OSG port roadmap and design plans

Everything about development and the OpenMW source code.
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scrawl
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Re: OSG port roadmap and design plans

Post by scrawl » 04 May 2015, 00:50

Updated the first post. Here's some screenshots of recently implemented features (GUI, animations, correct NPC scaling):

Image
Image

FYI, since I added the font loader, now the branch depends on a git version of MyGUI (commit 0b14f6913cd2596).

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psi29a
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Re: OSG port roadmap and design plans

Post by psi29a » 04 May 2015, 06:32

When do you think MyGUI will make a release with your commit? I know that there has been a lot of work recently on their side.

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Sslaxx
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Re: OSG port roadmap and design plans

Post by Sslaxx » 04 May 2015, 19:48

scrawl wrote:[*]Get rid of boost

With Ogre gone we will no longer need the boost libraries. We are still using filesystem and shared_ptr in a lot of places though. Switching to C++11 would be a migration path.
Considering that there may be issues with running OpenMW using Clang under Vivid (and that the issue appears to be with the Boost threads library), this would be very welcome.
Stuart "Sslaxx" Moore.

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ElderTroll
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Re: OSG port roadmap and design plans

Post by ElderTroll » 14 May 2015, 00:31

Been following your trello page. Keep up the awesome work scrawl. :D It is really impressive. Let me know if those pizza funds stop flowing.
“A society grows great when old men plant trees whose shade they know they shall never sit in.”

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scrawl
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Re: OSG port roadmap and design plans

Post by scrawl » 21 May 2015, 00:01

Hello again! Did I really not post for 2 1/2 weeks? Time flies...

A few noteworthy additions since the last post:

- Physics are back, so no more floating NPCs.

- SDL was integrated, along with hardware cursors. Went surprisingly smooth.

- Inventory dolls are back:

Image
Image

A notable change is the item picking logic, now using OSG's intersection tests instead of a selection buffer (which was responsible for the small lag every time the inventory is opened). Works mostly ok, but sometimes only the back-faces of meshes are hit for some reason. I'm trying out OSG svn now to see if that's better.

Next up is porting the camera controller, so we can have a walk around our new world. Then, add the missing terrain, the map window, re-enable various bits that I've had to comment to get the initial port to compile, and we should have a playable game. I'm hoping there'll be a playable beta in 2-3 weeks or so :)

Ascent
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Re: OSG port roadmap and design plans

Post by Ascent » 21 May 2015, 02:03

Yay! I can't wait to try it! :)

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Okulo
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Re: OSG port roadmap and design plans

Post by Okulo » 21 May 2015, 06:35

scrawl wrote:I'm hoping there'll be a playable beta in 2-3 weeks or so :)
But this is software development, so it always takes twice as long as you expect it to. So... can't wait until the beginning of July! ;)

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sandstranger
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Re: OSG port roadmap and design plans

Post by sandstranger » 21 May 2015, 09:30

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Last edited by sandstranger on 18 Jan 2018, 16:07, edited 1 time in total.

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raevol
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Re: OSG port roadmap and design plans

Post by raevol » 23 May 2015, 04:56

scrawl wrote:I'm hoping there'll be a playable beta in 2-3 weeks or so :)
Right after classes start for summer semester... I'm going to fail...

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Re: OSG port roadmap and design plans

Post by nwah » 24 May 2015, 03:10

Okulo wrote:
scrawl wrote:I'm hoping there'll be a playable beta in 2-3 weeks or so :)
But this is software development, so it always takes twice as long as you expect it to. So... can't wait until the beginning of July! ;)
I don't know about that. A couple minutes ago, scrawl got activation working for containers, NPCs, and doors. You can practically do quests now, as long as you don't mind the sky zooming by at light speed, and not having visible terrain.

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