2018-11-19 00:00
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:
This time we asked ourselves two simple questions:
2018-10-02 00:00
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. . .
2018-08-21 00:00
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.. . .
2018-06-27 00:00
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.. . .
2018-04-20 00:00
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.. . .
2018-02-16 00:00
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:
Notes:
2018-01-26 00:00
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:
Just like any other plan, this one looked fine at first sight. However, once you get down to work, new details start to come out. This plan was no exception. Below are a few problems that came out during development.. . .
2017-12-31 22:00
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.. . .
2017-11-22 00:00
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.. . .
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