The year of challenges

Wed 25 January 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 chance …

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Happy 2017

Sat 31 December 2016 ru

Happy new year

Okay. It's been a hard year for everyone in the team. And it's almost over. Praise it ends! Praise the new one!

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 …

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November 2016 recap

Thu 15 December 2016 ru

November recap

This article describes the start of MJIN library separation into modules.

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 …

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October 2016 recap

Sat 19 November 2016 ru

October recap

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.

First attempt to build OSG.

Having no prior knowledge of Android development, we grabbed the latest Android Studio and started …

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Technology showcases

Mon 31 October 2016 ru

TechShowcases

In this article, we take another look at 2015-2016 live sessions' format and introduce a new showcase format for 2017.

2015 and 2016: live sessions.

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 …

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September 2016 recap

Tue 11 October 2016 ru

September recap

This article explains September 2016 live session stages: draft, rehearsal, live session itself, and publishing.

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.

  1. Draft. Game creation for the first time …

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