News

On the way to durable applications

2019-08-05 00:00

Pskov's veche

This article describes our first durable application for desktop PCs: PSKOV static site generator.

Durability

A durable application is an application that functions without a single change on operating systems released in years 2010-2030. In other words, a durable application has backward compatibility of 10 years and has the stability to run for 10 years. Actually, PSKOV runs even under Windows 2000, so PSKOV has backward compatibility of 19 years.. . .

Defending availability

2019-04-16 00:00

Altai's Katun river

In this article, we describe the beginning of our efforts to protect ourselves from third-party solutions.

Since day one of Opensource Game Studio project, we rely heavily on third-party solutions to help us achieve the goal of creating the best game development tools. To this date, we used forums, task trackers, mailing lists, social networks, code version control systems, hosting providers, compiler suites, libraries, and so on. Each third-party solution we used had its own lifespan.. . .

Teaching kids to program

2019-02-04 00:00

Students and teachers

In this article, Michael shares his experience of teaching kids to program.

Here's what he covers:

  • organization of the learning process
  • learning plan
  • memory game
  • development tools
  • lessons
  • results and plans

Organization of the learning process

The learning process is conducted as part of corporate social responsibility: a company provides a room with equipment and connects employees that want to try themselves in the role of teachers with employees that want their kids educated. All this is done voluntarily.. . .

Year of rethinking

2019-01-01 0:01

Sparkler

It was a year of reimagining and rethinking. As some of you may remember, we started this project to make a game development tool. During the years, the idea evolved from one form to another, sometimes the changes were significant, other times we threw away all the code and started anew.

As a result of all these changes, we came to the end of the year 2018 without a tool, but with a clear understanding of what tool are we making.

There are plenty of fine game development tools out there. Some of them are even open source. We spent plenty of time trying them, and some are quite good.. . .

Ideal games and game development tools

2018-11-19 00:00

A man without and with tools

In this article, we discuss how ideal video game and video game development tool look like, in our opinion.

Questions

As you know, the goals of Opensource Game Studio are:

  • creation of free video game development tools
  • making video games with those tools
  • preparing video game development tutorials

This time we asked ourselves two simple questions:

  • What is an ideal video game?
  • What is an ideal video game development tool?. . .

OGS Mahjong 2: Demo 2

2018-10-02 00:00

Start of a Mahjong party

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

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

Examples and dependencies

2018-08-21 00:00

Cloud

This article describes two new OpenSceneGraph cross-platform examples and the change in handling dependencies.

Examples of HTTP client and node selection

Once we finished working on the remote debugging example and reported its completion, 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.. . .

Example-driven development

2018-06-27 00:00

Debug broker

This article explains how the third OpenSceneGraph cross-platform example opened our eyes to example-driven development.

2018-08 EDIT: the third example has been renamed to the fourth one due to the reasons described in the next article.

The third OpenSceneGraph cross-platform example

The third OpenSceneGraph cross-platform example explains how to implement remote debugging across platforms. This example is less about OpenSceneGraph and more about different platforms.. . .

OpenSceneGraph cross-platform examples

2018-04-20 00:00

iOS Simulator renders a cube

This article summarizes the work we did to produce the first two cross-platform OpenSceneGraph examples.

By the time the first technology demonstration of OGS Mahjong 2 has been released, we've already had issue request (to explain how to load images with OpenSceneGraph on Android) hanging for some time. We considered creating a new tutorial for OpenSceneGraph cross-platform guide at first. However, we realized that it's time-consuming and excessive for such a tiny topic (compared to what an average game has) as image loading. We decided to continue sharing our knowledge in the form of concrete examples. That's how OpenSceneGraph cross-platform examples were born.. . .

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