This article describes creation of the tutorials for building sample OpenSceneGraph application under Linux, macOS, Windows, and Android in April 2017.
Previous tutorials described how to install OpenSceneGraph under Linux, macOS, Windows and render a model using the standard osgviewer tool. This time we worked on a sample OpenSceneGraph application ...
It's all fine
This article describes creation of the first four OpenSceneGraph tutorials in March 2017.
The first four OpenSceneGraph tutorials explain how to create a cube model with Blender and display the model under Linux, macOS, or Windows using OpenSceneGraph tool called osgviewer.
The whole process of creating a single tutorial turned ...
In this article we describe our progress in January and February of 2017: rendering under iOS/Web and a new tutorial tool.
Rendering under iOS/Web
To our surprise, we got a simple red cube rendered under iOS and Web pretty fast: in early February. However, this is only the ...
The year of challenges
This article describes our plans for 2017.
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:
Some people would consider this a failure. We don't. We see a ...
Okay. It's been a hard year for everyone in the team. And it's almost over. Praise it ends! Praise the new one!
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 ...
November 2016 recap
This article describes the start of MJIN library separation into modules.
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 ...
October 2016 recap
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.
First attempt to build OSG.
Having no prior knowledge of Android development, we grabbed the latest Android Studio and started ...
In this article, we take another look at 2015-2016 live sessions' format and introduce a new showcase format for 2017.
2015 and 2016: live sessions.
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 ...
September 2016 recap
This article explains September 2016 live session stages: draft, rehearsal, live session itself, and publishing.
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.
Draft. Game creation for the first ...
OGS Editor 0.10 and live session materials
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.