The year of lessons
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.
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.
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.
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).
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.
The Opensource Game Studio Team.
2017 summary
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.
Brief history
Opensource Game Studio project is 12 years old now.
2005. We started the project with a fanatic call to create the best game ever …
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Back to the Static
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 …
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The birth of MJIN world
This article describes the birth of MJIN world in August 2017.
mjin-player
As you know, we spent July to research scripting. We found a solution that satisfies the following criteria. Scripts should:
- run unchanged on all supported platforms
- allow extending C++ code
We have verified the second criterion by writing …
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Scripting research
This article describes scripting research in July 2017.
Our first goal of using a scripting language was to have a platform-independent code that runs unchanged on every supported platform.
OGS Editor 0.10 supports Python for such a code thanks to SWIG. SWIG provides a way to wrap almost any …
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OpenSceneGraph cross-platform guide
This article summarizes the work we did to produce OpenSceneGraph cross-platform guide.
June marked the finish of OpenSceneGraph cross-platform guide with the publishing of the last (initially planned) tutorial. The tutorial describes how to build and run sample OpenSceneGraph application in Web using Emscripten.
In case you missed it, here's …
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iOS tutorial
This article describes problems we faced during the creation of iOS tutorial in May 2017.
This February 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 …
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OpenSceneGraph sample
This article describes creation of the tutorials for building sample OpenSceneGraph application under Linux, macOS, Windows, and Android in April 2017.
Previous tutorials described how to install OpenSceneGraph under Linux, macOS, Windows and render a model using the standard osgviewer tool. This time we worked on a sample OpenSceneGraph application …
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It's all fine
This article describes creation of the first four OpenSceneGraph tutorials in March 2017.
The first four OpenSceneGraph tutorials explain how to create a cube model with Blender and display the model under Linux, macOS, or Windows using OpenSceneGraph tool called osgviewer.
The whole process of creating a single tutorial turned …
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Let's go
In this article we describe our progress in January and February of 2017: rendering under iOS/Web and a new tutorial tool.
Rendering under iOS/Web
To our surprise, we got a simple red cube rendered under iOS and Web pretty fast: in early February. However, this is only the …
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