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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: 485 active threads during last week
Site rank: 1,821 (go to rank page)
Domain info for: ogre3d.org
 

Posting activity table on Ogre Forums:

  Week Month 3 Months
Threads: 485 1,755 4,448
Post: 1,205 4,772 11,900
 

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
124
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?
sinbad
53
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...
xavier
44
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.
masterfalcon
34
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.
Jabberwocky
21
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.
Kojack
20
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.
Wolfmanfx
20
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.
Calder
14
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      ...
Noman
13
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...
josevilleta
13
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.
 

Top 10 active forums on Ogre Forums during last week:

Help - 454 new posts Help - forum profile
Developer talk - 165 new posts Developer talk - forum profile
Showcase - 100 new posts Showcase - forum profile
Using OGRE in practice - 96 new posts Using OGRE in practice - forum profile
General Discussion - 84 new posts General Discussion - forum profile
Artists & Content Creators - 56 new posts Artists & Content Creators - forum profile
Lounge / Off-topic - 49 new posts Lounge / Off-topic - forum profile
Back to Basics - 27 new posts Back to Basics - forum profile
Google Summer Of Code - 21 new posts Google Summer Of Code - forum profile
Feature Requests - 7 new posts Feature Requests - forum profile
 

Top 10 forums on Ogre Forums:

Help - 24,402 posts Help - forum profile
General Discussion - 14,216 posts General Discussion - forum profile
Showcase - 12,716 posts Showcase - forum profile
Using OGRE in practice - 12,065 posts Using OGRE in practice - forum profile
Developer talk - 7,095 posts Developer talk - forum profile
Lounge / Off-topic - 6,770 posts Lounge / Off-topic - forum profile
Back to Basics - 3,931 posts Back to Basics - forum profile
Artists & Content Creators - 3,645 posts Artists & Content Creators - forum profile
Feature Requests - 1,498 posts Feature Requests - forum profile
Google Summer Of Code - 1,184 posts Google Summer Of Code - forum profile

Latest active threads on Ogre Forums:

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... _________________
Forum:  Developer talk Developer talk - forum profile
Thread:  Show this thread (438 posts) Thread info: CMake build files for Ogre 1.6 Size: 278 bytes
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Ogre Forums
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.
Forum:  Help Help - forum profile
Thread:  Show this thread (5 posts) Thread info: iPhone Error Question Size: 118 bytes
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Ogre Forums
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...
Forum:  Developer talk Developer talk - forum profile
Thread:  Show this thread (173 posts) Thread info: Git, Mercurial or Bazaar - which do you use most? Size: 680 bytes
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Ogre Forums
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.
Forum:  General Discussion General Discussion - forum profile
Thread:  Show this thread (22 posts) Thread info: OGRE + Visual C++ 2008: all I need for games? Size: 544 bytes
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Ogre Forums
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.
Forum:  Using OGRE in practice Using OGRE in practice - forum profile
Thread:  Show this thread (125 posts) Thread info: New wiki article: Advanced Ogre Framework Size: 134 bytes
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Ogre Forums
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 ...
Forum:  Showcase Showcase - forum profile
Thread:  Show this thread (66 posts) Thread info: OgreHaptics demo Size: 1,419 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 (424 posts) Thread info: ZeroGear: A kart-racing game using Ogre Size: 495 bytes
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Ogre Forums
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.
Forum:  Lounge / Off-topic Lounge / Off-topic - forum profile
Thread:  Show this thread (2 posts) Thread info: Unity3d Indie is now freeware Size: 365 bytes
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Ogre Forums
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 ...
Forum:  General Discussion General Discussion - forum profile
Thread:  Show this thread (10 posts) Thread info: Remove dependencies for build (CMake). Size: 541 bytes
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Hot threads for last week on Ogre Forums:

Lounge / Off-topic
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....
Forum:  Lounge / Off-topic Lounge / Off-topic - forum profile
Thread:  Show this thread (29 posts) Thread info: Crytek free for universities Size: 279 bytes
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Developer talk
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... _________________
Forum:  Developer talk Developer talk - forum profile
Thread:  Show this thread (438 posts) Thread info: CMake build files for Ogre 1.6 Size: 278 bytes
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Developer talk
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...
Forum:  Developer talk Developer talk - forum profile
Thread:  Show this thread (168 posts) Thread info: RT Shader System Component Size: 825 bytes
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General Discussion
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.
Forum:  General Discussion General Discussion - forum profile
Thread:  Show this thread (22 posts) Thread info: OGRE + Visual C++ 2008: all I need for games? Size: 544 bytes
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Help
Re: compiling ogre - 20 new posts
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/
Forum:  Help Help - forum profile
Thread:  Show this thread (20 posts) Thread info: [Solved] compiling ogre Size: 277 bytes
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Google Summer Of Code
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 ...
Forum:  Google Summer Of Code Google Summer Of Code - forum profile
Thread:  Show this thread (391 post) Thread info: Unified Samples Framework Size: 628 bytes
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General Discussion
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..
Forum:  General Discussion General Discussion - forum profile
Thread:  Show this thread (16 posts) Thread info: Are there commercial GUI options for Ogre3D? Size: 66 bytes
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Help
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
Forum:  Help Help - forum profile
Thread:  Show this thread (16 posts) Thread info: How long for noob to create something in OGRE? Size: 489 bytes
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Artists & Content Creators
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.
Forum:  Artists & Content Creators Artists & Content Creators - forum profile
Thread:  Show this thread (25 posts) Thread info: anyone got any bikini girl models? Size: 322 bytes
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Developer talk
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...
Forum:  Developer talk Developer talk - forum profile
Thread:  Show this thread (173 posts) Thread info: Git, Mercurial or Bazaar - which do you use most? Size: 680 bytes
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