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- <a href="http://opengamestudio.org/2017-happy-new-year.html"><h3 class="article-title">Happy 2017</h3></a>
- <h6 class="subheader" title="2016-12-31T00:00:00+03:00">Сб 31 Декабрь 2016
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- </h6><p><img alt="Happy new year" src="http://opengamestudio.org/2016-12-31_happy-new-year.png" /></p>
- <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 ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
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- <a href="http://opengamestudio.org/2016-november-recap.html"><h3 class="article-title">November 2016 recap</h3></a>
- <h6 class="subheader" title="2016-12-15T00:00:00+03:00">Чт 15 Декабрь 2016
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- </h6><p><img alt="November recap" src="http://opengamestudio.org/2016-12-15_2016-november-recap.png" /></p>
- <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 ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
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- <a href="http://opengamestudio.org/2016-october-recap.html"><h3 class="article-title">October 2016 recap</h3></a>
- <h6 class="subheader" title="2016-11-19T00:00:00+03:00">Сб 19 Ноябрь 2016
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- </h6><p><img alt="October recap" src="http://opengamestudio.org/2016-11-19_2016-october-recap.png" /></p>
- <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>
- <p><strong>First attempt to build OSG.</strong></p>
- <p>Having no prior knowledge of Android development, we grabbed the latest Android Studio and started ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
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- <a href="http://opengamestudio.org/2016-tech-showcases.html"><h3 class="article-title">Technology showcases</h3></a>
- <h6 class="subheader" title="2016-10-31T00:00:00+03:00">Пн 31 Октябрь 2016
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- </h6><p><img alt="TechShowcases" src="http://opengamestudio.org/2016-10-31_tech-showcases.png" /></p>
- <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 ...</p><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
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- <a href="http://opengamestudio.org/2016-september-recap.html"><h3 class="article-title">September 2016 recap</h3></a>
- <h6 class="subheader" title="2016-10-11T00:00:00+03:00">Вт 11 Октябрь 2016
- <a class="button secondary small translation-button" href="http://opengamestudio.org/2016-september-recap-ru.html">ru</a>
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- </h6><p><img alt="September recap" src="http://opengamestudio.org/2016-10-11_september-recap.png" /></p>
- <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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- <p><strong>Draft.</strong> Game creation for the first ...</p></li></ol><p class="subheader">Category: <a href="http://opengamestudio.org/category/news.html">News</a>
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