2017 summary

Ср 22 Ноябрь 2017 ru

Screenshot

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. Probably right after finishing Half-Life 2 or Morrowind. 99.99% of those who wanted to participate weathered during a couple of years leaving only the two of us: Michael (coding) and Ivan (the rest). The project was in a constant turmoil because we had no clear purpose and discipline. Thus, we only got a handful of demonstrations during that period.

2010. The first year for us to admit we failed big time. After accepting the failure, we have set Mahjong game as our initial target. We also realized that if we want the game out, we must work every day. We didn't get anywhere by working on weekends because they often collided with family time.

2012, 2013. We released Mahjong 1.0 and Mahjong 1.1 correspondingly. We created a complete, polished game in 3-4 years after failing to provide anything of value during previous 5 years. To this date, Mahjong is the best and only game we released so far. We're still proud of it because it still feels great.

2015. We showcased the first version of our game toolset. After releasing Mahjong, we decided to spend time on building toolset that would allow us to develop games faster.

2016. We recreated Mahjong gameplay with our game toolset. However, we quickly realized that desktop only game toolset is a dead end. It led us to research mobile platforms.

Last year

2016, October. We started mobile platforms' research by making simple straightforward OpenSceneGraph application run under Android.

2017, January. We got the Android version working and started iOS and Web research.

2017, February. We made the sample application work everywhere: desktop, mobile, web.

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.

2017, July. We published OpenSceneGraph cross-platform guide, 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.

2017, November. We published simple Memory: Colors game and the guide 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.

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.

Category: News


Back to the Static

Пн 16 Октябрь 2017 ru

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 ...

Category: News

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The birth of MJIN world

Вс 10 Сентябрь 2017 ru

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:

  1. run unchanged on all supported platforms
  2. allow extending C++ code

We have verified the second criterion by writing ...

Category: News

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Scripting research

Ср 16 Август 2017 ru

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 ...

Category: News

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iOS tutorial

Чт 08 Июнь 2017 ru

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 ...

Category: News

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OpenSceneGraph sample

Пт 12 Май 2017 ru

OSG 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 ...

Category: News

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It's all fine

Пт 07 Апрель 2017 ru

ItsAllFine

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 ...

Category: News

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Let's go

Чт 16 Март 2017 ru

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 ...

Category: News

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The year of challenges

Ср 25 Январь 2017 ru

The year of challenges

This article describes our plans for 2017.

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:

Android rendering

Some people would consider this a failure. We don't. We see a ...

Category: News

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