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  11. <strong id="title">Open Game Studio</strong>
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  31. <h1>News</h1>
  32. <div class="news_item">
  33. <h2 class="news_item_title">
  34. <a href="its-all-fine.html">It's all fine</a>
  35. </h2>
  36. <p class="news_item_date">
  37. 2017-04-07 00:00
  38. </p>
  39. <div class="news_item_contents">
  40. <p><img src="../../images/2017-04_its-all-fine.png" alt="Flight of a rocket" /></p>
  41. <p>This article describes creation of the first four OpenSceneGraph tutorials in March 2017.</p>
  42. <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>
  43. <p>The whole process of creating a single tutorial turned out to be pretty daunting because it includes several tasks:</p>
  44. <ol>
  45. <li>Record original video depicting one or more steps. . .</li>
  46. </ol>
  47. </div>
  48. <div class="news_item_more">
  49. <a href="its-all-fine.html">Continue reading</a>
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  52. <div class="news_item">
  53. <h2 class="news_item_title">
  54. <a href="lets-go.html">Let's go</a>
  55. </h2>
  56. <p class="news_item_date">
  57. 2017-03-16 00:00
  58. </p>
  59. <div class="news_item_contents">
  60. <p><img src="../../images/2017-03_lets-go.png" alt="Gagarin's words" /></p>
  61. <p>In this article we describe our progress in January and February of 2017: rendering under iOS/Web and a new tutorial tool.</p>
  62. <p><strong>Rendering under iOS/Web</strong></p>
  63. <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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  66. <a href="lets-go.html">Continue reading</a>
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  70. <h2 class="news_item_title">
  71. <a href="the-year-of-challenges.html">The year of challenges</a>
  72. </h2>
  73. <p class="news_item_date">
  74. 2017-01-25 00:00
  75. </p>
  76. <div class="news_item_contents">
  77. <p><img src="../../images/2017-01_the-year-of-challenges.png" alt="Rocket launch at Baikonur" /></p>
  78. <p>This article describes our plans for 2017.</p>
  79. <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>
  80. <p><img src="../../images/2017-01_mjin-android-gles.png" alt="Rendering cubes on Android" /></p>
  81. <p>Some people would consider this a failure. We don't. We see a chance to start low and jump high!</p>
  82. <p>Having only worked with liberal and forgiving desktop environments, Android was a complete surprise for us. Android punished us for everything: memory, resources, graphics. The usual Android response was either a crash, or an empty screen.. . .</p>
  83. </div>
  84. <div class="news_item_more">
  85. <a href="the-year-of-challenges.html">Continue reading</a>
  86. </div>
  87. </div>
  88. <div class="news_item">
  89. <h2 class="news_item_title">
  90. <a href="2017-happy-new-year.html">Happy 2017</a>
  91. </h2>
  92. <p class="news_item_date">
  93. 2016-12-31 00:00
  94. </p>
  95. <div class="news_item_contents">
  96. <p><img src="../../images/2016-12-31_happy-new-year.png" alt="Christmas tree" /></p>
  97. <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>
  98. <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>
  99. <p>If you were monitoring our news during the year, you know that we held several live sessions, showing in the real time how to use our tools to create some simple games. Each session was a step in a long road to our goal. While preparing for these live sessions, we added necessary building blocks, that will be needed to create almost any game.. . .</p>
  100. </div>
  101. <div class="news_item_more">
  102. <a href="2017-happy-new-year.html">Continue reading</a>
  103. </div>
  104. </div>
  105. <div class="news_item">
  106. <h2 class="news_item_title">
  107. <a href="2016-november-recap.html">November 2016 recap</a>
  108. </h2>
  109. <p class="news_item_date">
  110. 2016-12-15 00:00
  111. </p>
  112. <div class="news_item_contents">
  113. <p><img src="../../images/2016-12-15_2016-november-recap.png" alt="Construction of a building" /></p>
  114. <p>This article describes the start of MJIN library separation into modules.</p>
  115. <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>
  116. <p>We decided to have a look at two approaches to separate MJIN into modules: build-time separation and run-time one.
  117. <strong>Build-time</strong> separation means MJIN becomes highly configurable and each platform gets specifically tailored MJIN build.. . .</p>
  118. </div>
  119. <div class="news_item_more">
  120. <a href="2016-november-recap.html">Continue reading</a>
  121. </div>
  122. </div>
  123. <div class="news_item">
  124. <h2 class="news_item_title">
  125. <a href="2016-october-recap.html">October 2016 recap</a>
  126. </h2>
  127. <p class="news_item_date">
  128. 2016-11-19 00:00
  129. </p>
  130. <div class="news_item_contents">
  131. <p><img src="../../images/2016-11-19_2016-october-recap.png" alt="Gaining Android support was like climbing a mountain for us" /></p>
  132. <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>
  133. <p><strong>First attempt to build OSG.</strong></p>
  134. <p>Having no prior knowledge of Android development, we grabbed the latest Android Studio and started doing beginner tutorials. We passed Java part pretty fast. Everything worked out of the box. Then came C++ part and related problems.. . .</p>
  135. </div>
  136. <div class="news_item_more">
  137. <a href="2016-october-recap.html">Continue reading</a>
  138. </div>
  139. </div>
  140. <div class="news_item">
  141. <h2 class="news_item_title">
  142. <a href="2016-tech-showcases.html">Technology showcases</a>
  143. </h2>
  144. <p class="news_item_date">
  145. 2016-10-31 00:00
  146. </p>
  147. <div class="news_item_contents">
  148. <p><img src="../../images/2016-10-31_tech-showcases.png" alt="Feature file in the background" /></p>
  149. <p>In this article, we take another look at 2015-2016 live sessions' format and introduce a new showcase format for 2017.</p>
  150. <p><strong>2015 and 2016: live sessions.</strong></p>
  151. <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:
  152. <table>
  153. <tr>
  154. <th><strong>№</strong></th>
  155. <th><strong>Created game</strong></th>
  156. <th><strong>Live session date</strong></th>. . .</p>
  157. </div>
  158. <div class="news_item_more">
  159. <a href="2016-tech-showcases.html">Continue reading</a>
  160. </div>
  161. </div>
  162. <div class="news_item">
  163. <h2 class="news_item_title">
  164. <a href="2016-september-recap.html">September 2016 recap</a>
  165. </h2>
  166. <p class="news_item_date">
  167. 2016-10-11 00:00
  168. </p>
  169. <div class="news_item_contents">
  170. <p><img src="../../images/2016-10-11_september-recap.png" alt="Mahjong created during live session" /></p>
  171. <p>This article explains September 2016 live session stages: draft, rehearsal, live session itself, and publishing.</p>
  172. <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>
  173. <ol>
  174. <li><p><strong>Draft.</strong> Game creation for the first time.</p>
  175. <p>Purposes:</p>
  176. <ul>
  177. <li>test our technologies and fix major bugs;</li>
  178. <li>discover usability issues to fix in the next development iteration;</li>
  179. <li>list exact steps to reproduce the game later;. . .</li></ul></li>
  180. </ol>
  181. </div>
  182. <div class="news_item_more">
  183. <a href="2016-september-recap.html">Continue reading</a>
  184. </div>
  185. </div>
  186. <div class="news_item">
  187. <h2 class="news_item_title">
  188. <a href="ogs-editor-0.10.html">OGS Editor 0.10 and live session materials</a>
  189. </h2>
  190. <p class="news_item_date">
  191. 2016-10-03 00:00
  192. </p>
  193. <div class="news_item_contents">
  194. <p><img src="../../images/2016-10-03_ogs-editor-0.10.png" alt="OGS Editor with Mahjong game" /></p>
  195. <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>
  196. <ul>
  197. <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>
  198. <li><strong>Mahjong Solitaire game</strong> <a href="https://sourceforge.net/projects/osrpgcreation/files/Games/MahjongSolitaire/">is available at SourceForge</a>, too. Simply unpack the archive and launch the run script.. . .</li>
  199. </ul>
  200. </div>
  201. <div class="news_item_more">
  202. <a href="ogs-editor-0.10.html">Continue reading</a>
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