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<table class="table-archive">
<tbody>
<tr>
<td>Вт 02 октября 2018</td>
<td><a href='mahjong-demo2.html'>OGS Mahjong 2: Demo 2</a></td>
</tr>
<tr>
<td>Вт 21 августа 2018</td>
<td><a href='examples-and-dependencies.html'>Examples and dependencies</a></td>


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<article>
<a href="http://opengamestudio.org/mahjong-demo2.html"><h3 class="article-title">OGS Mahjong 2: Demo 2</h3></a>
<h6 class="subheader" title="2018-10-02T00:00:00+03:00">Вт 02 октября 2018
<a class="button secondary small translation-button" href="http://opengamestudio.org/mahjong-demo2-ru.html">ru</a>

</h6><p><img alt="Screenshot" src="http://opengamestudio.org/2018-10-02-mahjong-demo2.png"></p>
<p>We are glad to announce the release of the second demonstration of OGS Mahjong 2.
The purposes of this release were to refine our development techniques and
build a solid cross-platform foundation.</p>
<p><strong>Release</strong></p>
<p>Run the latest version of OGS Mahjong 2 in your web browser:
<a href="http://ogstudio.github.io/ogs-mahjong">http://ogstudio.github.io/ogs-mahjong</a></p>
<p>You are encouraged to run the game with <code>seed</code> parameter like this:
<a href="http://ogstudio.github.io/ogs-mahjong?seed=0">http://ogstudio.github.io/ogs-mahjong?seed=0</a></p>
<p>This allows you to play the same layout each time you launch the game.</p>
<p>Each seed uniquely identifies the placement of tiles. Thus, different seeds
give you a different experience.</p>
<p><strong>Development techniques and foundation</strong></p>
<p>During the second demonstration development, we switched from standard
development to <a href="http://opengamestudio.org/example-driven-development.html">example-driven one</a>. This resulted in the
creation of three distinct repositories to back the development of OGS Mahjong 2:</p>
<ul>
<li><a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples">OpenSceneGraph cross-platform examples</a> repository provides cross-platform foundation like resource handling, render window setup, etc.</li>
<li><a href="https://github.com/OGStudio/ogs-mahjong-components">OGS Mahjong components</a> repository provides Mahjong specific functionality like parsing layout, matching tiles, etc.</li>
<li><a href="https://bitbucket.org/ogstudio-games/ogs-mahjong">OGS Mahjong</a> repository contains snapshots of <code>OGS Mahjong components</code> features that comprise specific game version. E.g., <code>Demo 2</code> version is almost identical to <a href="https://github.com/OGStudio/ogs-mahjong-components/tree/master/05.ColorfulStatus">05.ColorfulStatus</a> example of <code>OGS Mahjong components</code>.</li>
</ul>
<p><strong>Beyond Mahjong solitaire</strong></p>
<p>In addition to <code>seed</code> parameter, you can let the game use remote layout hosted at GitHub:
<a href="http://ogstudio.github.io/ogs-mahjong?seed=0&amp;layout=github://OGStudio/ogs-mahjong-components/data/cat.layout">http://ogstudio.github.io/ogs-mahjong?seed=0&amp;layout=github://OGStudio/ogs-mahjong-components/data/cat.layout</a></p>
<p>Utilizing remote resources is an extremely powerful approach allowing anyone
to create a layout of his/her choice and see the layout in action instantly.</p>
<p>Our next step is to turn game logic into a resource, too.</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/examples-and-dependencies.html"><h3 class="article-title">Examples and dependencies</h3></a>
<h6 class="subheader" title="2018-08-21T00:00:00+03:00">Вт 21 августа 2018
@@ -58,66 +103,14 @@ change in handling dependencies.</p>
<p><strong>Examples of HTTP client and node selection</strong></p>
<p>Once we finished working on <a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/04.RemoteDebugging">the remote debugging example</a> and
<a href="http://opengamestudio.org/example-driven-development.html">reported its completion</a>, we were surprised by the fact
that secure HTTP connection between a debugged application and debug broker
was only working in the web version of the example. Desktop and mobile versions
only worked with insecure HTTP.</p>
<p>Since current debug scheme has no authentication, insecure debugging over HTTP
doesn't really hurt. However, if we want to access resources located at popular
sites like GitHub and BitBucket, we have to support secure HTTP.</p>
<p>The need to support HTTPS on each platform spurred us to create
<a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/03.HTTPClient">HTTP client example</a>. Turned out, each platform had its own
preferred way of doing secure HTTP:</p>
<ul>
<li>web (Emscripten) provides Fetch API</li>
<li>desktop is fine with Mongoose and OpenSSL</li>
<li>Android provides HttpUrlConnection in Java</li>
<li>iOS provides NSURLSession in Objective-C</li>
</ul>
<p>The need to support different languages on different platforms resulted
in the creation of so-called 'host-guest' pattern:</p>
<ul>
<li>guest (platform agnostic)<ul>
<li>provides networking representation</li>
<li>used by cross-platform C++ code</li>
</ul>
</li>
<li>host (specific platform)<ul>
<li>polls guest for pending requests</li>
<li>processes them</li>
<li>reports results back to the guest</li>
</ul>
</li>
</ul>
<p><a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/05.NodeSelection">Node selection example</a> was straightforward and caused no troubles.</p>
<p><strong>The change in handling dependencies</strong></p>
<p>For over a year we had to deal with the following
<a href="http://forum.openscenegraph.org/viewtopic.php?t=17443">shortcomings</a> when building OpenSceneGraph across platforms
using conventional methods:</p>
<ul>
<li>macOS builds failing due to certain compile flags we use</li>
<li>hacking PNG plugin safety guards to have PNG support under Android</li>
<li>iOS simulator and device builds of the same example being in separate Xcode projects</li>
<li>OpenSceneGraph taking 20-30 minutes to build</li>
</ul>
<p>These shortcomings were slowing us down and complicating the development of
new examples. Upon hitting these problems ten more times this month we decided
it was time to solve them once and for all. Now OpenSceneGraph is built as part
of each example in 2-3 minutes, and there's no more dependency magic involved.
We took the same approach of building dependencies as part of each example to
other external libraries like Mongoose and libpng-android, too.</p>
<p>With these obstacles out of the way, we can now iterate faster. Just in time
for the next technical demonstration of Mahjong 2!</p>
<p>That's it for describing two new OpenSceneGraph cross-platform examples and
the change in handling dependencies.</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
that secure HTTP connection between a debugged application and debug …</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>


</article>


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</article>


@@ -308,26 +301,6 @@ It seems that this is the technology capable of …</p><p class="subheader">Cate
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<article>
<a href="http://opengamestudio.org/scripting-research.html"><h3 class="article-title">Scripting research</h3></a>
<h6 class="subheader" title="2017-08-16T00:00:00+03:00">Ср 16 августа 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/scripting-research-ru.html">ru</a>

</h6><p><img alt="Scripting research" src="http://opengamestudio.org/2017-08-scripting-research.png"></p>
<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>


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

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


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

</h6><p><img alt="Scripting research" src="http://opengamestudio.org/2017-08-scripting-research.png"></p>
<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>


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



<article>
<a href="http://opengamestudio.org/openscenegraph-cross-platform-guide.html"><h3 class="article-title">OpenSceneGraph cross-platform guide</h3></a>
<h6 class="subheader" title="2017-07-17T00:00:00+03:00">Пн 17 июля 2017
@@ -222,27 +242,6 @@ 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/2016-tech-showcases.html"><h3 class="article-title">Technology showcases</h3></a>
<h6 class="subheader" title="2016-10-31T00:00:00+03:00">Пн 31 октября 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/2016-tech-showcases-ru.html">ru</a>

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

</p>


<a class="button radius secondary small right" href="http://opengamestudio.org/2016-tech-showcases.html">Read More</a>
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</article>

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@@ -48,6 +48,27 @@


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

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

</p>


<a class="button radius secondary small right" href="http://opengamestudio.org/2016-tech-showcases.html">Read More</a>
<hr class="gradient"/>
</article>



<article>
<a href="http://opengamestudio.org/2016-september-recap.html"><h3 class="article-title">September 2016 recap</h3></a>
<h6 class="subheader" title="2016-10-11T00:00:00+03:00">Вт 11 октября 2016
@@ -226,23 +247,6 @@ It's time to create simple Mahjong solitaire game.</p><p class="subheader">Categ
<hr class="gradient"/>
</article>



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

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

</p>


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

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<h6 class="subheader">Page 3 of 5</h6>


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

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

</p>


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



<article>
<a href="http://opengamestudio.org/may-live-session-decision.html"><h3 class="article-title">May live session (Editor 0.9)</h3></a>
<h6 class="subheader" title="2016-04-24T00:00:00+03:00">Вс 24 апреля 2016
@@ -216,24 +233,6 @@ The exact date and time is …</p><p class="subheader">Category: <a href="http:/
<hr class="gradient"/>
</article>



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

</h6><p>After the recent bankruptcy of Desura's parent company, we decided, that we need a new place for our Deluxe version. Something better, more modern and more trustworthy. We have chosen the Humble Widget, with which you can buy the deluxe version of the game without leaving our site.</p>
<p>Here it …</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/bye-desura-hello-humblebundle.html">Read More</a>
<hr class="gradient"/>
</article>

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


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

</h6><p>After the recent bankruptcy of Desura's parent company, we decided, that we need a new place for our Deluxe version. Something better, more modern and more trustworthy. We have chosen the Humble Widget, with which you can buy the deluxe version of the game without leaving our site.</p>
<p>Here it …</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/bye-desura-hello-humblebundle.html">Read More</a>
<hr class="gradient"/>
</article>



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


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@@ -47,6 +47,51 @@

<article>
<a href="http://opengamestudio.org/mahjong-demo2.html"><h3 class="article-title">OGS Mahjong 2: Demo 2</h3></a>
<h6 class="subheader" title="2018-10-02T00:00:00+03:00">Вт 02 октября 2018
<a class="button secondary small translation-button" href="http://opengamestudio.org/mahjong-demo2-ru.html">ru</a>

</h6><p><img alt="Screenshot" src="http://opengamestudio.org/2018-10-02-mahjong-demo2.png"></p>
<p>We are glad to announce the release of the second demonstration of OGS Mahjong 2.
The purposes of this release were to refine our development techniques and
build a solid cross-platform foundation.</p>
<p><strong>Release</strong></p>
<p>Run the latest version of OGS Mahjong 2 in your web browser:
<a href="http://ogstudio.github.io/ogs-mahjong">http://ogstudio.github.io/ogs-mahjong</a></p>
<p>You are encouraged to run the game with <code>seed</code> parameter like this:
<a href="http://ogstudio.github.io/ogs-mahjong?seed=0">http://ogstudio.github.io/ogs-mahjong?seed=0</a></p>
<p>This allows you to play the same layout each time you launch the game.</p>
<p>Each seed uniquely identifies the placement of tiles. Thus, different seeds
give you a different experience.</p>
<p><strong>Development techniques and foundation</strong></p>
<p>During the second demonstration development, we switched from standard
development to <a href="http://opengamestudio.org/example-driven-development.html">example-driven one</a>. This resulted in the
creation of three distinct repositories to back the development of OGS Mahjong 2:</p>
<ul>
<li><a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples">OpenSceneGraph cross-platform examples</a> repository provides cross-platform foundation like resource handling, render window setup, etc.</li>
<li><a href="https://github.com/OGStudio/ogs-mahjong-components">OGS Mahjong components</a> repository provides Mahjong specific functionality like parsing layout, matching tiles, etc.</li>
<li><a href="https://bitbucket.org/ogstudio-games/ogs-mahjong">OGS Mahjong</a> repository contains snapshots of <code>OGS Mahjong components</code> features that comprise specific game version. E.g., <code>Demo 2</code> version is almost identical to <a href="https://github.com/OGStudio/ogs-mahjong-components/tree/master/05.ColorfulStatus">05.ColorfulStatus</a> example of <code>OGS Mahjong components</code>.</li>
</ul>
<p><strong>Beyond Mahjong solitaire</strong></p>
<p>In addition to <code>seed</code> parameter, you can let the game use remote layout hosted at GitHub:
<a href="http://ogstudio.github.io/ogs-mahjong?seed=0&amp;layout=github://OGStudio/ogs-mahjong-components/data/cat.layout">http://ogstudio.github.io/ogs-mahjong?seed=0&amp;layout=github://OGStudio/ogs-mahjong-components/data/cat.layout</a></p>
<p>Utilizing remote resources is an extremely powerful approach allowing anyone
to create a layout of his/her choice and see the layout in action instantly.</p>
<p>Our next step is to turn game logic into a resource, too.</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/examples-and-dependencies.html"><h3 class="article-title">Examples and dependencies</h3></a>
<h6 class="subheader" title="2018-08-21T00:00:00+03:00">Вт 21 августа 2018
@@ -58,66 +103,14 @@ change in handling dependencies.</p>
<p><strong>Examples of HTTP client and node selection</strong></p>
<p>Once we finished working on <a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/04.RemoteDebugging">the remote debugging example</a> and
<a href="http://opengamestudio.org/example-driven-development.html">reported its completion</a>, we were surprised by the fact
that secure HTTP connection between a debugged application and debug broker
was only working in the web version of the example. Desktop and mobile versions
only worked with insecure HTTP.</p>
<p>Since current debug scheme has no authentication, insecure debugging over HTTP
doesn't really hurt. However, if we want to access resources located at popular
sites like GitHub and BitBucket, we have to support secure HTTP.</p>
<p>The need to support HTTPS on each platform spurred us to create
<a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/03.HTTPClient">HTTP client example</a>. Turned out, each platform had its own
preferred way of doing secure HTTP:</p>
<ul>
<li>web (Emscripten) provides Fetch API</li>
<li>desktop is fine with Mongoose and OpenSSL</li>
<li>Android provides HttpUrlConnection in Java</li>
<li>iOS provides NSURLSession in Objective-C</li>
</ul>
<p>The need to support different languages on different platforms resulted
in the creation of so-called 'host-guest' pattern:</p>
<ul>
<li>guest (platform agnostic)<ul>
<li>provides networking representation</li>
<li>used by cross-platform C++ code</li>
</ul>
</li>
<li>host (specific platform)<ul>
<li>polls guest for pending requests</li>
<li>processes them</li>
<li>reports results back to the guest</li>
</ul>
</li>
</ul>
<p><a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/05.NodeSelection">Node selection example</a> was straightforward and caused no troubles.</p>
<p><strong>The change in handling dependencies</strong></p>
<p>For over a year we had to deal with the following
<a href="http://forum.openscenegraph.org/viewtopic.php?t=17443">shortcomings</a> when building OpenSceneGraph across platforms
using conventional methods:</p>
<ul>
<li>macOS builds failing due to certain compile flags we use</li>
<li>hacking PNG plugin safety guards to have PNG support under Android</li>
<li>iOS simulator and device builds of the same example being in separate Xcode projects</li>
<li>OpenSceneGraph taking 20-30 minutes to build</li>
</ul>
<p>These shortcomings were slowing us down and complicating the development of
new examples. Upon hitting these problems ten more times this month we decided
it was time to solve them once and for all. Now OpenSceneGraph is built as part
of each example in 2-3 minutes, and there's no more dependency magic involved.
We took the same approach of building dependencies as part of each example to
other external libraries like Mongoose and libpng-android, too.</p>
<p>With these obstacles out of the way, we can now iterate faster. Just in time
for the next technical demonstration of Mahjong 2!</p>
<p>That's it for describing two new OpenSceneGraph cross-platform examples and
the change in handling dependencies.</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
that secure HTTP connection between a debugged application and debug …</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>


</article>


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@@ -308,26 +301,6 @@ It seems that this is the technology capable of …</p><p class="subheader">Cate
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<article>
<a href="http://opengamestudio.org/scripting-research.html"><h3 class="article-title">Scripting research</h3></a>
<h6 class="subheader" title="2017-08-16T00:00:00+03:00">Ср 16 августа 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/scripting-research-ru.html">ru</a>

</h6><p><img alt="Scripting research" src="http://opengamestudio.org/2017-08-scripting-research.png"></p>
<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>


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</article>

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

</h6><p><img alt="Scripting research" src="http://opengamestudio.org/2017-08-scripting-research.png"></p>
<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>


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</article>



<article>
<a href="http://opengamestudio.org/openscenegraph-cross-platform-guide.html"><h3 class="article-title">OpenSceneGraph cross-platform guide</h3></a>
<h6 class="subheader" title="2017-07-17T00:00:00+03:00">Пн 17 июля 2017
@@ -222,27 +242,6 @@ 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/2016-tech-showcases.html"><h3 class="article-title">Technology showcases</h3></a>
<h6 class="subheader" title="2016-10-31T00:00:00+03:00">Пн 31 октября 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/2016-tech-showcases-ru.html">ru</a>

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

</p>


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

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

</p>


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<hr class="gradient"/>
</article>



<article>
<a href="http://opengamestudio.org/2016-september-recap.html"><h3 class="article-title">September 2016 recap</h3></a>
<h6 class="subheader" title="2016-10-11T00:00:00+03:00">Вт 11 октября 2016
@@ -226,23 +247,6 @@ It's time to create simple Mahjong solitaire game.</p><p class="subheader">Categ
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</article>



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

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

</p>


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

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

</p>


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<article>
<a href="http://opengamestudio.org/may-live-session-decision.html"><h3 class="article-title">May live session (Editor 0.9)</h3></a>
<h6 class="subheader" title="2016-04-24T00:00:00+03:00">Вс 24 апреля 2016
@@ -216,24 +233,6 @@ The exact date and time is …</p><p class="subheader">Category: <a href="http:/
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<article>
<a href="http://opengamestudio.org/bye-desura-hello-humblebundle.html"><h3 class="article-title">Desura no more, hello Humble Bundle Widget</h3></a>
<h6 class="subheader" title="2015-07-23T00:00:00+03:00">Чт 23 июля 2015
<a class="button secondary small translation-button" href="http://opengamestudio.org/bye-desura-hello-humblebundle-ru.html">ru</a>

</h6><p>After the recent bankruptcy of Desura's parent company, we decided, that we need a new place for our Deluxe version. Something better, more modern and more trustworthy. We have chosen the Humble Widget, with which you can buy the deluxe version of the game without leaving our site.</p>
<p>Here it …</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>


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

</h6><p>After the recent bankruptcy of Desura's parent company, we decided, that we need a new place for our Deluxe version. Something better, more modern and more trustworthy. We have chosen the Humble Widget, with which you can buy the deluxe version of the game without leaving our site.</p>
<p>Here it …</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/bye-desura-hello-humblebundle.html">Read More</a>
<hr class="gradient"/>
</article>



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


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@@ -1,5 +1,72 @@
<?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>2018-08-21T00:00:00+03:00</updated><entry><title>Examples and dependencies</title><link href="http://opengamestudio.org/examples-and-dependencies.html" rel="alternate"></link><published>2018-08-21T00:00:00+03:00</published><updated>2018-08-21T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2018-08-21:/examples-and-dependencies.html</id><summary type="html">&lt;p&gt;&lt;img alt="Screenshot" src="http://opengamestudio.org/2018-08-21-examples-and-dependencies.png"&gt;&lt;/p&gt;
<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>2018-10-02T00:00:00+03:00</updated><entry><title>OGS Mahjong 2: Demo 2</title><link href="http://opengamestudio.org/mahjong-demo2.html" rel="alternate"></link><published>2018-10-02T00:00:00+03:00</published><updated>2018-10-02T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2018-10-02:/mahjong-demo2.html</id><summary type="html">&lt;p&gt;&lt;img alt="Screenshot" src="http://opengamestudio.org/2018-10-02-mahjong-demo2.png"&gt;&lt;/p&gt;
&lt;p&gt;We are glad to announce the release of the second demonstration of OGS Mahjong 2.
The purposes of this release were to refine our development techniques and
build a solid cross-platform foundation.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Release&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Run the latest version of OGS Mahjong 2 in your web browser:
&lt;a href="http://ogstudio.github.io/ogs-mahjong"&gt;http://ogstudio.github.io/ogs-mahjong …&lt;/a&gt;&lt;/p&gt;</summary><content type="html">&lt;p&gt;&lt;img alt="Screenshot" src="http://opengamestudio.org/2018-10-02-mahjong-demo2.png"&gt;&lt;/p&gt;
&lt;p&gt;We are glad to announce the release of the second demonstration of OGS Mahjong 2.
The purposes of this release were to refine our development techniques and
build a solid cross-platform foundation.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Release&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Run the latest version of OGS Mahjong 2 in your web browser:
&lt;a href="http://ogstudio.github.io/ogs-mahjong"&gt;http://ogstudio.github.io/ogs-mahjong&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;You are encouraged to run the game with &lt;code&gt;seed&lt;/code&gt; parameter like this:
&lt;a href="http://ogstudio.github.io/ogs-mahjong?seed=0"&gt;http://ogstudio.github.io/ogs-mahjong?seed=0&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;This allows you to play the same layout each time you launch the game.&lt;/p&gt;
&lt;p&gt;Each seed uniquely identifies the placement of tiles. Thus, different seeds
give you a different experience.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Development techniques and foundation&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;During the second demonstration development, we switched from standard
development to &lt;a href="http://opengamestudio.org/example-driven-development.html"&gt;example-driven one&lt;/a&gt;. This resulted in the
creation of three distinct repositories to back the development of OGS Mahjong 2:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples"&gt;OpenSceneGraph cross-platform examples&lt;/a&gt; repository provides cross-platform foundation like resource handling, render window setup, etc.&lt;/li&gt;
&lt;li&gt;&lt;a href="https://github.com/OGStudio/ogs-mahjong-components"&gt;OGS Mahjong components&lt;/a&gt; repository provides Mahjong specific functionality like parsing layout, matching tiles, etc.&lt;/li&gt;
&lt;li&gt;&lt;a href="https://bitbucket.org/ogstudio-games/ogs-mahjong"&gt;OGS Mahjong&lt;/a&gt; repository contains snapshots of &lt;code&gt;OGS Mahjong components&lt;/code&gt; features that comprise specific game version. E.g., &lt;code&gt;Demo 2&lt;/code&gt; version is almost identical to &lt;a href="https://github.com/OGStudio/ogs-mahjong-components/tree/master/05.ColorfulStatus"&gt;05.ColorfulStatus&lt;/a&gt; example of &lt;code&gt;OGS Mahjong components&lt;/code&gt;.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Beyond Mahjong solitaire&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;In addition to &lt;code&gt;seed&lt;/code&gt; parameter, you can let the game use remote layout hosted at GitHub:
&lt;a href="http://ogstudio.github.io/ogs-mahjong?seed=0&amp;amp;layout=github://OGStudio/ogs-mahjong-components/data/cat.layout"&gt;http://ogstudio.github.io/ogs-mahjong?seed=0&amp;amp;layout=github://OGStudio/ogs-mahjong-components/data/cat.layout&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Utilizing remote resources is an extremely powerful approach allowing anyone
to create a layout of his/her choice and see the layout in action instantly.&lt;/p&gt;
&lt;p&gt;Our next step is to turn game logic into a resource, too.&lt;/p&gt;</content></entry><entry><title>OGS Mahjong 2: Demo 2</title><link href="http://opengamestudio.org/mahjong-demo2-ru.html" rel="alternate"></link><published>2018-10-02T00:00:00+03:00</published><updated>2018-10-02T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2018-10-02:/mahjong-demo2-ru.html</id><summary type="html">&lt;p&gt;&lt;img alt="Screenshot" src="http://opengamestudio.org/2018-10-02-mahjong-demo2.png"&gt;&lt;/p&gt;
&lt;p&gt;Мы рады сообщить о выпуске второй демонстрации OGS Mahjong 2. Её целью были
улучшение техники разработки и создание надёжной основы кроссплатформенной
разработки.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Выпуск&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Запустите последний выпуск OGS Mahjong 2 в вашем браузере:
&lt;a href="http://ogstudio.github.io/ogs-mahjong"&gt;http://ogstudio.github.io/ogs-mahjong&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Рекомендуем запускать игру с параметром &lt;code&gt;seed&lt;/code&gt; следующим образом:
&lt;a href="http://ogstudio.github.io/ogs-mahjong?seed=0"&gt;http://ogstudio.github.io/ogs-mahjong …&lt;/a&gt;&lt;/p&gt;</summary><content type="html">&lt;p&gt;&lt;img alt="Screenshot" src="http://opengamestudio.org/2018-10-02-mahjong-demo2.png"&gt;&lt;/p&gt;
&lt;p&gt;Мы рады сообщить о выпуске второй демонстрации OGS Mahjong 2. Её целью были
улучшение техники разработки и создание надёжной основы кроссплатформенной
разработки.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Выпуск&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Запустите последний выпуск OGS Mahjong 2 в вашем браузере:
&lt;a href="http://ogstudio.github.io/ogs-mahjong"&gt;http://ogstudio.github.io/ogs-mahjong&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Рекомендуем запускать игру с параметром &lt;code&gt;seed&lt;/code&gt; следующим образом:
&lt;a href="http://ogstudio.github.io/ogs-mahjong?seed=0"&gt;http://ogstudio.github.io/ogs-mahjong?seed=0&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Это позволяет вам играть в ту же самую раскладку после перезапуска.&lt;/p&gt;
&lt;p&gt;Каждое значение зерна (seed) однозначно задаёт расположение фишек, так что
разные значения зерна дают разнообразие партий.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Техника разработки и основа&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Во время разработки второй демонстрации мы перешли с обычной разработки на
&lt;a href="http://opengamestudio.org/example-driven-development.html"&gt;разработку через создание примеров&lt;/a&gt;. Это привело к
появлению трёх различных хранилищ для обеспечения разработки OGS Mahjong 2:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Хранилище &lt;a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples"&gt;кроссплатформенных примеров OpenSceneGraph&lt;/a&gt; содержит основу вроде работы с ресурсами, создание графического окна и т.д.&lt;/li&gt;
&lt;li&gt;Хранилище &lt;a href="https://github.com/OGStudio/ogs-mahjong-components"&gt;компонент OGS Mahjong&lt;/a&gt; содержит специфичную для Маджонга функциональность вроде разбора раскладки, сопоставления фишек и т.д.&lt;/li&gt;
&lt;li&gt;Хранилище &lt;a href="https://bitbucket.org/ogstudio-games/ogs-mahjong"&gt;OGS Mahjong&lt;/a&gt; содержит снимок набора функциональностей &lt;code&gt;компонент OGS Mahjong&lt;/code&gt;, которые определяют версию игры. Например, версия &lt;code&gt;Demo 2&lt;/code&gt; почти полностью повторяет пример &lt;a href="https://github.com/OGStudio/ogs-mahjong-components/tree/master/05.ColorfulStatus"&gt;05.ColorfulStatus&lt;/a&gt; из &lt;code&gt;компонент OGS Mahjong&lt;/code&gt;.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;За пределами пасьянса Маджонг&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;В дополнение к параметру &lt;code&gt;seed&lt;/code&gt; вы можете указать игре использовать удалённую
раскладку, расположенную на GitHub:
&lt;a href="http://ogstudio.github.io/ogs-mahjong?seed=0&amp;amp;layout=github://OGStudio/ogs-mahjong-components/data/cat.layout"&gt;http://ogstudio.github.io/ogs-mahjong?seed=0&amp;amp;layout=github://OGStudio/ogs-mahjong-components/data/cat.layout&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Использование удалённых ресурсов открывает огромные возможности, т.к. позволяет
любому желающему создать раскладку на свой вкус и моментально её проверить.&lt;/p&gt;
&lt;p&gt;Наш следующий шаг - это выделение игровой логики в виде ресурса.&lt;/p&gt;</content></entry><entry><title>Examples and dependencies</title><link href="http://opengamestudio.org/examples-and-dependencies.html" rel="alternate"></link><published>2018-08-21T00:00:00+03:00</published><updated>2018-08-21T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2018-08-21:/examples-and-dependencies.html</id><summary type="html">&lt;p&gt;&lt;img alt="Screenshot" src="http://opengamestudio.org/2018-08-21-examples-and-dependencies.png"&gt;&lt;/p&gt;
&lt;p&gt;This article describes two new OpenSceneGraph cross-platform examples and the
change in handling dependencies.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Examples of HTTP client and node selection&lt;/strong&gt;&lt;/p&gt;


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<?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>2018-08-21T00:00:00+03:00</updated><entry><title>Examples and dependencies</title><link href="http://opengamestudio.org/examples-and-dependencies.html" rel="alternate"></link><published>2018-08-21T00:00:00+03:00</published><updated>2018-08-21T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2018-08-21:/examples-and-dependencies.html</id><summary type="html">&lt;p&gt;&lt;img alt="Screenshot" src="http://opengamestudio.org/2018-08-21-examples-and-dependencies.png"&gt;&lt;/p&gt;
<feed xmlns="http://www.w3.org/2005/Atom"><title>Opensource Game Studio - News</title><link href="http://opengamestudio.org/" rel="alternate"></link><link href="http://opengamestudio.org/feeds/news.atom.xml" rel="self"></link><id>http://opengamestudio.org/</id><updated>2018-10-02T00:00:00+03:00</updated><entry><title>OGS Mahjong 2: Demo 2</title><link href="http://opengamestudio.org/mahjong-demo2.html" rel="alternate"></link><published>2018-10-02T00:00:00+03:00</published><updated>2018-10-02T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2018-10-02:/mahjong-demo2.html</id><summary type="html">&lt;p&gt;&lt;img alt="Screenshot" src="http://opengamestudio.org/2018-10-02-mahjong-demo2.png"&gt;&lt;/p&gt;
&lt;p&gt;We are glad to announce the release of the second demonstration of OGS Mahjong 2.
The purposes of this release were to refine our development techniques and
build a solid cross-platform foundation.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Release&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Run the latest version of OGS Mahjong 2 in your web browser:
&lt;a href="http://ogstudio.github.io/ogs-mahjong"&gt;http://ogstudio.github.io/ogs-mahjong …&lt;/a&gt;&lt;/p&gt;</summary><content type="html">&lt;p&gt;&lt;img alt="Screenshot" src="http://opengamestudio.org/2018-10-02-mahjong-demo2.png"&gt;&lt;/p&gt;
&lt;p&gt;We are glad to announce the release of the second demonstration of OGS Mahjong 2.
The purposes of this release were to refine our development techniques and
build a solid cross-platform foundation.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Release&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Run the latest version of OGS Mahjong 2 in your web browser:
&lt;a href="http://ogstudio.github.io/ogs-mahjong"&gt;http://ogstudio.github.io/ogs-mahjong&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;You are encouraged to run the game with &lt;code&gt;seed&lt;/code&gt; parameter like this:
&lt;a href="http://ogstudio.github.io/ogs-mahjong?seed=0"&gt;http://ogstudio.github.io/ogs-mahjong?seed=0&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;This allows you to play the same layout each time you launch the game.&lt;/p&gt;
&lt;p&gt;Each seed uniquely identifies the placement of tiles. Thus, different seeds
give you a different experience.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Development techniques and foundation&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;During the second demonstration development, we switched from standard
development to &lt;a href="http://opengamestudio.org/example-driven-development.html"&gt;example-driven one&lt;/a&gt;. This resulted in the
creation of three distinct repositories to back the development of OGS Mahjong 2:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples"&gt;OpenSceneGraph cross-platform examples&lt;/a&gt; repository provides cross-platform foundation like resource handling, render window setup, etc.&lt;/li&gt;
&lt;li&gt;&lt;a href="https://github.com/OGStudio/ogs-mahjong-components"&gt;OGS Mahjong components&lt;/a&gt; repository provides Mahjong specific functionality like parsing layout, matching tiles, etc.&lt;/li&gt;
&lt;li&gt;&lt;a href="https://bitbucket.org/ogstudio-games/ogs-mahjong"&gt;OGS Mahjong&lt;/a&gt; repository contains snapshots of &lt;code&gt;OGS Mahjong components&lt;/code&gt; features that comprise specific game version. E.g., &lt;code&gt;Demo 2&lt;/code&gt; version is almost identical to &lt;a href="https://github.com/OGStudio/ogs-mahjong-components/tree/master/05.ColorfulStatus"&gt;05.ColorfulStatus&lt;/a&gt; example of &lt;code&gt;OGS Mahjong components&lt;/code&gt;.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Beyond Mahjong solitaire&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;In addition to &lt;code&gt;seed&lt;/code&gt; parameter, you can let the game use remote layout hosted at GitHub:
&lt;a href="http://ogstudio.github.io/ogs-mahjong?seed=0&amp;amp;layout=github://OGStudio/ogs-mahjong-components/data/cat.layout"&gt;http://ogstudio.github.io/ogs-mahjong?seed=0&amp;amp;layout=github://OGStudio/ogs-mahjong-components/data/cat.layout&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Utilizing remote resources is an extremely powerful approach allowing anyone
to create a layout of his/her choice and see the layout in action instantly.&lt;/p&gt;
&lt;p&gt;Our next step is to turn game logic into a resource, too.&lt;/p&gt;</content></entry><entry><title>Examples and dependencies</title><link href="http://opengamestudio.org/examples-and-dependencies.html" rel="alternate"></link><published>2018-08-21T00:00:00+03:00</published><updated>2018-08-21T00:00:00+03:00</updated><author><name>Opensource Game Studio</name></author><id>tag:opengamestudio.org,2018-08-21:/examples-and-dependencies.html</id><summary type="html">&lt;p&gt;&lt;img alt="Screenshot" src="http://opengamestudio.org/2018-08-21-examples-and-dependencies.png"&gt;&lt;/p&gt;
&lt;p&gt;This article describes two new OpenSceneGraph cross-platform examples and the
change in handling dependencies.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Examples of HTTP client and node selection&lt;/strong&gt;&lt;/p&gt;


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@@ -47,6 +47,51 @@

<article>
<a href="http://opengamestudio.org/mahjong-demo2.html"><h3 class="article-title">OGS Mahjong 2: Demo 2</h3></a>
<h6 class="subheader" title="2018-10-02T00:00:00+03:00">Вт 02 октября 2018
<a class="button secondary small translation-button" href="http://opengamestudio.org/mahjong-demo2-ru.html">ru</a>

</h6><p><img alt="Screenshot" src="http://opengamestudio.org/2018-10-02-mahjong-demo2.png"></p>
<p>We are glad to announce the release of the second demonstration of OGS Mahjong 2.
The purposes of this release were to refine our development techniques and
build a solid cross-platform foundation.</p>
<p><strong>Release</strong></p>
<p>Run the latest version of OGS Mahjong 2 in your web browser:
<a href="http://ogstudio.github.io/ogs-mahjong">http://ogstudio.github.io/ogs-mahjong</a></p>
<p>You are encouraged to run the game with <code>seed</code> parameter like this:
<a href="http://ogstudio.github.io/ogs-mahjong?seed=0">http://ogstudio.github.io/ogs-mahjong?seed=0</a></p>
<p>This allows you to play the same layout each time you launch the game.</p>
<p>Each seed uniquely identifies the placement of tiles. Thus, different seeds
give you a different experience.</p>
<p><strong>Development techniques and foundation</strong></p>
<p>During the second demonstration development, we switched from standard
development to <a href="http://opengamestudio.org/example-driven-development.html">example-driven one</a>. This resulted in the
creation of three distinct repositories to back the development of OGS Mahjong 2:</p>
<ul>
<li><a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples">OpenSceneGraph cross-platform examples</a> repository provides cross-platform foundation like resource handling, render window setup, etc.</li>
<li><a href="https://github.com/OGStudio/ogs-mahjong-components">OGS Mahjong components</a> repository provides Mahjong specific functionality like parsing layout, matching tiles, etc.</li>
<li><a href="https://bitbucket.org/ogstudio-games/ogs-mahjong">OGS Mahjong</a> repository contains snapshots of <code>OGS Mahjong components</code> features that comprise specific game version. E.g., <code>Demo 2</code> version is almost identical to <a href="https://github.com/OGStudio/ogs-mahjong-components/tree/master/05.ColorfulStatus">05.ColorfulStatus</a> example of <code>OGS Mahjong components</code>.</li>
</ul>
<p><strong>Beyond Mahjong solitaire</strong></p>
<p>In addition to <code>seed</code> parameter, you can let the game use remote layout hosted at GitHub:
<a href="http://ogstudio.github.io/ogs-mahjong?seed=0&amp;layout=github://OGStudio/ogs-mahjong-components/data/cat.layout">http://ogstudio.github.io/ogs-mahjong?seed=0&amp;layout=github://OGStudio/ogs-mahjong-components/data/cat.layout</a></p>
<p>Utilizing remote resources is an extremely powerful approach allowing anyone
to create a layout of his/her choice and see the layout in action instantly.</p>
<p>Our next step is to turn game logic into a resource, too.</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/examples-and-dependencies.html"><h3 class="article-title">Examples and dependencies</h3></a>
<h6 class="subheader" title="2018-08-21T00:00:00+03:00">Вт 21 августа 2018
@@ -58,66 +103,14 @@ change in handling dependencies.</p>
<p><strong>Examples of HTTP client and node selection</strong></p>
<p>Once we finished working on <a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/04.RemoteDebugging">the remote debugging example</a> and
<a href="http://opengamestudio.org/example-driven-development.html">reported its completion</a>, we were surprised by the fact
that secure HTTP connection between a debugged application and debug broker
was only working in the web version of the example. Desktop and mobile versions
only worked with insecure HTTP.</p>
<p>Since current debug scheme has no authentication, insecure debugging over HTTP
doesn't really hurt. However, if we want to access resources located at popular
sites like GitHub and BitBucket, we have to support secure HTTP.</p>
<p>The need to support HTTPS on each platform spurred us to create
<a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/03.HTTPClient">HTTP client example</a>. Turned out, each platform had its own
preferred way of doing secure HTTP:</p>
<ul>
<li>web (Emscripten) provides Fetch API</li>
<li>desktop is fine with Mongoose and OpenSSL</li>
<li>Android provides HttpUrlConnection in Java</li>
<li>iOS provides NSURLSession in Objective-C</li>
</ul>
<p>The need to support different languages on different platforms resulted
in the creation of so-called 'host-guest' pattern:</p>
<ul>
<li>guest (platform agnostic)<ul>
<li>provides networking representation</li>
<li>used by cross-platform C++ code</li>
</ul>
</li>
<li>host (specific platform)<ul>
<li>polls guest for pending requests</li>
<li>processes them</li>
<li>reports results back to the guest</li>
</ul>
</li>
</ul>
<p><a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples/tree/master/05.NodeSelection">Node selection example</a> was straightforward and caused no troubles.</p>
<p><strong>The change in handling dependencies</strong></p>
<p>For over a year we had to deal with the following
<a href="http://forum.openscenegraph.org/viewtopic.php?t=17443">shortcomings</a> when building OpenSceneGraph across platforms
using conventional methods:</p>
<ul>
<li>macOS builds failing due to certain compile flags we use</li>
<li>hacking PNG plugin safety guards to have PNG support under Android</li>
<li>iOS simulator and device builds of the same example being in separate Xcode projects</li>
<li>OpenSceneGraph taking 20-30 minutes to build</li>
</ul>
<p>These shortcomings were slowing us down and complicating the development of
new examples. Upon hitting these problems ten more times this month we decided
it was time to solve them once and for all. Now OpenSceneGraph is built as part
of each example in 2-3 minutes, and there's no more dependency magic involved.
We took the same approach of building dependencies as part of each example to
other external libraries like Mongoose and libpng-android, too.</p>
<p>With these obstacles out of the way, we can now iterate faster. Just in time
for the next technical demonstration of Mahjong 2!</p>
<p>That's it for describing two new OpenSceneGraph cross-platform examples and
the change in handling dependencies.</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
that secure HTTP connection between a debugged application and debug …</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>


</article>


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@@ -308,26 +301,6 @@ It seems that this is the technology capable of …</p><p class="subheader">Cate
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<article>
<a href="http://opengamestudio.org/scripting-research.html"><h3 class="article-title">Scripting research</h3></a>
<h6 class="subheader" title="2017-08-16T00:00:00+03:00">Ср 16 августа 2017
<a class="button secondary small translation-button" href="http://opengamestudio.org/scripting-research-ru.html">ru</a>

</h6><p><img alt="Scripting research" src="http://opengamestudio.org/2017-08-scripting-research.png"></p>
<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>


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

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

</h6><p><img alt="Scripting research" src="http://opengamestudio.org/2017-08-scripting-research.png"></p>
<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>


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



<article>
<a href="http://opengamestudio.org/openscenegraph-cross-platform-guide.html"><h3 class="article-title">OpenSceneGraph cross-platform guide</h3></a>
<h6 class="subheader" title="2017-07-17T00:00:00+03:00">Пн 17 июля 2017
@@ -222,27 +242,6 @@ In case you missed it, here's …</p><p class="subheader">Category: <a href="htt
<hr class="gradient"/>
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<article>
<a href="http://opengamestudio.org/2016-tech-showcases.html"><h3 class="article-title">Technology showcases</h3></a>
<h6 class="subheader" title="2016-10-31T00:00:00+03:00">Пн 31 октября 2016
<a class="button secondary small translation-button" href="http://opengamestudio.org/2016-tech-showcases-ru.html">ru</a>

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

</p>


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

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

</p>


<a class="button radius secondary small right" href="http://opengamestudio.org/2016-tech-showcases.html">Read More</a>
<hr class="gradient"/>
</article>



<article>
<a href="http://opengamestudio.org/2016-september-recap.html"><h3 class="article-title">September 2016 recap</h3></a>
<h6 class="subheader" title="2016-10-11T00:00:00+03:00">Вт 11 октября 2016
@@ -226,23 +247,6 @@ It's time to create simple Mahjong solitaire game.</p><p class="subheader">Categ
<hr class="gradient"/>
</article>



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

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

</p>


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

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

</p>


<a class="button radius secondary small right" href="http://opengamestudio.org/may-live-session-announcement.html">Read More</a>
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<article>
<a href="http://opengamestudio.org/may-live-session-decision.html"><h3 class="article-title">May live session (Editor 0.9)</h3></a>
<h6 class="subheader" title="2016-04-24T00:00:00+03:00">Вс 24 апреля 2016
@@ -216,24 +233,6 @@ The exact date and time is …</p><p class="subheader">Category: <a href="http:/
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<article>
<a href="http://opengamestudio.org/bye-desura-hello-humblebundle.html"><h3 class="article-title">Desura no more, hello Humble Bundle Widget</h3></a>
<h6 class="subheader" title="2015-07-23T00:00:00+03:00">Чт 23 июля 2015
<a class="button secondary small translation-button" href="http://opengamestudio.org/bye-desura-hello-humblebundle-ru.html">ru</a>

</h6><p>After the recent bankruptcy of Desura's parent company, we decided, that we need a new place for our Deluxe version. Something better, more modern and more trustworthy. We have chosen the Humble Widget, with which you can buy the deluxe version of the game without leaving our site.</p>
<p>Here it …</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/bye-desura-hello-humblebundle.html">Read More</a>
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<a href="http://opengamestudio.org/bye-desura-hello-humblebundle.html"><h3 class="article-title">Desura no more, hello Humble Bundle Widget</h3></a>
<h6 class="subheader" title="2015-07-23T00:00:00+03:00">Чт 23 июля 2015
<a class="button secondary small translation-button" href="http://opengamestudio.org/bye-desura-hello-humblebundle-ru.html">ru</a>

</h6><p>After the recent bankruptcy of Desura's parent company, we decided, that we need a new place for our Deluxe version. Something better, more modern and more trustworthy. We have chosen the Humble Widget, with which you can buy the deluxe version of the game without leaving our site.</p>
<p>Here it …</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

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<h6 class="subheader" title="2015-07-22T00:00:00+03:00">Ср 22 июля 2015


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title="Permalink to OGS Mahjong 2: Demo 2">OGS Mahjong 2: Demo 2</a></h3>
</header>

<h6 class="subheader" title="2018-10-02T00:00:00+03:00">Вт 02 октября 2018
<a class="button secondary small translation-button" href="http://opengamestudio.org/mahjong-demo2.html">en</a>

</h6> <p><img alt="Screenshot" src="http://opengamestudio.org/2018-10-02-mahjong-demo2.png"></p>
<p>Мы рады сообщить о выпуске второй демонстрации OGS Mahjong 2. Её целью были
улучшение техники разработки и создание надёжной основы кроссплатформенной
разработки.</p>
<p><strong>Выпуск</strong></p>
<p>Запустите последний выпуск OGS Mahjong 2 в вашем браузере:
<a href="http://ogstudio.github.io/ogs-mahjong">http://ogstudio.github.io/ogs-mahjong</a></p>
<p>Рекомендуем запускать игру с параметром <code>seed</code> следующим образом:
<a href="http://ogstudio.github.io/ogs-mahjong?seed=0">http://ogstudio.github.io/ogs-mahjong?seed=0</a></p>
<p>Это позволяет вам играть в ту же самую раскладку после перезапуска.</p>
<p>Каждое значение зерна (seed) однозначно задаёт расположение фишек, так что
разные значения зерна дают разнообразие партий.</p>
<p><strong>Техника разработки и основа</strong></p>
<p>Во время разработки второй демонстрации мы перешли с обычной разработки на
<a href="http://opengamestudio.org/example-driven-development.html">разработку через создание примеров</a>. Это привело к
появлению трёх различных хранилищ для обеспечения разработки OGS Mahjong 2:</p>
<ul>
<li>Хранилище <a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples">кроссплатформенных примеров OpenSceneGraph</a> содержит основу вроде работы с ресурсами, создание графического окна и т.д.</li>
<li>Хранилище <a href="https://github.com/OGStudio/ogs-mahjong-components">компонент OGS Mahjong</a> содержит специфичную для Маджонга функциональность вроде разбора раскладки, сопоставления фишек и т.д.</li>
<li>Хранилище <a href="https://bitbucket.org/ogstudio-games/ogs-mahjong">OGS Mahjong</a> содержит снимок набора функциональностей <code>компонент OGS Mahjong</code>, которые определяют версию игры. Например, версия <code>Demo 2</code> почти полностью повторяет пример <a href="https://github.com/OGStudio/ogs-mahjong-components/tree/master/05.ColorfulStatus">05.ColorfulStatus</a> из <code>компонент OGS Mahjong</code>.</li>
</ul>
<p><strong>За пределами пасьянса Маджонг</strong></p>
<p>В дополнение к параметру <code>seed</code> вы можете указать игре использовать удалённую
раскладку, расположенную на GitHub:
<a href="http://ogstudio.github.io/ogs-mahjong?seed=0&amp;layout=github://OGStudio/ogs-mahjong-components/data/cat.layout">http://ogstudio.github.io/ogs-mahjong?seed=0&amp;layout=github://OGStudio/ogs-mahjong-components/data/cat.layout</a></p>
<p>Использование удалённых ресурсов открывает огромные возможности, т.к. позволяет
любому желающему создать раскладку на свой вкус и моментально её проверить.</p>
<p>Наш следующий шаг - это выделение игровой логики в виде ресурса.</p>
<p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

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title="Permalink to OGS Mahjong 2: Demo 2">OGS Mahjong 2: Demo 2</a></h3>
</header>

<h6 class="subheader" title="2018-10-02T00:00:00+03:00">Вт 02 октября 2018
<a class="button secondary small translation-button" href="http://opengamestudio.org/mahjong-demo2-ru.html">ru</a>

</h6> <p><img alt="Screenshot" src="http://opengamestudio.org/2018-10-02-mahjong-demo2.png"></p>
<p>We are glad to announce the release of the second demonstration of OGS Mahjong 2.
The purposes of this release were to refine our development techniques and
build a solid cross-platform foundation.</p>
<p><strong>Release</strong></p>
<p>Run the latest version of OGS Mahjong 2 in your web browser:
<a href="http://ogstudio.github.io/ogs-mahjong">http://ogstudio.github.io/ogs-mahjong</a></p>
<p>You are encouraged to run the game with <code>seed</code> parameter like this:
<a href="http://ogstudio.github.io/ogs-mahjong?seed=0">http://ogstudio.github.io/ogs-mahjong?seed=0</a></p>
<p>This allows you to play the same layout each time you launch the game.</p>
<p>Each seed uniquely identifies the placement of tiles. Thus, different seeds
give you a different experience.</p>
<p><strong>Development techniques and foundation</strong></p>
<p>During the second demonstration development, we switched from standard
development to <a href="http://opengamestudio.org/example-driven-development.html">example-driven one</a>. This resulted in the
creation of three distinct repositories to back the development of OGS Mahjong 2:</p>
<ul>
<li><a href="https://github.com/OGStudio/openscenegraph-cross-platform-examples">OpenSceneGraph cross-platform examples</a> repository provides cross-platform foundation like resource handling, render window setup, etc.</li>
<li><a href="https://github.com/OGStudio/ogs-mahjong-components">OGS Mahjong components</a> repository provides Mahjong specific functionality like parsing layout, matching tiles, etc.</li>
<li><a href="https://bitbucket.org/ogstudio-games/ogs-mahjong">OGS Mahjong</a> repository contains snapshots of <code>OGS Mahjong components</code> features that comprise specific game version. E.g., <code>Demo 2</code> version is almost identical to <a href="https://github.com/OGStudio/ogs-mahjong-components/tree/master/05.ColorfulStatus">05.ColorfulStatus</a> example of <code>OGS Mahjong components</code>.</li>
</ul>
<p><strong>Beyond Mahjong solitaire</strong></p>
<p>In addition to <code>seed</code> parameter, you can let the game use remote layout hosted at GitHub:
<a href="http://ogstudio.github.io/ogs-mahjong?seed=0&amp;layout=github://OGStudio/ogs-mahjong-components/data/cat.layout">http://ogstudio.github.io/ogs-mahjong?seed=0&amp;layout=github://OGStudio/ogs-mahjong-components/data/cat.layout</a></p>
<p>Utilizing remote resources is an extremely powerful approach allowing anyone
to create a layout of his/her choice and see the layout in action instantly.</p>
<p>Our next step is to turn game logic into a resource, too.</p>
<p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>

</p>



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Title: OGS Mahjong 2: Demo 2
Date: 2018-10-02 00:00
Category: News
Slug: mahjong-demo2
Lang: ru

![Screenshot][screenshot]

Мы рады сообщить о выпуске второй демонстрации OGS Mahjong 2. Её целью были
улучшение техники разработки и создание надёжной основы кроссплатформенной
разработки.

**Выпуск**

Запустите последний выпуск OGS Mahjong 2 в вашем браузере:
[http://ogstudio.github.io/ogs-mahjong](http://ogstudio.github.io/ogs-mahjong)

Рекомендуем запускать игру с параметром `seed` следующим образом:
[http://ogstudio.github.io/ogs-mahjong?seed=0](http://ogstudio.github.io/ogs-mahjong?seed=0)

Это позволяет вам играть в ту же самую раскладку после перезапуска.

Каждое значение зерна (seed) однозначно задаёт расположение фишек, так что
разные значения зерна дают разнообразие партий.

**Техника разработки и основа**

Во время разработки второй демонстрации мы перешли с обычной разработки на
[разработку через создание примеров][article-2018-june]. Это привело к
появлению трёх различных хранилищ для обеспечения разработки OGS Mahjong 2:

* Хранилище [кроссплатформенных примеров OpenSceneGraph][osgcpe] содержит основу вроде работы с ресурсами, создание графического окна и т.д.
* Хранилище [компонент OGS Mahjong][omc] содержит специфичную для Маджонга функциональность вроде разбора раскладки, сопоставления фишек и т.д.
* Хранилище [OGS Mahjong][ogs-mahjong] содержит снимок набора функциональностей `компонент OGS Mahjong`, которые определяют версию игры. Например, версия `Demo 2` почти полностью повторяет пример [05.ColorfulStatus][omc-05] из `компонент OGS Mahjong`.

**За пределами пасьянса Маджонг**

В дополнение к параметру `seed` вы можете указать игре использовать удалённую
раскладку, расположенную на GitHub:
[http://ogstudio.github.io/ogs-mahjong?seed=0&layout=github://OGStudio/ogs-mahjong-components/data/cat.layout](http://ogstudio.github.io/ogs-mahjong?seed=0&layout=github://OGStudio/ogs-mahjong-components/data/cat.layout)

Использование удалённых ресурсов открывает огромные возможности, т.к. позволяет
любому желающему создать раскладку на свой вкус и моментально её проверить.

Наш следующий шаг - это выделение игровой логики в виде ресурса.


[screenshot]: {attach}/images/2018-10-02-mahjong-demo2.png

[article-2018-june]: {filename}/articles/2018-06-27-example-driven-development.md
[osgcpe]: https://github.com/OGStudio/openscenegraph-cross-platform-examples
[omc]: https://github.com/OGStudio/ogs-mahjong-components
[ogs-mahjong]: https://bitbucket.org/ogstudio-games/ogs-mahjong
[omc-05]: https://github.com/OGStudio/ogs-mahjong-components/tree/master/05.ColorfulStatus

+ 52
- 0
pelican/content/articles/2018-10-02-mahjong-demo2.md Ver fichero

@@ -0,0 +1,52 @@
Title: OGS Mahjong 2: Demo 2
Date: 2018-10-02 00:00
Category: News
Slug: mahjong-demo2
Lang: en

![Screenshot][screenshot]

We are glad to announce the release of the second demonstration of OGS Mahjong 2.
The purposes of this release were to refine our development techniques and
build a solid cross-platform foundation.

**Release**

Run the latest version of OGS Mahjong 2 in your web browser:
[http://ogstudio.github.io/ogs-mahjong](http://ogstudio.github.io/ogs-mahjong)

You are encouraged to run the game with `seed` parameter like this:
[http://ogstudio.github.io/ogs-mahjong?seed=0](http://ogstudio.github.io/ogs-mahjong?seed=0)

This allows you to play the same layout each time you launch the game.

Each seed uniquely identifies the placement of tiles. Thus, different seeds
give you a different experience.

**Development techniques and foundation**

During the second demonstration development, we switched from standard
development to [example-driven one][article-2018-june]. This resulted in the
creation of three distinct repositories to back the development of OGS Mahjong 2:

* [OpenSceneGraph cross-platform examples][osgcpe] repository provides cross-platform foundation like resource handling, render window setup, etc.
* [OGS Mahjong components][omc] repository provides Mahjong specific functionality like parsing layout, matching tiles, etc.
* [OGS Mahjong][ogs-mahjong] repository contains snapshots of `OGS Mahjong components` features that comprise specific game version. E.g., `Demo 2` version is almost identical to [05.ColorfulStatus][omc-05] example of `OGS Mahjong components`.

**Beyond Mahjong solitaire**

In addition to `seed` parameter, you can let the game use remote layout hosted at GitHub:
[http://ogstudio.github.io/ogs-mahjong?seed=0&layout=github://OGStudio/ogs-mahjong-components/data/cat.layout](http://ogstudio.github.io/ogs-mahjong?seed=0&layout=github://OGStudio/ogs-mahjong-components/data/cat.layout)

Utilizing remote resources is an extremely powerful approach allowing anyone
to create a layout of his/her choice and see the layout in action instantly.

Our next step is to turn game logic into a resource, too.

[screenshot]: {attach}/images/2018-10-02-mahjong-demo2.png

[article-2018-june]: {filename}/articles/2018-06-27-example-driven-development.md
[osgcpe]: https://github.com/OGStudio/openscenegraph-cross-platform-examples
[omc]: https://github.com/OGStudio/ogs-mahjong-components
[ogs-mahjong]: https://bitbucket.org/ogstudio-games/ogs-mahjong
[omc-05]: https://github.com/OGStudio/ogs-mahjong-components/tree/master/05.ColorfulStatus

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