5. Move current Mogre tutorial #6 elsewhere (either tutorial #9 or another section, i.e outside the scope of the tutorials section).
Yeah, I can see what you mean on this one. I didn't really find that tutorial neccessary, so I skipped it when I was going through them all. I like the idea of moving it elsewhere. You might want to see what other people (who may have used that tute) think about it, though.
For me it was a helpful tutorial and it becomed the base of my main Mogre application. So please don't delete it.
I don't use a Mogre GUI system, I just use common controls of Windows.Forms. For my application it's a good choice.
Actually I agree with you here (to a certain extent) - I didn't like the idea that the tutorial framework gives you an environment that is very differet to how you might normally use Mogre. Actually when I was going through the tutorials I didn't use the framework, I just cobbled together some code as I progressed since I wanted to really understand Mogre. However the other side of the story is that the purpose of tutorials is to gradually teach you things while "hiding" the complexity that you are not ready for yet away from you.
Yes, the reason of the framework is to give newcomers an easy start. They should learn step by step and quickly be able to see a result.
Maybe it would be better, when we don't use a compiled library for that. Instead we could tell the newcomers, to add the needed *.cs files and *.resx to the project. (together 7 files) So there is no problem of incompatible dll files and the newcomers can have a look to its content. But there is no need to understand the content, when they start to learn from the tutorials. Additionally the people could modify the code when it's embedded as *.cs files instead of a linked dll library.
The source code of the
MogreFramework you find
here.
Maybe we should add a prefix to the files names. E.g.
MogreFramework.OgreWindow.cs. So it would be more clear for newcomers when they add the files to their projects.
Alternatively maybe we could switch to a similar project called
ExampleApplication, which is the base of our demo applications in the Mogre SDK. The source code is
here.
I don't know about the detailed differences between
MogreFramework and
ExampleApplication. But if we can use the ExampleApplication as base for the basic tutorials, then
maybe it's more friendly for newcomers, because it would be the same base as the demos use. (which are also examples to learn how to do something by code)
Just an idea.
An alternative approach to a framework might be that each tutorial will provide a download of all of the code needed to run it.
Our wiki has the great possibility to attach files to wiki pages. So it's on the right place and will not get lost (e.g. like many dead links in the forum and wiki).
By the way: The source code of each(?) finished tutorial in on a seperate page. It's linked at the bottom of each tutorial.
the overlays with FPS etc are quite a nice touch and allow people to experiment and see the effects quite easily, so I'd be inclined to keep them.
I suppose this is not part of a *.resx file. I think it uses the content of
OgreCore.zip, which you find in
MogreSDK\Media\packs.
In the
basic tutorial 0 is written, the user should update his
resource.cfg file to get global paths to the MogreSDK.
I think better would be to instuct:
Copy this and that files/directories from the MogreSDK to your project and keep the relative paths of the
resource.cfg file.
As alternative we could instruct the tutorial reader to create their VS projects in a subdirectory of the MogreSDK. Then they can use relative paths to the resources without creating a copy of them.
I don't like global paths, because it causes trouble when you want to run an application on an other computer. Better is to have everything in subdirectories of the own project. But this is my personal point of view.
Good would be, when all needed stuff (for the tutorials) is inside the MogreSDK.
The loading bar images we could add to the MogreSDK binary path as zip archive (if we want to keep it).
I've more or less finished writing the new framework, I'm finalizing it now.
Good boy.
But please don't delete the old MogreFramework from the repository. Maybe someone wants to get it in the future. So we should have a public backup.
By the way - I saw dead links in a tutorial refering to
http://www.idleengineer.net. This was the website of Clay Culver who wrote the tutorials some years ago. Unfortunately the website is dead (and the domain was grabbed by a spammer) and Clay doesn't have any old stuff on his computer. I asked him some months ago and got his answer just a few days ago. So all links refering to
http://www.idleengineer.net you can delete.
I don't seem to be able to login to the wiki or enter edit mode. I'm trying to use the forum username & password as stated but that didn't work... what am I missing?
3 years ago I had the same problem. Then I found out the reason. I was registered here in the Add-ons forum, but not in the Ogre main forum. After doing that I could log in to the wiki.
For start of the wiki work, have a look to this page:
http://www.ogre3d.org/tikiwiki/Wiki (also linked from the start page by the name
Wiki Portal)
On the head menu of the wiki you find the entry
Ogre Wiki Help. There is much useful information.
If you have questions or need help with the wiki I can help you.
Alternatively you could ask user
jacmoe - he did the huge job to convert the wiki from MediaWiki software to the TikiWiki software. He's a wiki guru.
amirabiri, what's your personal background?
Are you a student, programmer, etc.?
What kind of experiences do you have in programming, game development, ... ?
Just write a little bit about yourself - this would be interesting for us.
For today I wrote enough. I'm tired.