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amirabiri

26-12-2010 19:27:49

Hi folks,

Sorry for going A-wall, the last 3 months were uber-packed for me at work.

Anyway it's now Christmas holiday and as I have some time and I wanted to get back to Mogre. Is there anything I should before I go back to writing/rewriting tutorials?

GantZ

27-12-2010 14:07:28

welcome back ;)

the last 3 month have been pretty calm, so you haven't miss much things :) now, if you have the time, i could be a good idea to update the samples / tutorial code from here http://code.google.com/p/mogresdk/source/browse and include them in a new sdk release.

amirabiri

27-12-2010 14:39:56

I'm happy to look into the SDK installer project. Can you let me know more specifically what needs to be done?

I like the fact that you added a link to the IRC channel to your signature, I should probably do the same :-).

GantZ

27-12-2010 17:20:13

I'm happy to look into the SDK installer project. Can you let me know more specifically what needs to be done ?

the first things that come to my mind would be to include the tutorials source code in the sdk (for now, it only available on the sdk svn), and to check that it work properly with the 1.7 versions (i think it have been added with the 1.6 version). Also, adding samples for addons is something frequently requested. usually, the samples already exists, but they are scattered all over the place.

doing a vs2010 version of the samples / tutorials and including the vs2010 binaries would be great, but it would stir up a lot of other things (like reworking the sdk directory layout, dependencies checker, or perhaps maintaining a vs2010 version of the sdk) so it's probably safe to ignore this for now :)

Beauty

30-12-2010 14:19:46

Sorry for going A-wall, the last 3 months were uber-packed for me at work.
I was offline for 3 months, too.
In the past I was working for the Mogre/Ogre public several hours per day. Then I got an overkill and needed a break. Additionally this break was good for my university needs.
Now I'm back to Mogre, but want to keep my time investment lower. This is better than to have a further overkill.

I'm happy to look into the SDK installer project. Can you let me know more specifically what needs to be done?
By my poin of view it could be better to concentrate only on one big project. And when it's ready then the next.
Either the Mogre documentation (wiki) or the MogreSDK.

The current SDK was done by KWERTZ.
He can give you access to the SVN on code.google and he's the most active maintainer of the SDK.
KWERTZ seems to be low active in the last months, but he said he still want to support the SDK.

There is a related forum topic: Mogre SDK development
It's a long topic and you don't need to read everything.

An improvement suggestion for the Mogre depency checker I wrote here:
viewtopic.php?p=74113#p74113

One post below I added a task for new demos which should be included.

An other suggestion I posted here:
viewtopic.php?p=73670#p73670

Currently user hedphelym create demo applications and wiki pages for the PhysX add-on. These also can be included in the future.

I also created a wiki page for the tasks, but it wasn't used, nor updated.
Nethertheless it contains useful content and links.
http://www.ogre3d.org/tikiwiki/Mogre+SDK+development

mikael

31-12-2010 18:40:59

Sorry for going A-wall, the last 3 months were uber-packed for me at work.
I was offline for 3 months, too.


Offtopic but I was away long time too, tested different game engines etc (even blender game engine tested, made little game).

Beauty

01-01-2011 13:37:06

No, in my point of view it's not off-topic.

I would be nice when you give us a report of your experiences.
Which game engines did you try and what are (dis-)advantages of them.
This comparison I can add to the wiki to help other people.

Somewhere in the Mogre forum or wiki is still such an opinionated comparison (I couldn't found it right now).
This was interesting to know and useful.

Beauty

01-01-2011 13:58:47

Now I found the engine comparison:
https://www.ogre3d.org/addonforums/view ... =8&t=13316

update:
Additionally I added it to the wiki page Mogre FAQ so that other people can find it quickly.

mikael

01-01-2011 18:43:00

I tried Unity, indie version is free (however dont know if one can create commersial application with it), pro version is expensive.
+ can script with javascipt / C#
- indie version does not have all the good things that pro version have.

3D Rad
+ reads .x files
+ good physic engine and easy link objects to physics etc
+ uses angelscript, C -like scripting language
- loading objects to the editor, it is complicated

Blender 3D game engine
+ integrated to blender, so modelling can be done quick, and these are in game engine immediately
+ physics, quite easy setup
- using fonts isnt made easy
- cant use with commersial applications, because of that blend player's license, and it cant be sold with own blender game

OgreKit
+ reads .blend files
+ physics, sounds etc works, that are setuped in blender
+ open source
- scripting with LUA

JavaMonkeyEngine
- java
- still alpha

Beauty

02-01-2011 12:03:53

Well done - thanks.
I slightly modified it and pasted it to this section of the wiki page Mogre FAQ.

amirabiri, feel free to move the comparisons to an other or it's own wiki page.
In my eyes the most important step is to add (useful) content to the wiki.
To make a good structure page structure is a second step, which can be done later.