Pro Ogre 3D Programming - Gregory Junker

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Although it is often overlooked, Reading is perhaps the best form of inheriting knowledge that is available to any one person. I have been plugging away at my latest addition to my library for the last two weeks and have found it to be oddly entangling, despite the information that is contained in it being nearly entirely on the Ogre wiki. Pro Ogre 3D Programming is a definite suggestion to anyone interested in learning to code in the ogre API/Environment, but it is far more than that. It is also a great place to learn about game development as a whole. Ogre itself has been through a number of iterations since its conception in the late 90’s and so it has a lot of information to be wafted, much of which hiding in the dark corners of its codebase that would rarely be found by anyone who had not picked up this book.

Gregory Junker opens up Ogre in a manner usually preferred by biologists and doctors, displaying much of the innards of Ogre to you in a quite educational manner. There is no chapter that goes without being chocked full of notes and great feedback that will undoubtedly be useful when I finally decide on what I am going to do with ogre, but more than that it is a great reference. Junker provides (occasionally large - pages on end) code samples that are pulled from the ogre samples/examples framework and walks you through them at a stammering pace. There were quite a few times when I felt that my brain was going to overflow, but regardless the book held its footing and kept me plugging through. I cannot stress more the impact this book has made on my understanding of ogre, but I really want to emphasize that it is definitely helping me understand far more.

Pro Ogre 3D Programming - ISBN 1590597109

Posted on October 30th, 2007 by Bob in Gneu Website

Console Development

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this weekend I finally faced the situation and with some assistance from a new friend and an old one, I finally got the console framed out and mechanics working, as I want them to be. Let’s take a walk through it though!

First, you should know that CEGUI is providing the GUI Framework to build this app out. As I said a couple days ago, using libraries is one of the most important things that I am planning to take advantage of. CEGUI is a complicated, and very similar to slamming the concepts of coding JavaScript and HTML with VB or C++ GUI development (Lots of function pointers and dealing with events). Woo hoo! The code is freely available, and although very messy currently because it is not in its own class yet, it is working mechanically.

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Posted on October 29th, 2007 by Bob in Game Development, Gneu Website

Squirrel Binding - Check 2

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Direct Link to YouTube [08Pj5gl3XZM]

Posted on October 22nd, 2007 by Bob in Game Development

squirrel Binding - Check

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Although I don’t have any dope screenshots to show much off in regards to this, I want you all to know that Ogre and Squirrel are bound. It’s literally dirt simple and yes, my mother can do it. Allow me to get into some discussion about what I intend to drive with the scripting language, beyond the blanket statement “As much as I can!”

So, basically, what Squirrel provides me is a means of developing in Ogre without having to recompile the DLL’s, and possibly, without even having to restart the engine. Squirrel’s virtual machine/interpreter is run concurrently with the engine, and has ties into any aspect I want to be driven by it. My intentions are quite simply, to be able to develop quickly, without having too much hassle to deal with.

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Posted on October 15th, 2007 by Bob in Game Development

My first Ogre3d Release is in planning stages

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With school finally under control I think I am going to gear up for a release, yes I said that shit, of what I have done with ogre3d. I am still a bit in the dark about what its going to require from me, time wise, but I think the contents are going to be as follows:

The following libraries bound to ogre to complete my engine (functionality wise)
Squirrel Scripting Language
OpenAL Audio Library
PhysX Physics Library

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Posted on October 12th, 2007 by Bob in Game Development

New Schedule…

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I have been testing out QCodo over the last week and a half with nothing more than a smile on my face when things are created when I tell them to be, and it reminded me of my old days, when I wrote applications from scratch always and wasted who knows how much time trying to create queries and fold data into a format that I was interested in, and of all the things I could do with myself, I never once felt that I was doing too much work…

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Posted on September 30th, 2007 by Bob in Application Development, Game Development

User registration is opened up again.

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I have been toying around with the user system over the last few months, trying to get spammers to lose interest and unfortunately, It’s not working. In an effort to try to increase the commenting on this mo fo I am going to be opening up enrollment and allowing email confirmation again. Feel free to post at your leisure, but keep an eye out because the lockdown may soon be felt on the rest of the site. Read the rest of this entry »

Posted on September 24th, 2007 by Bob in Game Development, Gneu Website

In the works at Gneu…

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GneuManager & Ogre are the clear victors in this race. I have been juggling a website that is nearing completion and release, so I have the pleasure of being able to free up some of my time and devote it to making those cool little videos to scraps of techno music that I have found lying around the webs.

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Posted on September 6th, 2007 by Bob in Game Development, Gneu Website