Ogitor 0.5 RC 1 Preview

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Ogitor 0.5 RC 1 Preview

Post by jacmoe »

It's been some time since you heard news from the Ogitor project, so..

After a period of extended hiatus - with both me and Ismail being AWOL - at least I is back in the Ogitor programming saddle.

Angelscript now works on all platforms, including 64-bit Linux! :D

It has taken far, far longer than anticipated to get it to work, but it does now - what a relief!

Since we are working against Ogre 1.9, Ogitor wasn't able to load old Ogitor scenes containing terrain (and most Ogitor projects does feature terrain), and that was a major show-stopper for us. :(

Luckily, Ismail appeared out of the blue and wrote a plugin to convert binary terrain files from Ogre 1.8 to Ogre 1.9!
So now older projects will be converted in a smooth fashion.

We also added the option to load projects directly from the file system, as opposed to the (now) default compressed OFS format.
(Read: WAD for Ogitor).
That should give people the flexibility they want. :)
convertwangels.jpg
convertwangels.jpg (245.38 KiB) Viewed 4416 times
Ogitor now supports 4 camera polygon modes:

TEXTURED
SHADED
HIDDEN_LINE
WIREFRAME

Instead of the 3 'normal' polygon modes: solid, wireframe and points.

I mean: who uses points, ever? :)
hiddenline.jpg
hiddenline.jpg (247.77 KiB) Viewed 4416 times
Finally, we have plans for the future.
Or, rather: I do have plans for the future of Ogitor.
Currently, I am the only active Ogitor developer - besides Ismail, who fixes things on and off - but I hope to get either more Ogitor developers (nudge, nudge ;) ), or try to lure Spacegaier and Andrew from their caves.

The plans?

Well..
What would you say to having a multi-user editing environment?
With an extensive, and battle-tested scene format, which includes physics, sound and scripting?
With a scripting system so rich that entire plugins, even modules, could be written for Ogitor in nothing but QScript?
With nothing to compile. Sounds great, right?
Imagine having an editor which you can launch in game mode, or engage in MMOSE (Massively Multieditor Online Scene Editing) ? :P

Kidding aside, I think that Ogitor in order to progress further, needs a solid platform to build on.
The code could be more modular, and we can't code everything ourselves.

Which is why we are talking to people from RealXtend about their Tundra framework/platform.
So, the plan (my plan at the moment), would be to fit Ogitor into an editing plugin module for Tundra.
While still having the freedom to do our thing. :)
They have a great asset system, a module/plugin framework, scripting, physics and a very cool entity component framework!
And, of course: they're using Ogre too.

If you're interested in learning more, look here:
http://forum.ogitor.org/viewtopic.php?f=3&t=1122
If you don't want to read me ranting, skip to the end of the topic where it gets interesting!

And, of course, here:
http://realxtend.org/

I am thinking that maybe Ogitor 0.8 would be based on Tundra. ;)

That leaves us with 0.6 and 0.7 which are based on the 'old' Ogitor code base.
Ogitor 0.5 is going to be maintained for as long as there are users using Ogre 1.9.

We have plans to put out the first RC in a months time.
In the mean time, we'll be busy killing bugs and making Ogitor 0.5 the best Ogitor release ever. :)
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Re: Ogre 0.5 RC 1 Preview

Post by TheSHEEEP »

Sounds (and looks!) very good. :)

Hope you get some people to join.

What is AngelScript used for, though?
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Re: Ogitor 0.5 RC 1 Preview

Post by jacmoe »

It exists as a way to extend Ogitor. :)
For example, one can code up a terrain import script, complete with dialog, etc. entirely in script.
Scripting is not meant for outside use (yet).
It is an alternative for people who don't want to crack open source code and compiler to create custom plugins.
It is not fully scriptable yet, though. But soon. :)
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Re: Ogitor 0.5 RC 1 Preview

Post by jacmoe »

You can also add buttons in the toolbar with which you associate a script.
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Re: Ogitor 0.5 RC 1 Preview

Post by PhilipLB »

Looks great. :)

Last time, I checked the Ogitor-Homepage, I was missing some extensive documentation on how to write a plugin. Will that be available, soon? Or I was just blind. :)
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Re: Ogitor 0.5 RC 1 Preview

Post by jacmoe »

It was extensive, but also obsolete. :lol:

It will be back. :)
As soon as I finish the wiki engine for our website, it will.
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Re: Ogitor 0.5 RC 1 Preview

Post by jacmoe »

Actually, it's here:
https://bitbucket.org/jacmoe/ogitor/wik ... _Interface
(We are not thrilled about the wiki engine at Bitbucket, which is why we have forced me to write a wiki module for our home page).
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Re: Ogitor 0.5 RC 1 Preview

Post by syedhs »

I think this is the best:
With a scripting system so rich that entire plugins, even modules, could be written for Ogitor in nothing but QScript?
The problem with Ogitor is steeep programming curve.. which means that if someone want to contribute, he/she has to learn awful lots of Ogitor guts.. so many people, after a week or so just quit because all they want to do is simple stuff, but require too much time,,So making it very simple (not necesarily script) will go long toward a lot of contributions (in plugin form) in future..
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Re: Ogitor 0.5 RC 1 Preview

Post by jacmoe »

You're right Syedhs. :)
It doesn't help that Ogitor has been changing API constantly, and depending on unstable Ogre for years..

<edit>
For software with version numbers that low, you should expect it to change quite a bit.
That is only natural, as the code base isn't mature yet.
</edit>

However, 0.5 and up to 0.7 will use current stable Ogre.

And we will be working on Ogitor 0.8 based on Tundra, very soon.

Here's an example of what kind of scripting you can do:
https://github.com/realXtend/naali/blob ... ar.js#L201

They are working on an Angelscript port, and I personally hope that it will make it into Tundra core!
Angelscript would be a lot nicer to work with.
If one can live with that it's not as tightly integrated with Qt as QScript (which is self-evident, actually, since QScript is Qt stuff).

But, yes: the ability to simply script the editor, even for fairly advanced functionality, would be very, very nice. :)
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Re: Ogitor 0.5 RC 1 Preview

Post by jacmoe »

Latest development snapshot:
https://bitbucket.org/jacmoe/ogitor/dow ... rev724.zip

In addition to the snapshot, you need to download and extract into the 'Runpath' directory the following two archives:
https://bitbucket.org/jacmoe/ogitor/downloads/media.zip
https://bitbucket.org/jacmoe/ogitor/dow ... ojects.zip
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Re: Ogitor 0.5 RC 1 Preview

Post by Transporter »

I you have problems with SkyX 0.4, you might have to update skyx materials in this file. I don't know if they are already updated.
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Re: Ogitor 0.5 RC 1 Preview

Post by AlexeyKnyshev »

Good job, Jacob!
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Re: Ogitor 0.5 RC 1 Preview

Post by jacmoe »

Most of the kudos must go to the project lead Ismail 'stealth977' Tarim, and Spacegaier and the other team members. :)
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Re: Ogitor 0.5 RC 1 Preview

Post by duststorm »

This is great news! I have always loved Ogitor and have already used it extensively for creating scenes.
In my opinion, it is an indispensible tool for ogre.

I'm happy to see the added feature of loading assets from the filesystem. It was kind of preventing me from moving to Ogitor 0.5 for my existing projects.
The hidden line rendering mode is very useful, and I'm glad you got rid of points :wink:

I wish a long and prosperous life for this project!
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