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- <a href="../../en/news/index.html">News</a>
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- <h1>News</h1>
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- <a href="its-all-fine.html">It's all fine</a>
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- <p class="news_item_date">
- 2017-04-07 00:00
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- <figure>
- <img src="../../images/2017-04_its-all-fine.png" alt="Flight of a rocket" /><figcaption>Flight of a rocket</figcaption>
- </figure>
- <p>This article describes creation of the first four OpenSceneGraph tutorials in March 2017.</p>
- <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>
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- <a href="lets-go.html">Let's go</a>
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- 2017-03-16 00:00
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- <figure>
- <img src="../../images/2017-03_lets-go.png" alt="Gagarin’s words" /><figcaption>Gagarin’s words</figcaption>
- </figure>
- <p>In this article we describe our progress in January and February of 2017: rendering under iOS/Web and a new tutorial tool.</p>
- <p><strong>Rendering under iOS/Web</strong></p>
- <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>
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- <a href="the-year-of-challenges.html">The year of challenges</a>
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- <p class="news_item_date">
- 2017-01-25 00:00
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- <div class="news_item_contents">
- <figure>
- <img src="../../images/2017-01_the-year-of-challenges.png" alt="Rocket launch at Baikonur" /><figcaption>Rocket launch at Baikonur</figcaption>
- </figure>
- <p>This article describes our plans for 2017.</p>
- <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>
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- <a href="2017-happy-new-year.html">Happy 2017</a>
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- <p class="news_item_date">
- 2016-12-31 00:00
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- <figure>
- <img src="../../images/2016-12-31_happy-new-year.png" alt="Christmas tree" /><figcaption>Christmas tree</figcaption>
- </figure>
- <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>
- <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>
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- <a href="2016-november-recap.html">November 2016 recap</a>
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- <p class="news_item_date">
- 2016-12-15 00:00
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- <div class="news_item_contents">
- <figure>
- <img src="../../images/2016-12-15_2016-november-recap.png" alt="Construction of a building" /><figcaption>Construction of a building</figcaption>
- </figure>
- <p>This article describes the start of MJIN library separation into modules.</p>
- <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>
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- <a href="2016-october-recap.html">October 2016 recap</a>
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- <p class="news_item_date">
- 2016-11-19 00:00
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- <div class="news_item_contents">
- <figure>
- <img src="../../images/2016-11-19_2016-october-recap.png" alt="Gaining Android support was like climbing a mountain for us" /><figcaption>Gaining Android support was like climbing a mountain for us</figcaption>
- </figure>
- <p>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. …</p>
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- <a href="2016-tech-showcases.html">Technology showcases</a>
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- <p class="news_item_date">
- 2016-10-31 00:00
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- <div class="news_item_contents">
- <figure>
- <img src="../../images/2016-10-31_tech-showcases.png" alt="Feature file in the background" /><figcaption>Feature file in the background</figcaption>
- </figure>
- <p>In this article, we take another look at 2015-2016 live sessions’ format and introduce a new showcase format for 2017.</p>
- <p><strong>2015 and 2016: live sessions.</strong></p>
- <p>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 four live sessions in the past year, which gave birth to the following small games: …</p>
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- <a href="2016-september-recap.html">September 2016 recap</a>
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- <p class="news_item_date">
- 2016-10-11 00:00
- </p>
- <div class="news_item_contents">
- <figure>
- <img src="../../images/2016-10-11_september-recap.png" alt="Mahjong created during live session" /><figcaption>Mahjong created during live session</figcaption>
- </figure>
- <p>This article explains September 2016 live session stages: draft, rehearsal, live session itself, and publishing.</p>
- <p>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. …</p>
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- <a href="ogs-editor-0.10.html">OGS Editor 0.10 and live session materials</a>
- </h2>
- <p class="news_item_date">
- 2016-10-03 00:00
- </p>
- <div class="news_item_contents">
- <figure>
- <img src="../../images/2016-10-03_ogs-editor-0.10.png" alt="OGS Editor with Mahjong game" /><figcaption>OGS Editor with Mahjong game</figcaption>
- </figure>
- <p>Note: we won’t release 0.10 for macOS due to technical difficulties with the build system. macOS support will be back for 0.11.</p>
- <ul>
- <li><strong>OGS Editor 0.10</strong> <a href="https://sourceforge.net/projects/osrpgcreation/files/Editor/jenkins/51_2016-10-01_06-39-48_0.10.0/">is available at SourceForge</a>. Simply unpack the archive and launch the run script. …</li>
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