Hello,
I just tried Ogre3D last year, and I really enjoy its feature.
This year, I will be 18 so I decided to apply to GSoC 2011, and I just saw that Ogre is applying to GSoC.
As it seems to be a really hard job, I was wondering : what does students have to know about C++ or graphic APIs or general graphics ?
Basically, I worked on many little projects where I was the only developer, but nothing was really hard.
Thanks
Hilnius
[GSoC 2011] Students knowledge
- spacegaier
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Re: [GSoC 2011] Students knowledge
Well, I'd say you need at least advanced C++ skills and a good knowledge of Ogre and its internals which automatically means that you have some basic knowledge about 3D graphics.
But it is rather hard to specifiy. You need to know enough to get the job done basically .
But it is rather hard to specifiy. You need to know enough to get the job done basically .
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- icepick
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Re: [GSoC 2011] Students knowledge
Are there any bug/cleanup tasks that are beginner friendly? I saw the requested features list and am just planning on digging in there (hopefully this week) and starting something if there's nothing more geared towards us ogre noobs.
Thanks!
Thanks!
- spacegaier
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Re: [GSoC 2011] Students knowledge
Have a look at our bug tracker. The ones marked as [papercut] are probably perfect for starters to get into the patch process and then later there are more serious ones to cover. More on how to can be found on http://www.ogre3d.org.
http://www.ogre3d.org/mantis/my_view_page.php
http://www.ogre3d.org/mantis/my_view_page.php
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- Gnoblar
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Re: [GSoC 2011] Students knowledge
Do you mean I can apply to GSoC for ogre only by correcting papercuts ? or should I now correct these errors in order to work more on Ogre ?
- spacegaier
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Re: [GSoC 2011] Students knowledge
No, bug fixing is surely not a GSoC project! I only meant them as a possible entry point to get into the internals of the Ogre archtitecture. These insights are needed to have a chance with a GSoC project...
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