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Ogre Forums - www.ogre3d.org | Site profile

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.

Title: Ogre Forums - http://www.ogre3d.org Ogre Forums
Url: http://www.ogre3d.org
Users activity: 3 posts per thread
site activity: 420 active threads during last week
Site rank: 1,802 (go to rank page)
Domain info for: ogre3d.org
 

Posting activity table on Ogre Forums:

  Week Month 3 Months
Threads: 420 1,610 4,264
Post: 1,226 4,389 11,367
 

Authority Badge:

Ogre Forums | Forum Authority Badge

Ogre Forums posting activity graph:

Posts by:  day  week  month 
 

http://www.ogre3d.org Alexa graph:

Top authors on Ogre Forums during last week:

Name
Posts
jacmoe
164
user's latest post:
Question
Published (2009-11-08 23:17:00)
And, to iterate the point: Ogre is not a game engine, it's a rendering engine. So, unless you plan to make a game which does nothing but render, you need other libraries, and a framework to bind them. And some people to write a scripting language on top of it all. Like the Unity team has done (for Unity).
xavier
87
user's latest post:
Question
Published (2009-11-08 23:35:00)
pauloogre2010 wrote: by saying well, instead of making the games through a compiler, I was saying that an editor is useful for the ogre. The 3d editor is where you use it, you can add 3D models in the virtual world can move to rotate the object, change the parameters, the behavior for the character AI, physics, particles Emmiter etc ... where have all the tools needed to make a game, which the editor is included it the engine ogre. Sounds...
spacegaier
53
user's latest post:
Question
Published (2009-11-08 23:02:00)
jacmoe wrote: Or, if you mean material scripts, etc - use NotePad++ - for now. That's excactly my point. I have no idea what the topic owner is up to !
sinbad
41
user's latest post:
Git, Mercurial or Bazaar - which...
Published (2009-11-07 13:31:00)
typist wrote: According to Mercurial Hosting , since 03 Nov 09, SourceForge has started offering Merucurial support . At version 1.1.2 yes, and without any support for server-side forking for user repositories. Google Code also supports Mercurial hosting but they only allow pushing via https, which I had timeout problems with on big uploads, and again no community participation via hosted forks. BitBucket offers ssh access which I needed for...
typist
27
user's latest post:
Exception after fullscreen in...
Published (2009-11-08 22:16:00)
Try: How to create full screen window and The MFC way you need to call GetSystemMetrics for calculating the size of the title bar and windows border
CABAListic
26
user's latest post:
Question of sharedptr
Published (2009-11-06 11:09:00)
This is incorrect usage. You must give the raw pointer to only one shared pointer. After that, copy from the shared pointer. Code: Select all int* pp = OGRE_NEW_T(int,MEMCATEGORY_GENERAL); SharePtr<int> sp(pp,SPFM_DELETE_T); SharePtr<int> sp2(sp); That your code worked with ned is probably a coincidence. Don't rely on it.
mkultra333
26
user's latest post:
Unreal Development Kit is free...
Published (2009-11-08 14:37:00)
After a little experimentation, the glamour is wearing off for me. I don't like UnrealEd's brush construction method at all, it's very slow compared to what I'm used to. And I don't like their lighting model either. It's overcomplicated, there are way too many tweaks and settings for lights, and the end result doesn't seem to justify it. They still use lightmaps as well as proper dynamic lights, but the...
Noman
21
user's latest post:
Ogre Compositor, error...
Published (2009-11-08 09:48:00)
Can you specify which version of Ogre you're using, and perhaps provide a snippet of the code you wrote in your app?
Vectrex
18
user's latest post:
ideal game texture sizes
Published (2009-11-08 17:39:00)
jjp wrote: Vectrex wrote: Unfortunately artist tools are pretty crappy, so you can't really model in hires and skin it expecting to later on reduce the polys etc. With ZBrush or Mudbox you can (of course most of the time reducing mesh complexity has to be done manually) and do sculpt and paint a high resolution model and then produce your low/mid poly art from it. I would not call these tools crappy I mostly mean reducing the polygons on...
Wolfmanfx
17
user's latest post:
Bug in GLRS regarding uniform...
Published (2009-11-08 22:51:00)
Here the image with enabled skybox (fixed function material used -->mSceneMgr->setSkyBox(true, "Examples/SceneCubeMap2"); )
 

Top 10 active forums on Ogre Forums during last week:

Help - 438 new posts Help - forum profile
General Discussion - 272 new posts General Discussion - forum profile
Developer talk - 214 new posts Developer talk - forum profile
Showcase - 131 new posts Showcase - forum profile
Using OGRE in practice - 109 new posts Using OGRE in practice - forum profile
Lounge / Off-topic - 77 new posts Lounge / Off-topic - forum profile
Google Summer Of Code - 64 new posts Google Summer Of Code - forum profile
Back to Basics - 26 new posts Back to Basics - forum profile
Artists & Content Creators - 22 new posts Artists & Content Creators - forum profile
Feature Requests - 4 new posts Feature Requests - forum profile
 

Top 10 forums on Ogre Forums:

Help - 23,590 posts Help - forum profile
General Discussion - 13,912 posts General Discussion - forum profile
Showcase - 12,439 posts Showcase - forum profile
Using OGRE in practice - 11,809 posts Using OGRE in practice - forum profile
Developer talk - 6,759 posts Developer talk - forum profile
Lounge / Off-topic - 6,631 posts Lounge / Off-topic - forum profile
Back to Basics - 3,869 posts Back to Basics - forum profile
Artists & Content Creators - 3,549 posts Artists & Content Creators - forum profile
Feature Requests - 1,482 posts Feature Requests - forum profile
Google Summer Of Code - 1,154 posts Google Summer Of Code - forum profile

Latest active threads on Ogre Forums:

Ogre Forums
Started 1 day, 4 hours ago (2009-11-09 12:20:00)  by sinbad
This is a good idea. However I think it would be best to have a LT_CUSTOM entry just to keep the enums predefined and the logic simple for identifying non-standard lights, and then have an additional 'customID' flag which users can use to subclassify their custom lights if they want to. The render queues had a valid reason for needing values between the standard values, since lights don't I ...
Forum:  Developer talk Developer talk - forum profile
Thread:  Show this thread (5 posts) Thread info: A 4th Light Type Size: 818 bytes
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Ogre Forums
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
Forum:  Showcase Showcase - forum profile
Thread:  Show this thread (404 posts) Thread info: ZeroGear: A kart-racing game using Ogre Size: 495 bytes
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Ogre Forums
Started 1 day, 22 hours ago (2009-11-08 18:47:00)  by spacegaier
Ehmm...how about telling us what kind of errors? Unfortunately, we are no visionaries here .
Forum:  Help Help - forum profile
Thread:  Show this thread (17 posts) Thread info: Problems installing OGRE Size: 160 bytes
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Ogre Forums
Started 23 hours, 47 minutes ago (2009-11-09 17:24:00)  by xavier
It depends on what your needs are. Newton/OgreNewt are much more newbie-friendly, and if you run into limitations with Newton and want to move to Havok, you can replace the calls to Newton within OgreNewt, with similar calls to Havok.
Forum:  General Discussion General Discussion - forum profile
Thread:  Show this thread (11 posts) Thread info: Physics integration with Ogre Size: 235 bytes
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Ogre Forums
Started 20 hours, 40 minutes ago (2009-11-09 20:31:00)  by Jabberwocky
From ogrecamera.h Code: Select all /** Tells the camera whether to yaw around it's own local Y axis or a fixed axis of choice. @remarks This method allows you to change the yaw behaviour of the camera - by default, the camera yaws around a fixed Y axis. This is often what you want - for example if you're making a first-...
Forum:  Help Help - forum profile
Thread:  Show this thread (3 posts) Thread info: Bizarre camera behaviour Size: 2,774 bytes
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Ogre Forums
Started 22 hours, 12 minutes ago (2009-11-09 18:59:00)  by jacmoe
If you insist on running it through the debugger from Visual Studio in release mode, remember to set your projects debugging properties. Just like it's done in debug mode.
Forum:  Help Help - forum profile
Thread:  Show this thread (6 posts) Thread info: release problems Size: 177 bytes
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Ogre Forums
Started 2 weeks, 6 days ago (2009-10-21 14:18:00)  by Jorgon
My day job is working with databases and working in .Net. I have also participated in a couple Give Camps where we had to create large data layers on extreme time limits. I will be referring to .Net in my post. I have dealt with a couple ORM libs and manual CRUD. Of the ORMs, I have used Castle Activerecord the most, which uses/simplifies NHibernate. I have also played with Telrik's ORM, but not...
Forum:  Lounge / Off-topic Lounge / Off-topic - forum profile
Thread:  Show this thread (4 posts) Thread info: Opinion survey about ORM / DAL tools Size: 3,156 bytes
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Ogre Forums
Started 21 hours, 18 minutes ago (2009-11-09 19:53:00)  by chaosavy
Not sure exactly what the issue is but two things to look out for, make sure that your mesh is oriented properly before you export and try not to use ->getPosition instead try using ->_getDerivedPosition which is the world/true position In case you aren't sure what the difference is: you have 2 nodes node 1 is the parent node, and node 2 is the child node of node 1 Node 1'2 position is (10,10...
Forum:  General Discussion General Discussion - forum profile
Thread:  Show this thread (2 posts) Thread info: shooter game problem Size: 617 bytes
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Hot threads for last week on Ogre Forums:

General Discussion
Started 5 days, 3 hours ago (2009-11-05 13:23:00)  by jacmoe
Yep - that sounds nice. Like the Unity editor, the Unreal editor is an inspiration for the Ogitor project. I am looking forward to taking the UDK for a spin.
Forum:  General Discussion General Discussion - forum profile
Thread:  Show this thread (79 posts) Thread info: Unreal Development Kit is free for noncommercial Size: 311 bytes
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Developer talk
Started 3 weeks, 2 days 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...
Forum:  Developer talk Developer talk - forum profile
Thread:  Show this thread (157 posts) Thread info: Git, Mercurial or Bazaar - which do you use most? Size: 680 bytes
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General Discussion
Started 6 days, 16 hours ago (2009-11-04 00:26:00)  by nullsquared
GUI stuff + C# = heaven GUI stuff + C++ = hell
Forum:  General Discussion General Discussion - forum profile
Thread:  Show this thread (56 posts) Thread info: Why is everybody using C# for editors? Size: 59 bytes
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Google Summer Of Code
Started 7 months, 3 weeks 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 ...
Forum:  Google Summer Of Code Google Summer Of Code - forum profile
Thread:  Show this thread (367 posts) Thread info: Unified Samples Framework Size: 628 bytes
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Using OGRE in practice
Started 1 week, 2 days ago (2009-10-31 21:55:00)  by jacmoe
IndieZen sounds an awful lot like that. Or, Open Game Engine, for that matter. (Which was borne out of an extremely similar topic some years ago)
Forum:  Using OGRE in practice Using OGRE in practice - forum profile
Thread:  Show this thread (35 posts) Thread info: And how about an OpenGame project? Size: 234 bytes
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Lounge / Off-topic
Started 5 days, 10 hours ago (2009-11-05 06:54:00)  by xavier
Smaller by a factor of 4 at least. High res textures in a game usually are in the 512x512 range, and generally smaller textures are used (128 and 256 being relatively common). 2048 is simply insane. Mipmapping will force much lower resolution versions to be used for rendered pixels anyway (you will almost never see the top mip level, and that will be only when you are super close up on your ...
Forum:  Lounge / Off-topic Lounge / Off-topic - forum profile
Thread:  Show this thread (32 posts) Thread info: ideal game texture sizes Size: 602 bytes
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Showcase
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
Forum:  Showcase Showcase - forum profile
Thread:  Show this thread (404 posts) Thread info: ZeroGear: A kart-racing game using Ogre Size: 495 bytes
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General Discussion
Re: Question - 21 new post
Started 1 day, 19 hours ago (2009-11-08 21:40:00)  by spacegaier
Well: Yes , everything is possible as long as you are either a really good and profficient programmer (or have a big team / time doing it for you)... No , since Ogre alone probably won't be enough. You will of course also need a GUI library like wxWidgets or Qt (for an exmaple of Ogre + Qt, search for Ogitor ). But that shouldn't be the problem...
Forum:  General Discussion General Discussion - forum profile
Thread:  Show this thread (21 post) Thread info: Question Size: 482 bytes
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General Discussion
Started 2 weeks ago (2009-10-27 16:55:00)  by Tiblanc
Have you tried with vsync on? You probably end up updating the car's position at different fraction of frames which means the movement isn't constant every frame.
Forum:  General Discussion General Discussion - forum profile
Thread:  Show this thread (28 posts) Thread info: jerking of smooth moving objects Size: 162 bytes
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Developer talk
Started 5 months, 3 weeks ago (2009-05-21 21:07:00)  by sinbad
My guess is that std::tr1::hash will now replace stdext::hash_compare in VC10, as it did in gcc 4.3. So this section will have to be adjusted to check the VC version and use that instead, probably. Patch welcome if you can test it.
Forum:  Developer talk Developer talk - forum profile
Thread:  Show this thread (32 posts) Thread info: VC10 Compatibility issues Size: 231 bytes
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