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Ogre Forums - www.ogre3d.org | Site profile
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Site profile page for http://www.ogre3d.org.
This report page has aggregated and summarized the online discussions from the Message Board located at http://www.ogre3d.org.
This site profile page outlines general site statistics such as: Users Activity, Site Activity, Site Rank, and Top Authors, which are reported in either a table or graph below for a given reporting time period.
Additional site profile information for http://www.ogre3d.org is also shown in the following divisions:
1) Top 10 Active Forums during Last Week
2) Top 10 Site Forums
3) Latest Active Threads
4) Hot Threads for Last Week
Warning: These statistics are generated using 'best efforts' and can experience delays and reporting errors at times. Please note that such statistics do not constitute a site's popularity and/or exact posting volumes at any given reporting period.
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Posting activity table on Ogre Forums:
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Month
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3 Months
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Threads:
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485
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1,755
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4,448
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Post:
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1,205
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4,772
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11,900
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BoardReader Authority Badge code for Ogre Forums (http://www.ogre3d.org)
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Put this code anywhere on your forum page:
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Rating - The position measured by activity among all forum sites tracked by BoardReader.
If rating is 10 there are 9 forum sites which have higher activity.
Posts - Number of posts on forum site during last 7 days.
Threads - Number of threads on forum site active during last 7 days.
Authors - Number of authors which contributed to the site within last 7 days.
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Ogre Forums posting activity graph:
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http://www.ogre3d.org Alexa graph:
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Top authors on Ogre Forums during last week:
user's latest post:
CMake build system for Cthugha...
Published (2009-11-24 22:47:00)
It's only obvious when you know it is obvious. By the way: Have any of you managed to put the dependencies anywhere else than where you usually put it? It still complains.. Could it be that you need to copy/move the install dependencies cmake script to the root of the chosen dependency directory? It keeps telling me that ../Samples/blah/blah.dll doesn't exist. Shouldn't it be OGRE_DEPENDENCY_DIR/Samples/blah/blah.dll instead?
user's latest post:
Git, Mercurial or Bazaar - which...
Published (2009-11-24 21:13:00)
Yep, it actually seems to work I converted everything from the point that v1-4 was branched onwards (so from about early 2007), and the resulting repository is 75MB, compared to the 206MB before that. And best of all, incremental pulling still works like a charm, including my previous mods to pick up SVN merges and reflect them in Mercurial. I'm really pleased with this - I've deleted the 206MB repository on BitBucket and replaced it...
user's latest post:
OGRE + Visual C++ 2008: all I...
Published (2009-11-24 22:07:00)
Unity doesn't help you learn about game engines -- it is essentially GameMaker, but in 3D. It's there to make games easier to develop, but again, you have to know how games work or the concepts, terms and methodology are entirely foreign, Which leads to frustration, which is what I am trying to help the OP avoid.
user's latest post:
iPhone Error Question
Published (2009-11-24 22:49:00)
josevilleta wrote: Looking good! Got animated skeleton characters on iPhone with 16 bit indices. It would be good to mention this hint on the wiki.
user's latest post:
HardwareBuffer and Geforce 8600GS
Published (2009-11-24 19:48:00)
The only thing I can think of is if the 8600GS has less VRAM than your 7900GT. If you're exceeding the texture memory of your graphics card, it'll kill your framerate. Try smaller textures, or DDS compressed textures and see what happens.
user's latest post:
Crytek free for universities
Published (2009-11-24 05:05:00)
It could be (as I've seen happen before) that Crytek's legal department got a bit carried away when asked to come up with a license and weren't really following the spirit of the idea, and it will be revised once people start questioning it. So far it looks like it's better to just buy a bunch of copies of Crysis and mod that. All the same tools, no contracts to sign.
user's latest post:
GpuProgramUsage::~GpuProgramUsag...
Published (2009-11-24 13:35:00)
Ok now you have insert and erase in logN but you got an memory overhead ( 3 pointers per set element) and i do not know how it looks like with the memory fragmentation you know vector tries to use a continues memory block. So this one is a huge change.
user's latest post:
CMake falls into infinite loop...
Published (2009-11-23 13:04:00)
Running 'CMake ..' just yields Code: Select all CMake Error: The source directory "/Users/calderco/Developer" does not appear to contain CMakeLists.txt. Specify --help for usage, or press the help button on the CMake GUI. and with good reason. The directory structure is Code: Select all HOME Developer ogre1.7 ...
user's latest post:
CMake build system for Cthugha...
Published (2009-11-23 21:13:00)
Thanks dermont! Thats the kind of thing I was looking for. The linking actually succeeded, it was actually an internal cmake command (setting symlinks) that failed afterwards. I suspected it had to do with the fact that I was building from an Ogre subdirectory (which is a share from my primary machine) so I changed the Cmake build dir to be somewhere on the local linux HD, and its working from there! I must say that having two different...
user's latest post:
iPhone Error Question
Published (2009-11-24 22:33:00)
Looking good! Got animated skeleton characters on iPhone with 16 bit indices.
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Top 10 active forums on Ogre Forums during last week:
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Top 10 forums on Ogre Forums:
Help
- 24,402 posts
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General Discussion
- 14,216 posts
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Showcase
- 12,716 posts
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Using OGRE in practice
- 12,065 posts
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Developer talk
- 7,095 posts
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Lounge / Off-topic
- 6,770 posts
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Back to Basics
- 3,931 posts
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Artists & Content Creators
- 3,645 posts
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Feature Requests
- 1,498 posts
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Google Summer Of Code
- 1,184 posts
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Latest active threads on Ogre Forums:
Started 1 year, 1 month ago (2008-10-16 18:23:00)
by cdkeito
can i help (i've some hours this weekend) ?
you can copy desc and everything from my script... _________________
Started 1 day, 5 hours ago (2009-11-24 19:08:00)
by masterfalcon
You need to create your mesh with 16-bit indices. 32-bit indices aren't supported by OpenGL ES so they can't be used.
Started 1 month, 1 week ago (2009-10-18 15:21:00)
by mirlix
I tried both, git und mercurial. Used each one in one project and after that decided that I liked mercurial more. I testet it only on windows mit tortoise, so I cant say if I woudl have picked git on linux. But on Windows I like tortoisehg more and it was a lot easier to use it and transfer already learned concept from cvs and svn over to hg. With git I always had some sort of stupid eror message...
Started 2 days, 18 hours ago (2009-11-23 06:32:00)
by xavier
Then you probably have a long way to go. You need to get a base of understand first. Start here: http://www.amazon.com/Game-Coding-Compl ... 821&sr=8-1 After making it through that, if you have Ogre-specific questions, feel free to return here.
Started 3 months, 1 week ago (2009-08-15 20:42:00)
by boyamer
Thank you very much,nice work.you've done well job.
Started 1 year, 10 months ago (2008-01-06 15:46:00)
by jorrit5477
Sorry for the late reply, holidays were great though
Recently I have received a Falcon haptics device (still hard to get here in Europe for a hobbyist). OgreHaptics only supported OpenHaptics supported devices, and since the SDK supporting the Falcon does not make use of the OpenHaptics interface, a lot needs to be done (threaded tasks for handling collision detection and haptic force ...
Started 1 year, 11 months ago (2007-12-07 23:38:00)
by oddrose
really nice style you've got on the pic there...haven't checked the blog yet though
I simply can't get enough of off-proportioned characters. It makes me all tingly=) _________________ Fredrik Johansson
Game Blog | Portfolio
Started 1 day, 4 hours ago (2009-11-24 20:35:00)
by Baddcog
Not sold on Unity but I think I am gonna check it out if it's easy to proto. I have no coding skills at all, so if this is an easy way to slap a prototype together to try and get a coder interested in a project it might be nice. But everything I've seen so far and everyhting I am able to do with Ogre leaves me pretty impressed with what can be done.
Started 2 days, 7 hours ago (2009-11-23 16:45:00)
by jacmoe
Why not? I mean, disc space is cheap. What you're saying makes sense for larger dependencies, like Ogre itself, Qt, wxWidgets, etc. But not for small utility libraries. IMO. As for non hardcoded paths: that's the way CMake works. There's no way around that. Once it has generated a set of build scripts, you can't move the directory. However, CABAListic hasn't commented on this yet, so let's ...
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Hot threads for last week on Ogre Forums:
Started 6 days, 5 hours ago (2009-11-19 18:51:00)
by xavier
mirlix wrote: If only open source engines would be that nice and finally anounce that they are free to use^^ You mean....never mind....
Started 1 year, 1 month ago (2008-10-16 18:23:00)
by cdkeito
can i help (i've some hours this weekend) ?
you can copy desc and everything from my script... _________________
Started 3 months ago (2009-08-27 18:23:00)
by CABAListic
There were a few minor things which needed to be changed so that the patch compiles on Linux, I have attached an updated version of the patch. However, the generator doesn't quite seem to work. When I press F3 in either of the samples, I get the following error: Code: Select all An exception has occured: OGRE EXCEPTION(2:InvalidParametersException): Could not create gpu programs from render...
Started 2 days, 18 hours ago (2009-11-23 06:32:00)
by xavier
Then you probably have a long way to go. You need to get a base of understand first. Start here: http://www.amazon.com/Game-Coding-Compl ... 821&sr=8-1 After making it through that, if you have Ogre-specific questions, feel free to return here.
Started 1 week ago (2009-11-18 21:27:00)
by DanielSefton
Did you compile trunk or the 1.6x branch? Maybe you'll find my walkthrough useful: http://blog.tidalware.com/2009/06/ogre- ... nners-faq/
Started 8 months, 1 week ago (2009-03-19 11:28:00)
by tuan kuranes
I do like the idea of "samples plugins" and "sample framework" so that contributors/addons could add their own. but you'll have to develop furter the framework idea. - A 'resource/renderer/ogre plugin/ scene manager/requirements( opengl only, dx only, dll needed, etc.)' context per sample ? which would lead of a more complete samples.cfg description per section ? - Can you clarify if you want ...
Started 6 days, 9 hours ago (2009-11-19 14:51:00)
by jacmoe
Why would you use that ? It's a weird choice, for an indie..
Started 5 days, 13 hours ago (2009-11-20 11:08:00)
by FragCool
A Basic FPS can be done in one week, with some hours every day. If you include more fancy stuff like networking, physic or advanced grafic things like super shadow effects realistic reflections and so stuff the work starts But it would look like out from hell, because the real work is the art design... bad for us programmers
Started 1 week, 5 days ago (2009-11-13 03:56:00)
by jacmoe
I've seen a lot of big-breasted biniki girls, especially in 3D demos created by graphics geeks. Just browse around. Some years ago, it was almost impossible *not* to find a screenshot of a bikini babe in a 3D 'engine' showcase portfolio.
Started 1 month, 1 week ago (2009-10-18 15:21:00)
by mirlix
I tried both, git und mercurial. Used each one in one project and after that decided that I liked mercurial more. I testet it only on windows mit tortoise, so I cant say if I woudl have picked git on linux. But on Windows I like tortoisehg more and it was a lot easier to use it and transfer already learned concept from cvs and svn over to hg. With git I always had some sort of stupid eror message...
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