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  78. <div id="header">
  79. <strong id="title">Open Game Studio</strong>
  80. <a href="../../en/news/index.html">News</a>
  81. <a href="../../en/game/index.html">Games</a>
  82. <a href="../../en/tool/index.html">Tools</a>
  83. <a href="../../en/page/about.html">About</a>
  84. <div id="lang">
  85. <a href="../../en/news/index3.html">EN</a>
  86. <a href="../../ru/news/index3.html">RU</a>
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  89. <center>
  90. <h1>News</h1>
  91. <div class="news_item">
  92. <h2 class="news_item_title">
  93. <a href="scripting-research.html">Scripting research</a>
  94. </h2>
  95. <p class="news_item_date">
  96. 2017-08-16 00:00
  97. </p>
  98. <div class="news_item_contents">
  99. <p><img src="../../images/2017-08-scripting-research.png" alt="Textbook with a text" /></p>
  100. <p>This article describes scripting research in July 2017.</p>
  101. <p><strong>Our first goal of using a scripting language was to have a platform-independent code that runs unchanged on every supported platform.</strong>. . .</p>
  102. </div>
  103. <div class="news_item_more">
  104. <a href="scripting-research.html">Continue reading</a>
  105. </div>
  106. </div>
  107. <div class="news_item">
  108. <h2 class="news_item_title">
  109. <a href="openscenegraph-cross-platform-guide.html">OpenSceneGraph cross-platform guide</a>
  110. </h2>
  111. <p class="news_item_date">
  112. 2017-07-17 00:00
  113. </p>
  114. <div class="news_item_contents">
  115. <p><img src="../../images/2017-07-openscenegraph-guide.png" alt="OpenSceneGraph sample application in desktop and mobile" /></p>
  116. <p>This article summarizes the work we did to produce OpenSceneGraph cross-platform guide.</p>
  117. <p>June marked the finish of <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide">OpenSceneGraph cross-platform guide</a> with the publishing of the last (initially planned) tutorial. The tutorial describes <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide/tree/master/1.10.SampleWeb">how to build and run sample OpenSceneGraph application in Web</a> using Emscripten.. . .</p>
  118. </div>
  119. <div class="news_item_more">
  120. <a href="openscenegraph-cross-platform-guide.html">Continue reading</a>
  121. </div>
  122. </div>
  123. <div class="news_item">
  124. <h2 class="news_item_title">
  125. <a href="ios-tutorial.html">iOS tutorial</a>
  126. </h2>
  127. <p class="news_item_date">
  128. 2017-06-08 10:00
  129. </p>
  130. <div class="news_item_contents">
  131. <p><img src="../../images/2017-06-08-ios-refactoring.png" alt="Earth and a rocket" /></p>
  132. <p>This article describes problems we faced during the creation of iOS tutorial in May 2017.</p>
  133. <p><a href="https://twitter.com/OpenGameStudio/status/826816343433498627">This February</a> 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 up with a hackish demo that works for one person, but it's hard to create a concise example that works for everyone.. . .</p>
  134. </div>
  135. <div class="news_item_more">
  136. <a href="ios-tutorial.html">Continue reading</a>
  137. </div>
  138. </div>
  139. <div class="news_item">
  140. <h2 class="news_item_title">
  141. <a href="osg-sample.html">OpenSceneGraph sample</a>
  142. </h2>
  143. <p class="news_item_date">
  144. 2017-05-12 00:00
  145. </p>
  146. <div class="news_item_contents">
  147. <p><img src="../../images/2017-05_osg-sample.png" alt="Rocket in the distance" /></p>
  148. <p>This article describes creation of the tutorials for building sample OpenSceneGraph application under Linux, macOS, Windows, and Android in April 2017.</p>
  149. <p>Previous tutorials described how to install OpenSceneGraph under Linux, macOS, Windows and render a model using the standard <strong>osgviewer</strong> tool. This time we worked on a <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide-application">sample OpenSceneGraph application</a> that would run under Linux, macOS, Windows, and Android.. . .</p>
  150. </div>
  151. <div class="news_item_more">
  152. <a href="osg-sample.html">Continue reading</a>
  153. </div>
  154. </div>
  155. <div class="news_item">
  156. <h2 class="news_item_title">
  157. <a href="its-all-fine.html">It's all fine</a>
  158. </h2>
  159. <p class="news_item_date">
  160. 2017-04-07 00:00
  161. </p>
  162. <div class="news_item_contents">
  163. <p><img src="../../images/2017-04_its-all-fine.png" alt="Flight of a rocket" /></p>
  164. <p>This article describes creation of the first four OpenSceneGraph tutorials in March 2017.</p>
  165. <p>The <a href="https://github.com/OGStudio/openscenegraph-cross-platform-guide/">first four OpenSceneGraph tutorials</a> explain how to create a cube model with Blender and display the model under Linux, macOS, or Windows using OpenSceneGraph tool called osgviewer.. . .</p>
  166. </div>
  167. <div class="news_item_more">
  168. <a href="its-all-fine.html">Continue reading</a>
  169. </div>
  170. </div>
  171. <div class="news_item">
  172. <h2 class="news_item_title">
  173. <a href="lets-go.html">Let's go</a>
  174. </h2>
  175. <p class="news_item_date">
  176. 2017-03-16 00:00
  177. </p>
  178. <div class="news_item_contents">
  179. <p><img src="../../images/2017-03_lets-go.png" alt="Gagarin's words" /></p>
  180. <p>In this article we describe our progress in January and February of 2017: rendering under iOS/Web and a new tutorial tool.</p>
  181. <p><strong>Rendering under iOS/Web</strong></p>
  182. <p>To our surprise, we got a simple red cube rendered under <a href="https://twitter.com/OpenGameStudio/status/826816343433498627">iOS</a> and <a href="https://twitter.com/OpenGameStudio/status/829731986264698881">Web</a> pretty fast: in early February. However, this is only the beginning of this year's challenge to support Android, iOS, and Web platforms. There's a long and bumpy road ahead of us as we need a lot more on each platform before we can claim a success: visual effects, Python scripting, data archives.. . .</p>
  183. </div>
  184. <div class="news_item_more">
  185. <a href="lets-go.html">Continue reading</a>
  186. </div>
  187. </div>
  188. <div class="news_item">
  189. <h2 class="news_item_title">
  190. <a href="the-year-of-challenges.html">The year of challenges</a>
  191. </h2>
  192. <p class="news_item_date">
  193. 2017-01-25 00:00
  194. </p>
  195. <div class="news_item_contents">
  196. <p><img src="../../images/2017-01_the-year-of-challenges.png" alt="Rocket launch at Baikonur" /></p>
  197. <p>This article describes our plans for 2017.</p>
  198. <p>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:. . .</p>
  199. </div>
  200. <div class="news_item_more">
  201. <a href="the-year-of-challenges.html">Continue reading</a>
  202. </div>
  203. </div>
  204. <div class="news_item">
  205. <h2 class="news_item_title">
  206. <a href="2017-happy-new-year.html">Happy 2017</a>
  207. </h2>
  208. <p class="news_item_date">
  209. 2016-12-31 00:00
  210. </p>
  211. <div class="news_item_contents">
  212. <p><img src="../../images/2016-12-31_happy-new-year.png" alt="Christmas tree" /></p>
  213. <p>Okay. It's been a hard year for everyone in the team. And it's almost over. Praise it ends! Praise the new one!</p>
  214. <p>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 the engine and editor, haven't even started creating the actual game.. . .</p>
  215. </div>
  216. <div class="news_item_more">
  217. <a href="2017-happy-new-year.html">Continue reading</a>
  218. </div>
  219. </div>
  220. <div class="news_item">
  221. <h2 class="news_item_title">
  222. <a href="2016-november-recap.html">November 2016 recap</a>
  223. </h2>
  224. <p class="news_item_date">
  225. 2016-12-15 00:00
  226. </p>
  227. <div class="news_item_contents">
  228. <p><img src="../../images/2016-12-15_2016-november-recap.png" alt="Construction of a building" /></p>
  229. <p>This article describes the start of MJIN library separation into modules.</p>
  230. <p>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 for Android.. . .</p>
  231. </div>
  232. <div class="news_item_more">
  233. <a href="2016-november-recap.html">Continue reading</a>
  234. </div>
  235. </div>
  236. <p class="pagination_title">Page 3 of 7</p>
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