGraph community stronger. We value education, and we love to share our knowledge. That's why we decided to develop Mahjong in small reproducible chunks uniquely identified by internal versions. These versions are available in <a href="https://bitbucket.org/ogstudio-games/mahjong">mahjong repository</a>.</p>
<p>We also provide <a href="http://ogstudio.github.io/game-mahjong">version history and web releases of each internal version</a> for the following reasons:</p>
<ul>
<li>education: show how development looks like internally</li>
<li>accessibility: provide older versions for comparison</li>
</ul>
<p><strong>Current Mahjong game status</strong></p>
<p>As of the time of this writing, we have implemented tile selection. <a href="https://ogstudio.github.io/game-mahjong/versions/010/mjin-player.html">Try it in your browser!</a></p>
<p>Once we finish tile matching implementation, we are going to publish the intermediate result for all supported platforms.</p>
<p>That's it for describing the start of Mahjong game recreation.</p><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/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">Sun 31 December 2017
<h6 class="subheader" title="2017-12-31T22:00:00+03:00">Вс 31 Декабрь 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 other articles on the site, half of our plans in 2017
were destined to be completed at least approximately as we assumed. The other
half was changed significantly.</p>
<p>During the year, people joined the team and left it. As a result, we meet the
end of the year with exactly the same team as 365 days ago. It made us think.
A lot. But We'll save the story for another time.</p>
<p>There will be exactly one goal for 2018. We will take all the results, and then
we will make a new mahjong game. We're already know how to make a mahjong
solitaire so we will begin with it. This time, it will be cross-platform.
We will definitely try to cover Windows, Linux, macOs, Web, and Android.
We can't promis anything about the iOS right now (although we'll see what
we can do).</p>
<p>There is no point in writing more than We want to say. We learned a lot for
this year, and we will try to apply all this knowledge to achieve more in the
next one. We wish everyone a Happy New Year. Stay tuned.</p>
<p>The Opensource Game Studio Team.</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
<p>As it may be clear from ...</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/the-year-of-lessons.html">Read More</a>
<hr class="gradient"/>

</article>



<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">Wed 22 November 2017
<h6 class="subheader" title="2017-11-22T00:00:00+03:00">Ср 22 Ноябрь 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 ever …</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 ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -109,13 +151,13 @@ next one. We wish everyone a Happy New Year. Stay tuned.</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">Mon 16 October 2017
<h6 class="subheader" title="2017-10-16T00:00:00+03:00">Пн 16 Октябрь 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 …</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
It seems that this is the technology ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -129,10 +171,10 @@ It seems that this is the technology capable of …</p><p class="subheader">Cate

<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">Sun 10 September 2017
<h6 class="subheader" title="2017-09-10T00:00:00+03:00">Вс 10 Сентябрь 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>
@@ -140,7 +182,7 @@ It seems that this is the technology capable of …</p><p class="subheader">Cate
<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>

@@ -154,13 +196,13 @@ It seems that this is the technology capable of …</p><p class="subheader">Cate

<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">Wed 16 August 2017
<h6 class="subheader" title="2017-08-16T00:00:00+03:00">Ср 16 Август 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>

@@ -174,13 +216,13 @@ It seems that this is the technology capable of …</p><p class="subheader">Cate

<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">Mon 17 July 2017
<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>
</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>
In case you missed it, here ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -194,12 +236,12 @@ In case you missed it, here's …</p><p class="subheader">Category: <a href="htt

<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">Thu 08 June 2017
<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>
</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 …</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 ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -213,12 +255,12 @@ In case you missed it, here's …</p><p class="subheader">Category: <a href="htt

<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">Fri 12 May 2017
<h6 class="subheader" title="2017-05-12T00:00:00+03:00">Пт 12 Май 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>

@@ -232,13 +274,13 @@ In case you missed it, here's …</p><p class="subheader">Category: <a href="htt

<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">Fri 07 April 2017
<h6 class="subheader" title="2017-04-07T00:00:00+03:00">Пт 07 Апрель 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>

@@ -247,26 +289,6 @@ In case you missed it, here's …</p><p class="subheader">Category: <a href="htt
<hr class="gradient"/>
</article>



<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">Thu 16 March 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>
<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>


<a class="button radius secondary small right" href="http://opengamestudio.org/lets-go.html">Read More</a>
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<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
<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>
<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>


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



<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">Wed 25 January 2017
<h6 class="subheader" title="2017-01-25T00:00:00+03:00">Ср 25 Январь 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 chance …</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 ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -71,12 +91,12 @@

<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">Sat 31 December 2016
<h6 class="subheader" title="2016-12-31T00:00:00+03:00">Сб 31 Декабрь 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 …</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 ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -90,12 +110,12 @@

<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">Thu 15 December 2016
<h6 class="subheader" title="2016-12-15T00:00:00+03:00">Чт 15 Декабрь 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 …</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 ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -109,13 +129,13 @@

<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">Sat 19 November 2016
<h6 class="subheader" title="2016-11-19T00:00:00+03:00">Сб 19 Ноябрь 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>

@@ -129,14 +149,14 @@

<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">Mon 31 October 2016
<h6 class="subheader" title="2016-10-31T00:00:00+03:00">Пн 31 Октябрь 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>

@@ -150,15 +170,15 @@ We have conducted …</p><p class="subheader">Category: <a href="http://opengame

<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">Tue 11 October 2016
<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>
</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><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>

@@ -172,14 +192,14 @@ We have conducted …</p><p class="subheader">Category: <a href="http://opengame

<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">Mon 03 October 2016
<h6 class="subheader" title="2016-10-03T00:00:00+03:00">Пн 03 Октябрь 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. Simply …</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 ...</li></ul><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>

@@ -193,7 +213,7 @@ We have conducted …</p><p class="subheader">Category: <a href="http://opengame

<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">Mon 26 September 2016
<h6 class="subheader" title="2016-09-26T00:00:00+03:00">Пн 26 Сентябрь 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>
@@ -214,7 +234,7 @@ 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">Sat 24 September 2016
<h6 class="subheader" title="2016-09-24T00:00:00+03:00">Сб 24 Сентябрь 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>
@@ -228,26 +248,6 @@ We will publish live session materials later this week.</p>
<hr class="gradient"/>
</article>



<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">Sat 17 September 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>

<p>We will hold <a href="https://www.livecoding.tv/kornerr">live session</a> on <a href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio+September+2016+live+session&amp;iso=20160925T12&amp;p1=37&amp;ah=2">25 September 2016 at 12:00 CEST</a>
It's time to create simple Mahjong solitaire game.</p><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/september-live-session-announcement.html">Read More</a>
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<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
<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>

<p>We will hold <a href="https://www.livecoding.tv/kornerr">live session</a> on <a href="http://www.timeanddate.com/worldclock/fixedtime.html?msg=Open+Game+Studio+September+2016+live+session&amp;iso=20160925T12&amp;p1=37&amp;ah=2">25 September 2016 at 12:00 CEST</a>
It's time to create simple Mahjong solitaire game.</p><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/september-live-session-announcement.html">Read More</a>
<hr class="gradient"/>
</article>



<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">Sat 03 September 2016
<h6 class="subheader" title="2016-09-03T00:00:00+03:00">Сб 03 Сентябрь 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>

@@ -70,7 +90,7 @@

<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">Thu 18 August 2016
<h6 class="subheader" title="2016-08-18T00:00:00+03:00">Чт 18 Август 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>
@@ -88,11 +108,11 @@

<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">Wed 10 August 2016
<h6 class="subheader" title="2016-08-10T00:00:00+03:00">Ср 10 Август 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>



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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">Thu 08 June 2017
<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.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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@@ -50,10 +50,10 @@
title="Permalink to iOS tutorial">iOS tutorial</a></h3>
</header>

<h6 class="subheader" title="2017-06-08T10:00:00+03:00">Thu 08 June 2017
<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>
</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">Fri 07 April 2017
<h6 class="subheader" title="2017-04-07T00:00:00+03:00">Пт 07 Апрель 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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@@ -50,10 +50,10 @@
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">Fri 07 April 2017
<h6 class="subheader" title="2017-04-07T00:00:00+03:00">Пт 07 Апрель 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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@@ -50,10 +50,10 @@
title="Permalink to Поехали">Поехали</a></h3>
</header>

<h6 class="subheader" title="2017-03-16T00:00:00+03:00">Thu 16 March 2017
<h6 class="subheader" title="2017-03-16T00:00:00+03:00">Чт 16 Март 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><span></span>background bg.png
<div class="highlight"><pre>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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- 3
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@@ -50,10 +50,10 @@
title="Permalink to Let's go">Let's go</a></h3>
</header>

<h6 class="subheader" title="2017-03-16T00:00:00+03:00">Thu 16 March 2017
<h6 class="subheader" title="2017-03-16T00:00:00+03:00">Чт 16 Март 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><span></span>background bg.png
<div class="highlight"><pre>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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<!DOCTYPE html>
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<title>Начало воссоздания Маджонга</title>

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<h3 class="article-title"><a href="http://opengamestudio.org/mahjong-recreation-start-ru.html" rel="bookmark"
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
<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>
<p>Эта статья описывает начало воссоздания игры Маджонг.</p>
<p><strong>План</strong></p>
<p>Мы начали воссоздание Маджонга с составления краткого плана реализации игровой механики с минимальной графикой:</p>
<ul>
<li>Загрузить раскладку</li>
<li>Поместить фишки в позиции раскладки</li>
<li>Различить фишки</li>
<li>Реализовать выбор фишек</li>
<li>Реализовать сравнение фишек</li>
</ul>
<p>Как и любой другой план, этот выглядел вполне адекватно на первый взгляд. Тем не менее стоит начать разработку, как появляются новые детали. Этот план не был исключением. Ниже представлена пара проблем, вскрывшихся во время разработки.</p>
<p><strong>Проблема №1: предоставить бинарные ресурсы на поддерживаемых платформах</strong></p>
<p>Маджонг будет доступен для десктопа, мобилок и веба. Каждая платформа имеет ограничения на доступ к внешним файлам:</p>
<ul>
<li>Десктоп позволяет получить доступ почти к любому файлу</li>
<li>Мобилки имеют ограниченный доступ к файловой системе</li>
<li>Веб не имеет файловой системы</li>
</ul>
<p>Мы решили сделать единый способ доступа к ресурсам путём их встраивания в исполняемый файл. Это решение привело к рождению проектов <strong>mjin-resource</strong> и <strong>mahjong-data</strong>.</p>
<p>Проект <a href="https://bitbucket.org/ogstudio/mjin-resource">mjin-resource</a> служит для:</p>
<ul>
<li>перевода бинарных файлов в заголовочные файлы C с помощью утилиты <strong>xxd</strong></li>
<li>создания проекта MJIN, состоящего из сгенерированных заголовочных файлов, который собирается в статическую библиотеку</li>
<li>предоставления интерфейса C++ для работы с ресурсами</li>
</ul>
<p>Проект <a href="https://bitbucket.org/ogstudio-games/mahjong-data">mahjong-data</a> является примером подобного проекта MJIN, ресурсы из которого использует проект <a href="https://bitbucket.org/ogstudio-games/mahjong">mahjong</a>.</p>
<p><strong>Проблема №2: загрузка изображений PNG на поддерживаемых платформах</strong></p>
<p>Для загрузки PNG мы используем соответствующий плагин OpenSceneGraph. Мы собрали его без проблем для десктопа. Сборка же для веба (Emscripten) оказалась сложнее: Emscripten содержит собственную версию <strong>libpng</strong>, которую сборочный скрипт OpenSceneGraph не видит. Нам пришлось обойти несколько проверок OpenSceneGraph, чтобы успешно собрать плагин для Emscripten.
Сборка плагина под мобилки ещё ждёт нас впереди. Как только мы разберёмся с плагином PNG на всех поддерживаемых платформах, мы опубликуем информацию о его сборке в новом самоучителе для <a href="https://github.com/ogstudio/openscenegraph-cross-platform-guide">кросс-платформенного руководства OpenSceneGraph</a>. Нас уже <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide/issues/4">попросили это сделать</a>.</p>
<p><strong>Разработка</strong></p>
<p><a href="http://opengamestudio.org/lets-go-ru.html">Как вы знаете</a>, мы опубликовали кросс-платформенное руководство OpenSceneGraph для усиления сообщества OpenSceneGraph. Мы ценим обучение и любим делиться своими знаниями. Поэтому мы решили разрабатывать Маджонг небольшими воспроизводимыми частями, каждая из которых имеет уникальную внутреннюю версию. Эти версии доступны в <a href="https://bitbucket.org/ogstudio-games/mahjong">хранилище проекта mahjong</a>.</p>
<p>Мы также предоставляем <a href="http://ogstudio.github.io/game-mahjong">историю версий, каждая из которых сопровождается сборкой под веб</a>, для следующих целей:</p>
<ul>
<li>обучение: показать ход разработки изнутри</li>
<li>доступность: предоставить старые версии для сравнения</li>
</ul>
<p><strong>Текущее состояние игры Маджонг</strong></p>
<p>На момент написания этой статьи мы закончили реализацию выбора фишек. <a href="https://ogstudio.github.io/game-mahjong/versions/010/mjin-player.html">Проверьте в своём браузере!</a></p>
<p>После реализации сравнения фишек мы опубликуем промежуточный результат для всех поддерживаемых платформ.</p>
<p>На этом мы заканчиваем описание начала воссоздания игры Маджонг.</p>
<p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

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<h3 class="article-title"><a href="http://opengamestudio.org/mahjong-recreation-start.html" rel="bookmark"
title="Permalink to Mahjong recreation start">Mahjong recreation start</a></h3>
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<h6 class="subheader" title="2018-01-26T00:00:00+03:00">Пт 26 Январь 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>
<p>This article describes the start of Mahjong game recreation.</p>
<p><strong>Plan</strong></p>
<p>We started Mahjong recreation endeavour by composing a brief plan to get gameplay with minimal graphics:</p>
<ul>
<li>Load single layout</li>
<li>Place tiles in layout positions</li>
<li>Distinguish tiles</li>
<li>Implement selection</li>
<li>Implement matching</li>
</ul>
<p>Just like any other plan, this one looked fine at first sight. However, once you get down to work, new details start to come out. This plan was no exception. Below are a few problems that came out during development.</p>
<p><strong>Problem №1: provide binary resources across supported platforms</strong></p>
<p>Mahjong is going to be available on desktop, mobile, and web. Each of these platforms has its constraints on accessing external files:</p>
<ul>
<li>Desktop can access almost any file</li>
<li>Android/iOS have limited access to file system</li>
<li>Web does not have any file system at all</li>
</ul>
<p>To provide a unified way for accessing resources, we decided to include them into final executable. This decision led to the birth of <strong>mjin-resource</strong> and <strong>mahjong-data</strong> projects.</p>
<p><a href="https://bitbucket.org/ogstudio/mjin-resource">mjin-resource</a>:</p>
<ul>
<li>converts binary files to C header files with the help of <strong>xxd</strong> utility</li>
<li>generates MJIN project that contains generated headers to be compiled into static library</li>
<li>provides C++ interface for accessing generated resources</li>
</ul>
<p><a href="https://bitbucket.org/ogstudio-games/mahjong-data">mahjong-data</a> is an example of such generated MJIN project that is referenced by <a href="https://bitbucket.org/ogstudio-games/mahjong">mahjong</a> project.</p>
<p><strong>Problem №2: load PNG images across supported platforms</strong></p>
<p>To load PNG, we use corresponding OpenSceneGraph plugin. We built it for desktop with no issues. Building for web (Emscripten) turned out to be more difficult: Emscripten provides its own version of <strong>libpng</strong>, which OpenSceneGraph build script can't detect. We had to work around several OpenSceneGraph checks to successfully build the plugin for Emscripten.
Building the plugin for Android and iOS is still waiting for us. Once we get PNG plugin working across supported platforms, we are going to publish a new tutorial for <a href="https://github.com/ogstudio/openscenegraph-cross-platform-guide">OpenSceneGraph cross-platform guide</a> to cover PNG image loading. We already got a <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide/issues/4">request to describe image loading</a>.</p>
<p><strong>Development</strong></p>
<p><a href="http://opengamestudio.org/lets-go.html">As you know</a>, we published OpenSceneGraph cross-platform guide to make OpenSceneGraph community stronger. We value education, and we love to share our knowledge. That's why we decided to develop Mahjong in small reproducible chunks uniquely identified by internal versions. These versions are available in <a href="https://bitbucket.org/ogstudio-games/mahjong">mahjong repository</a>.</p>
<p>We also provide <a href="http://ogstudio.github.io/game-mahjong">version history and web releases of each internal version</a> for the following reasons:</p>
<ul>
<li>education: show how development looks like internally</li>
<li>accessibility: provide older versions for comparison</li>
</ul>
<p><strong>Current Mahjong game status</strong></p>
<p>As of the time of this writing, we have implemented tile selection. <a href="https://ogstudio.github.io/game-mahjong/versions/010/mjin-player.html">Try it in your browser!</a></p>
<p>Once we finish tile matching implementation, we are going to publish the intermediate result for all supported platforms.</p>
<p>That's it for describing the start of Mahjong game recreation.</p>
<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 Рождение вселенной MJIN">Рождение вселенной MJIN</a></h3>
</header>

<h6 class="subheader" title="2017-09-10T00:00:00+03:00">Sun 10 September 2017
<h6 class="subheader" title="2017-09-10T00:00:00+03:00">Вс 10 Сентябрь 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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mjin-world-birth.html Целия файл

@@ -50,10 +50,10 @@
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">Sun 10 September 2017
<h6 class="subheader" title="2017-09-10T00:00:00+03:00">Вс 10 Сентябрь 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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@@ -50,10 +50,10 @@
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">Mon 03 October 2016
<h6 class="subheader" title="2016-10-03T00:00:00+03:00">Пн 03 Октябрь 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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ogs-editor-0.10.html Целия файл

@@ -50,10 +50,10 @@
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">Mon 03 October 2016
<h6 class="subheader" title="2016-10-03T00:00:00+03:00">Пн 03 Октябрь 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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once-mahjong-always-mahjong-ru.html Целия файл

@@ -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">Wed 10 August 2016
<h6 class="subheader" title="2016-08-10T00:00:00+03:00">Ср 10 Август 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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once-mahjong-always-mahjong.html Целия файл

@@ -50,7 +50,7 @@
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">Wed 10 August 2016
<h6 class="subheader" title="2016-08-10T00:00:00+03:00">Ср 10 Август 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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openscenegraph-cross-platform-guide-ru.html Целия файл

@@ -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">Mon 17 July 2017
<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.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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openscenegraph-cross-platform-guide.html Целия файл

@@ -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">Mon 17 July 2017
<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>
</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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osg-sample-ru.html Целия файл

@@ -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">Fri 12 May 2017
<h6 class="subheader" title="2017-05-12T00:00:00+03:00">Пт 12 Май 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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osg-sample.html Целия файл

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

<h6 class="subheader" title="2017-05-12T00:00:00+03:00">Fri 12 May 2017
<h6 class="subheader" title="2017-05-12T00:00:00+03:00">Пт 12 Май 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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pelican/content/articles/2018-01-26-mahjong-recreation-start-ru.md Целия файл

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Title: Начало воссоздания Маджонга
Date: 2018-01-26 00:00
Category: News
Slug: mahjong-recreation-start
Lang: ru

![Screenshot][screenshot]

Эта статья описывает начало воссоздания игры Маджонг.

**План**

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

* Загрузить раскладку
* Поместить фишки в позиции раскладки
* Различить фишки
* Реализовать выбор фишек
* Реализовать сравнение фишек

Как и любой другой план, этот выглядел вполне адекватно на первый взгляд. Тем не менее стоит начать разработку, как появляются новые детали. Этот план не был исключением. Ниже представлена пара проблем, вскрывшихся во время разработки.

**Проблема №1: предоставить бинарные ресурсы на поддерживаемых платформах**

Маджонг будет доступен для десктопа, мобилок и веба. Каждая платформа имеет ограничения на доступ к внешним файлам:

* Десктоп позволяет получить доступ почти к любому файлу
* Мобилки имеют ограниченный доступ к файловой системе
* Веб не имеет файловой системы

Мы решили сделать единый способ доступа к ресурсам путём их встраивания в исполняемый файл. Это решение привело к рождению проектов **mjin-resource** и **mahjong-data**.

Проект [mjin-resource][mjin-resource] служит для:

* перевода бинарных файлов в заголовочные файлы C с помощью утилиты **xxd**
* создания проекта MJIN, состоящего из сгенерированных заголовочных файлов, который собирается в статическую библиотеку
* предоставления интерфейса C++ для работы с ресурсами

Проект [mahjong-data][mahjong-data] является примером подобного проекта MJIN, ресурсы из которого использует проект [mahjong][mahjong].

**Проблема №2: загрузка изображений PNG на поддерживаемых платформах**

Для загрузки PNG мы используем соответствующий плагин OpenSceneGraph. Мы собрали его без проблем для десктопа. Сборка же для веба (Emscripten) оказалась сложнее: Emscripten содержит собственную версию **libpng**, которую сборочный скрипт OpenSceneGraph не видит. Нам пришлось обойти несколько проверок OpenSceneGraph, чтобы успешно собрать плагин для Emscripten.
Сборка плагина под мобилки ещё ждёт нас впереди. Как только мы разберёмся с плагином PNG на всех поддерживаемых платформах, мы опубликуем информацию о его сборке в новом самоучителе для [кросс-платформенного руководства OpenSceneGraph][osgcp_guide]. Нас уже [попросили это сделать][img_loading_issue].

**Разработка**

[Как вы знаете][lets-go], мы опубликовали кросс-платформенное руководство OpenSceneGraph для усиления сообщества OpenSceneGraph. Мы ценим обучение и любим делиться своими знаниями. Поэтому мы решили разрабатывать Маджонг небольшими воспроизводимыми частями, каждая из которых имеет уникальную внутреннюю версию. Эти версии доступны в [хранилище проекта mahjong][mahjong].

Мы также предоставляем [историю версий, каждая из которых сопровождается сборкой под веб][web-releases], для следующих целей:

* обучение: показать ход разработки изнутри
* доступность: предоставить старые версии для сравнения

**Текущее состояние игры Маджонг**

На момент написания этой статьи мы закончили реализацию выбора фишек. [Проверьте в своём браузере!][mahjong-version-tile-selection]

После реализации сравнения фишек мы опубликуем промежуточный результат для всех поддерживаемых платформ.

На этом мы заканчиваем описание начала воссоздания игры Маджонг.

[screenshot]: {attach}/images/2018-01-26-mahjong-recreation-start.png

[mjin-resource]: https://bitbucket.org/ogstudio/mjin-resource
[mahjong]: https://bitbucket.org/ogstudio-games/mahjong
[mahjong-data]: https://bitbucket.org/ogstudio-games/mahjong-data
[osgcp_guide]: https://github.com/ogstudio/openscenegraph-cross-platform-guide
[img_loading_issue]: https://github.com/OGStudio/openscenegraph-cross-platform-guide/issues/4
[lets-go]: {filename}/articles/2017-03-16_lets-go-ru.md
[web-releases]: http://ogstudio.github.io/game-mahjong
[mahjong-version-tile-selection]: https://ogstudio.github.io/game-mahjong/versions/010/mjin-player.html

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Title: Mahjong recreation start
Date: 2018-01-26 00:00
Category: News
Slug: mahjong-recreation-start
Lang: en

![Screenshot][screenshot]

This article describes the start of Mahjong game recreation.

**Plan**

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

* Load single layout
* Place tiles in layout positions
* Distinguish tiles
* Implement selection
* Implement matching

Just like any other plan, this one looked fine at first sight. However, once you get down to work, new details start to come out. This plan was no exception. Below are a few problems that came out during development.

**Problem №1: provide binary resources across supported platforms**

Mahjong is going to be available on desktop, mobile, and web. Each of these platforms has its constraints on accessing external files:

* Desktop can access almost any file
* Android/iOS have limited access to file system
* Web does not have any file system at all

To provide a unified way for accessing resources, we decided to include them into final executable. This decision led to the birth of **mjin-resource** and **mahjong-data** projects.

[mjin-resource][mjin-resource]:

* converts binary files to C header files with the help of **xxd** utility
* generates MJIN project that contains generated headers to be compiled into static library
* provides C++ interface for accessing generated resources

[mahjong-data][mahjong-data] is an example of such generated MJIN project that is referenced by [mahjong][mahjong] project.

**Problem №2: load PNG images across supported platforms**

To load PNG, we use corresponding OpenSceneGraph plugin. We built it for desktop with no issues. Building for web (Emscripten) turned out to be more difficult: Emscripten provides its own version of **libpng**, which OpenSceneGraph build script can't detect. We had to work around several OpenSceneGraph checks to successfully build the plugin for Emscripten.
Building the plugin for Android and iOS is still waiting for us. Once we get PNG plugin working across supported platforms, we are going to publish a new tutorial for [OpenSceneGraph cross-platform guide][osgcp_guide] to cover PNG image loading. We already got a [request to describe image loading][img_loading_issue].

**Development**

[As you know][lets-go], we published OpenSceneGraph cross-platform guide to make OpenSceneGraph community stronger. We value education, and we love to share our knowledge. That's why we decided to develop Mahjong in small reproducible chunks uniquely identified by internal versions. These versions are available in [mahjong repository][mahjong].

We also provide [version history and web releases of each internal version][web-releases] for the following reasons:

* education: show how development looks like internally
* accessibility: provide older versions for comparison

**Current Mahjong game status**

As of the time of this writing, we have implemented tile selection. [Try it in your browser!][mahjong-version-tile-selection]

Once we finish tile matching implementation, we are going to publish the intermediate result for all supported platforms.

That's it for describing the start of Mahjong game recreation.


[screenshot]: {attach}/images/2018-01-26-mahjong-recreation-start.png

[mjin-resource]: https://bitbucket.org/ogstudio/mjin-resource
[mahjong]: https://bitbucket.org/ogstudio-games/mahjong
[mahjong-data]: https://bitbucket.org/ogstudio-games/mahjong-data
[osgcp_guide]: https://github.com/ogstudio/openscenegraph-cross-platform-guide
[img_loading_issue]: https://github.com/OGStudio/openscenegraph-cross-platform-guide/issues/4
[lets-go]: {filename}/articles/2017-03-16_lets-go.md
[web-releases]: http://ogstudio.github.io/game-mahjong
[mahjong-version-tile-selection]: https://ogstudio.github.io/game-mahjong/versions/010/mjin-player.html


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title="Permalink to Изучение скриптования">Изучение скриптования</a></h3>
</header>

<h6 class="subheader" title="2017-08-16T00:00:00+03:00">Wed 16 August 2017
<h6 class="subheader" title="2017-08-16T00:00:00+03:00">Ср 16 Август 2017
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</h6> <p><img alt="Изучение скриптования" src="http://opengamestudio.org/2017-08-scripting-research.png"></p>
</h6> <p><img alt="Изучение скриптования" src="http://opengamestudio.org/2017-08-scripting-research.png" /></p>
<p>Эта статья описывает изучение скриптования в июле 2017.</p>
<p><strong>Наша основная цель использования скриптового языка - это наличие платформо-независимого кода, выполняемого без изменений на каждой поддерживаемой платформе.</strong></p>
<p>Редактор 0.10 использует Python в качестве подобного кода с помощью <a href="http://swig.org/">SWIG</a>. SWIG позволяет использовать практически любой код C/C++ из языков вроде Python, Ruby, Lua, Java, C# и т.д.. SWIG помог нам впервые оценить прелесть платформо-независимого кода. К сожалению, SWIG работает лишь в одном направлении: из C/C++ в язык назначения. Это приводит к тому, что основное приложение должно быть написано на языке назначения, а код C/C++ может быть использован лишь в виде библиотеки.</p>


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title="Permalink to Scripting research">Scripting research</a></h3>
</header>

<h6 class="subheader" title="2017-08-16T00:00:00+03:00">Wed 16 August 2017
<h6 class="subheader" title="2017-08-16T00:00:00+03:00">Ср 16 Август 2017
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</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 C/C++ code and use it in dozens of languages like Python, Ruby, Lua, Java, C#, etc.. SWIG really helped us taste the beauty of platform-independent code. However, SWIG only works one way: from C/C++ to a target language. This means the main application must be in the target language, and C/C++ code can only be used as a library.</p>


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<h6 class="subheader" title="2016-09-17T00:00:00+03:00">Sat 17 September 2016
<h6 class="subheader" title="2016-09-17T00:00:00+03:00">Сб 17 Сентябрь 2016
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<h6 class="subheader" title="2016-09-24T00:00:00+03:00">Sat 24 September 2016
<h6 class="subheader" title="2016-09-24T00:00:00+03:00">Сб 24 Сентябрь 2016
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<h6 class="subheader" title="2016-09-24T00:00:00+03:00">Sat 24 September 2016
<h6 class="subheader" title="2016-09-24T00:00:00+03:00">Сб 24 Сентябрь 2016
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title="Permalink to Live session: 25 September 2016">Live session: 25 September 2016</a></h3>
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<h6 class="subheader" title="2016-09-17T00:00:00+03:00">Sat 17 September 2016
<h6 class="subheader" title="2016-09-17T00:00:00+03:00">Сб 17 Сентябрь 2016
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title="Permalink to Год испытаний">Год испытаний</a></h3>
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<h6 class="subheader" title="2017-01-25T00:00:00+03:00">Wed 25 January 2017
<h6 class="subheader" title="2017-01-25T00:00:00+03:00">Ср 25 Январь 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/the-year-of-challenges.html">en</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>Эта статья содержит наши планы на 2017 год.</p>
<p>Наши предыдущие планы предполагали, что сейчас у нас уже будет поддержка платформы Android. Тем не менее, у нас впереди ещё очень много работы, прежде чем мы сможем объявить о поддержке Android. Судите сами:</p>
<p><img alt="Android rendering" src="http://opengamestudio.org/2017-01_mjin-android-gles.png"></p>
<p><img alt="Android rendering" src="http://opengamestudio.org/2017-01_mjin-android-gles.png" /></p>
<p>Кто-нибудь может посчитать это неудачей. Но не мы. Мы видим шанс начать с низкого старта и прыгнуть высоко!</p>
<p>Т.к. ранее мы имели опыт работы лишь с либеральным и всё прощающим настольным ПК, Android стал для нас полной неожиданностью. На каждом шагу нас ожидало наказание за фривольное использование памяти, ресурсов, графики. Чаще всего в ответ на наши действия мы получали либо падение приложения, либо пустой экран.
С другой стороны, такие суровые условия высветили слабые места в наших технологиях и помогли увидеть, куда нам двигаться дальше.</p>


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title="Permalink to The year of challenges">The year of challenges</a></h3>
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<h6 class="subheader" title="2017-01-25T00:00:00+03:00">Wed 25 January 2017
<h6 class="subheader" title="2017-01-25T00:00:00+03:00">Ср 25 Январь 2017
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</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><img alt="Android rendering" src="http://opengamestudio.org/2017-01_mjin-android-gles.png" /></p>
<p>Some people would consider this a failure. We don't. We see a chance to start low and jump high!</p>
<p>Having only worked with liberal and forgiving desktop environments, Android was a complete surprise for us. Android punished us for everything: memory, resources, graphics. The usual Android response was either a crash, or an empty screen.
At the same time, such a harsh environment highlighted weak spots in our technologies and helped us see where to go next.</p>


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</header>

<h6 class="subheader" title="2017-12-31T22:00:00+03:00">Sun 31 December 2017
<h6 class="subheader" title="2017-12-31T22:00:00+03:00">Вс 31 Декабрь 2017
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</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>Итак, 2017й год стремительно приближается к финалу, итоги года уже подведены,
так что в свободное от расчехления фейерверков и подготовки систем залпового
огня шампанским время мы обозначим свою цель в следующем году.</p>


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<h6 class="subheader" title="2017-12-31T22:00:00+03:00">Sun 31 December 2017
<h6 class="subheader" title="2017-12-31T22:00:00+03:00">Вс 31 Декабрь 2017
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</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


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<h6 class="subheader" title="2016-09-26T00:00:00+03:00">Mon 26 September 2016
<h6 class="subheader" title="2016-09-26T00:00:00+03:00">Пн 26 Сентябрь 2016
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<h6 class="subheader" title="2016-09-26T00:00:00+03:00">Mon 26 September 2016
<h6 class="subheader" title="2016-09-26T00:00:00+03:00">Пн 26 Сентябрь 2016
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