Note that if you use Wayland you must use #OpenSceneGraph (Options --> OpenGL -->Graphic Engine: OsgGraph). The problem is that #Wayland is not compatible with our previous graphics engine, SSGgrpah , based on pLib. With #XOrg there should be no problems.

 There is an absolutely lovely interview series happening on the OpenMW website: https://openmw.org/

Super nice to hear a bit about all the cool contributors over the years.

Also give them a follow to hear about any future ones: @openmw 🌟

#OpenMW #Morrowind #Modding #TES #Developers #Art #OSS #OpenSource #Game #GameDev #OpenSceneGraph

OpenMW

OpenMW is an open-source open-world RPG game engine that supports playing Morrowind.

OpenMW
The medium-/long-term goal of #openmw right now is to change rendering engine from #OpenSceneGraph to #VulkanSceneGraph. Very ambitious and exciting. A lot of work is done already.
It is now possible to change compounds on race, as you can see in this #Short video:
https://youtube.com/shorts/fN4_K40EssY?si=-vZpqfgZVl4C-diJ
For now only in SSG, but soon it will be ready in #OpenSceneGraph .
#OpenSourceGame #SpeedDreams
SPEED DREAMS - New feature, different compounds! #Shorts #Development

YouTube
In case you missed yesterday, we like to wish you again Merry Christmas and remind you that we have just published a new post about the development in the last month, and also a new Testing AppImage (Experimental) with the new #OpenSceneGraph graphic engine by default. We also record a Special Christmas video:
https://www.speed-dreams.net/en/christmas-developers-news-2021-12/
Christmas Development News (2021-12) - Speed Dreams

One more time we are here again to make a special Christmas report of our last works on the Speed Dreams code, since the last Development report: –New Interiors for Supercars. At the moment avaliable for Boxer 96 and Cavallo 360 (on this video), developed by Chad3006 –Works on widgets for the OSG HUD , […]

Speed Dreams

Feels nice to finally return some technical debt. Shamefully, I have some #FreeBSD bugs assigned to me since 2017, but I'm finally at squishing them.

The biggest one is #OpenSceneGraph port update which I'm going to commit tomorrow, another is #UnknownHorizons update to 2019.1 which also requires #fifengine and other dependencies update (pending maintainer feedback/timeout).

After these, only 3 ancient bugs left!