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Author Topic: Ogre Studio - Information  (Read 10377 times)

pjcast

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Ogre Studio - Information
« on: July 05, 2006, 07:32:11 PM »

Download binary demo installer from here.

Source code is currently closed. However, plugin source code will soon be made open, as well as documentation for providing plugins. More information will also be provided soon. As will license terms.
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posixninja

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Ogre Studio - Information
« Reply #1 on: July 07, 2006, 01:28:46 AM »

looking great so far pjcast, would love to see this project finished ;)
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pjcast

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Ogre Studio - Information
« Reply #2 on: July 19, 2006, 12:56:36 PM »

I just completed some more documentation fixes and clarifications. I have also rebuilt the NDoc CHM help file for the base VisualOgreCore classes (I found a fixed NDoc version).

I will also be allowing read access to the different plugin repositories for prospectful plugin developers. The code can be modified and copied to your own custom plugins, but you cannot redistribute either the source or the binary or your modified plugins. They can be used freely for inhouse development, not for distribution. By using Ogre Studio and accepting the EULA, you are agreeing to abide by those terms (also, the plugin's source files have a copywrite notice). Negotiations for rights to distribute your plugin in source or binary form is possible. Just send an e-mail or PM me. There are also several other licensing options (it is even possible to get a hold of Ogre Studio source and distribute binary only modifications/customizations).
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pjcast

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Ogre Studio - Information
« Reply #3 on: July 19, 2006, 01:12:27 PM »

Ok, I have opened up the plugin project to outside reading :)

While, they are not fully complete yet, they are bases for you to learn and study (and copy/paste from to develop your own plugins):
https://www.wreckedgames.com/svn/visualogre/Core/Plugin_DotScene
https://www.wreckedgames.com/svn/visualogre/Core/Plugin_MaterialEditor
https://www.wreckedgames.com/svn/visualogre/Core/Plugin_WGEEditor

Each project has a csproj file for your use. Feel free to create your own solution file that holds all or as many as you are interested in looking at.

To build, you can install Ogre Studio first, then point the references to there for:
OgreDotNet.dll
Math3D.dll
VisualOgreCore.exe

MagicLocalLib.dll <-- Docking
FireBall* .dlls <-- CodeEditor

Once built, just copy the plugin dll over to the Plugin's directory of the VisualOgre/Core directory, and they will be loaded upon starting of the app.
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OvermindDL1

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Ogre Studio - Information
« Reply #4 on: July 19, 2006, 01:42:23 PM »

What are *.cs files?  Kinda looks like C++, but uglier...

EDIT:  Oh, nevermind, noticed the "using System.*" instead of "using System::*", CSharp... nasty language...

Also, in DotSceneTool.cs, Proeprties should be Properties. :)
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pjcast

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Ogre Studio - Information
« Reply #5 on: July 19, 2006, 02:17:08 PM »

Not really the thread to discuss or flame languages, as Ogre Studio is entirely a .Net language package. Mostly for learning on my part about C Sharp, but also for it's RAD and ease of Gui programming.
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OvermindDL1

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Ogre Studio - Information
« Reply #6 on: July 20, 2006, 01:33:08 PM »

Sorry, bad experience with .NET languages thus far.

Any chance of allowing plugins being able to be standard dynamic link libraries without the .NET stuff?  I know .NET apps can import native dll's, would just need it to be aware of it.
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pjcast

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Ogre Studio - Information
« Reply #7 on: July 20, 2006, 02:04:55 PM »

Well, you could make the plugin entirely in COM using c or c++, or any other COM method. but, I don't think that is a fun thing at all.

You could also make the plugin bootstraping code in .Net load a C/C++ module to do things. But, then you would have to write a lot of glue code. You could also probably write it in C++, use swig to generate an .Net compatiable interface (making sure you overload specific C# Interfaces in the swig creation files). But, that would invovle a lot of hacking.

Or, you could simply comply and use any .net language (the Visual Ogre Core interface is CLS compliant AFAIK).. There are dozens:
http://www.dotnetpowered.com/languages.aspx
C#, VB.Net, C++/CLI
Basic variants, C, JavaScript (JScript), Python, Ruby, etc.


The
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pjcast

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Ogre Studio - Information
« Reply #8 on: August 20, 2006, 11:45:26 PM »

I just want to say that, even though this public forum is not having as much information about Ogre Studio, that doesn't mean nothing is going on ;)

Latest work includes:
* Split view windows
* Created simple configuration menu for adjusting window layout
* Added shotcut keys for usability for all major menu commands
* Cleaned up several interface bugs
* Worked on removing a few crashes
* Added more checks when opeing files/projects to avoid crashes

However, recent changes have left keyboard navigation inopertaive. This however, will be remedied quickly. I have high hopes that Ogre Studio is starting to come together, and I think more so then any other tool developed for Ogre so far (except GOOF - which looks real promising also).. here's hoping ;)
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