I just had a look at the OpenDDL/OpenGEX code. That makes sense. And, as can be expected from Mr. Lengyel, the code looks well written.
That's actually better than I had imagined.


I downloaded the demo sources (Whoa, 147MB in .SDF files) but i'm pretty sure that system goes from here: Designing the Framework of a Parallel Game Engine from the Intel's Website.stealth977 wrote:@hydexon:
I would suggest checking Intel's smoke demo. I got inspired by it (though their implementation has some bugs)
Yup, its the implementation of that article, and so is Ogitor with some differences:hydexon wrote: I downloaded the demo sources (Whoa, 147MB in .SDF files) but i'm pretty sure that system goes from here: Designing the Framework of a Parallel Game Engine from the Intel's Website.
Intel Sacrificed variety for performance i guess?.Intel's Implementation uses 32bit mask to match sender's potential messages to receiver's desired message list. 32bit means only 32 different types of messages which is quite limited, instead Ogitor uses a message id list on both potential and desired sides, and check for intersecting messages, meaning 2^32 different message types can be matched, of course with more overhead
Looks cool, but i have something to say, you would to change the color scheme of the script editor? (Like an Obsidian or Monokai?), just to fit with the whole theme and consistent...stealth977 wrote:Since we moved all Ogitor v2 discussion from our General Discussion sub forum to Team Talk, it does not seem to be any new updates on Ogitor v2, but actually Team Talk is quite busy and we doing a lot of progress each day. Since we are waiting for a usable beta of OGRE 2.0 to implement shiny visual components, there is not much improvement on graphics side. Instead we are working on improving core design, editor functionality and various OGF Systems.
So, I wanted to share an update so that you can see we are up and running...
Here you can see that one of the objects have Scripting::ObjectController component (check properties view). Also that component is using "player.as" script. You can see the script in the Text Editor. It defines a class derived from IObjectController interface and has its own variables and OnUpdate and OnMessage functions. That is how we gonna define object controller scripts (of course user can add whatever functions and variables and global functions, this is just a basic controller)
The result is, script Prints "hello world" + total_update_time every 2 seconds... (Print(...) function is a global test function that currently outputs to LOG)
You can also see that we are changing Ogitor User Interface:
- It is now fully skin-able through simple custom skin configuration files and custom icons
- Al windows inside editor are dock widgets, that can either float as a separate window or dock anywhere inside the main window.
- In the future, it will be possible to spawn new main windows for extra monitors, and move your docking windows between monitors.
- We are also exposing the UI to custom plugins, so user can add his own windows/toolbars/menus and tools to the interface through custom plugins...
Cheers,
Ismail TARIM



Funny guyjacmoe wrote:/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.

Code suppository is an homage to John Ratcliff.mmixLinus wrote:You make it sound like some sort of unwelcome medicine
"code suppository"
I guess I really should download Unity.Wolfmanfx wrote:But when you guys already starting a rework - any plans on changing the property grid to be more like in unity?


What exactly do you mean?Wolfmanfx wrote:Great stuff!
But when you guys already starting a rework - any plans on changing the property grid to be more like in unity?


Code: Select all
Events->Register<int>("Input.Keyboard", [=](int keycode){ ... });

Sounds like music to my eyes. CMake![2014-12-22] Release 1.6.0 is the culmination of the work done on GitHub over the last two years, including five development releases. It includes major new features from new contributors, like the JSON and MongoDB libraries, much improved Data library, CMake support, as well as numerous other new features and fixes. A big Thank You to everyone who contributed to this release.