Ocean waves glide towards the shore in a slow rhythm, one after another, measuring the time like an ancient, gently murmuring clock. But there is a grander, slower rhythm, which looks like a frozen present to the human eye. Here and now, it seems that the shore is shaping the waves, constraining and breaking them, yet in the grand scheme of things, it's the other way round: the curves of the high shore have been molded by the tides over the centuries and centuries of steady beat.
The most momentary of all — and most fleetingly picturesque — is the sea foam, its glistering fireworks erupting at the meeting point of water and earth, and disappearing in a matter of seconds. If the foam could think, it would probably imagine itself to be the main actor on this grand stage, the hero of the story being told — full of sound and fury, signifying nothing.
Click through to Daily Paintworks to zoom in and see the details: http://www.dailypaintworks.com/fineart/lena-levin/timber-cave-rhythms-of-time/352323
We are very busy in the hidden Team forum section where we are planning and developing the next major iteration of Ogitor SceneBuilder.
The next version is called Ogitor 15.10 - aka 'Malazgirt'.
'Malazgirt' is Turkish and is the name of the place where the great war between Turkey and Byzantium resulted in Anatolia being Turkish.
In other words: it means also 'beginning'. :)
We have decided to use the Ubuntu versioning scheme: year.month.
It doesn't look like much, and it doesn't do much at the moment.
But the magic lies in what's inside of it. :)
This time it is powered by the OGF (Ogitor Game Framework) which is component based, threaded and currently consist of 3 systems: geometry, graphics and input.
In addition to OGFCore, naturally.
In theory, this architecture would (hopefully) mean that the individual systems could be swapped out with something else.
Ogitor, the editor, actually boots and runs without loading any OGF systems, until a scene is loaded.
We are very excited to be developing a much better Ogitor :)
We want the software to be a rock solid experience.
And that includes plugin development and scripting, which we are going to give extra careful attention.
Also, we are going to support OpenGEX for import/export - dotscene is not going to be supported by the core Ogitor team.
I almost forgot to mention that one of the biggest improvements to Ogitor will be a much improved terrain editor. :)
We are currently investigating different possibilities.
The Ogitor Game Framework can, and will be, used outside of the editor. And it will be developed in parallel to the Ogitor application. ;)
Jacob is a elementary school teacher by profession, but have dabbled in programming since the late 90's and considers himself an accomplished amateur in a lot of disciplines. Such as C++ graphics programming, Delphi (Object Pascal), PHP and general web development.
- Copenhagen Hospitality College (www.hrs.dk)Gastronom, 2013 - presentCulinary Arts / Chef Training
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