OpenSceneGraph cross-platform examples
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.
Each example:
- explains crucial code necessary to perform a specific task
- accents platform-specific nuances
- provides implementations to cover desktop, mobile, and web platforms
- provides a web build to showcase results
The first two examples cover the following topics:
- Embed resource into executable: this greatly simplifies resource handling across platforms
- Use PNG images with PNG plugins: this explains the requirements necessary to build and use PNG plugins
We will be adding new examples as we proceed with OGS Mahjong 2 development.
That's it for summarizing the work we did to produce the first two cross-platform OpenSceneGraph examples.
First techdemo of OGS Mahjong 2: Gameplay
We are glad to announce the release of the first technical demonstration of
OGS Mahjong 2. The purpose of this release was to verify gameplay across
supported platforms.
Get techdemo for your platform:
Read More
Mahjong recreation start
This article describes the start of Mahjong game recreation.
Plan
We started Mahjong recreation endeavour by composing a brief plan to get gameplay with minimal graphics:
- Load single layout
- Place tiles in layout positions
- Distinguish tiles
- Implement selection
- Implement matching
Just like any other plan, this one looked fine at ...
Read More
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 ...
Read More
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 ...
Read More
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 ...
Read More
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 ...
Read More
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 ...
Read More
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 ...
Read More
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 ...
Read More