It’s now almost a year since I decided to try using Twitter, specifically to post about Ogre development work I’m doing and other Ogre-related things (well, most of the time anyway). Seeing as I totally deride the concept that it’s a good thing to share the inconsequential, tedious minutae of your life with the internet and view it as the absolute pinnacle of sad, narcissistic behaviour, joining Twitter was a hard sell.
I’ve already posted about my experiences with Git and Mercurial, the end result of which was a vastly increased respect for Git but a basically confirmed preference for Mercurial, based on ease of use, platform consistency and resilience. Mercurial’s conversion tools are really quite good - the core tools worked fine but I was impressed by hgsubversion’s speed and that it seemed to just work, in both initial conversion and pulling subsequent updates.
So, I’ve just about completed my practical experiments & review of Mercurial and Git.
In the end, I had far too many separate notes and sets of experiences to post, so I boiled the argument down into the 10 most important factors to me, and scored Mercurial and Git on a scale of 1-5 based on what I’d found when using them. Here are the (annoying) results:
|1||Ease of use - command line||4||5|
|2||Ease of use - GUI||4||4|
|3||Platform support - core||3||5|
|4||Platform support - GUI||4||4|
|5||Web Host Functionality||5||4|
|6||Reliability & error handling||3||5|
|10||OGRE Community support||5||4|
I’ll explain the scores, and my conclusion, after the jump.
Penny Arcade tends to divide a room much like Marmite, but I like both. I was pleased this morning, therefore, to see Torchlight, a game deep within which little gears of my own construction are happily spinning away, featured as the news and comic of the day, and in a very positive fashion. [Penny Arcade tends to divide a room much like Marmite, but I like both. I was pleased this morning, therefore, to see Torchlight, a game deep within which little gears of my own construction are happily spinning away, featured as the news and comic of the day, and in a very positive fashion.
Woohoo, Torchlight, the new ARPG by Runic Games and using OGRE for rendering, is launching today! Well, strictly speaking the single player game launches today, with an MMO version planned for 2010. Torchlight has been developed in Seattle by a veteran team composed of the designers and leads of projects like Diablo, Diablo II, Mythos, and Fate, so you knew this was going to be good. Well, Runic were kind enough to send me an advance copy which I played a little yesterday, and boy, is it polished.
As you know I’ve been reviewing DVCSs lately. I’m taking my time doing real use cases on them, and deliberately not doing the sort of feet-first leap into whatever looks best / most popular on the surface because I don’t particularly want to discover unexpected problems down the track. It’s consuming a lot more time than I expected - I’m writing up my findings and may publish the entire results later on if I can find the time to clean them up and format them better, but for the moment I thought I’d share some experiences with the conversion process of a relatively large, long-lived, multi-branch repository (OGRE) from Subversion to Git and Mercurial, because that’s what I’ve been wrestling with in the last few days.
Before 2009, I’d never set foot in Germany before; not for any particular reason, I just hadn’t gotten around to it yet. However, thanks to gracious invitations to conferences I’ve now been twice. 😀In May I went to Stuttgart for FMX, and last week I went to Munich for Qt Developer Days. It was an enjoyable conference, as always the best part is just meeting other delegates, the sessions themselves are merely the icing on the cake.
I’ve been pushing quite hard to get this done before I head off to Qt DevDays next week, and luckily it all came together in the last few days: Some of the notable back-of-the-box (if there was a box) items: Upgrade to SpeedTree v5 - supporting all the great new features. See the SpeedTree site for more details on this release. More lighting options - Ambient Occlusion, Ambient Contrast, Specular Lighting, Transmission Lighting, Global Light Scalar, HDR.
I’ve been involved in open source for a long time - probably what might be considered a ‘generation’ in this industry. I was a fan of open source before I even knew the term existed - during my formative coding years in the early 90’s I was always releasing code for free and encouraging people to tell me why it sucked, and doing the same for them. Of course, most of the discussion went on over FidoNet, BBS-relayed emails, the very early (pre-WWW) internet and code on FTP sites, but the principle was much the same.
Hell yes. It’s nice to come back from holiday to more eye-candy from leading OGRE-based projects, and this one is looking very nice indeed. Congrats to Travis and the rest of the team at Runic, on the PAX ‘09 coverage and also the recent Gamasutra article which I read on my phone at breakfast one day while on holiday (much to my wife’s annoyance 😕 ).