November 23rd, 2014
Long time no post, but that certainly doesn’t mean that there is nothing going on. In fact there are multiple new entries queued up, so stay tuned. Here comes the first:
The guys over at the “ManicNorth” studio asked us to spread the word about there current Ogre3D based project called “Seasoned Tactics” and of course we happily oblige. It is a turn-based tactics arena game where players take control of the four seasons to battle for control of a tiled board. They are currently seeking support for their new creation trough Steam Greenlight as well as through their ongoing Kickstarter campaign.
Information about the artwork and mechanics of the game can be found on their website / blog. Read the rest of this entry »
May 1st, 2014
Dear Ogre community,
in case you missed this thread so far, we want to highlight “MASA LIFE“:
A one-stop middleware for efficiently authoring and simulating behavior
They just released version 1.5 of their product and you can register on their website to receive a trial version. Some of the features it includes are:
- Rapid prototype behaviors/AI
- Visual modeling of reusable behaviors empowering designers with intuitive graphical editors (Behavior Trees, Navigation, Knowledge,…).
- Graphical (remote) debugging & inspection.
- Sparking life: integrate with our cross-platform SDK and deploy easily with a single-click of a button.
- Extensive getting-started experience and documentation.
Read the rest of this entry »
March 5th, 2014
Once again, we want to highlight one of the many great projects from the Ogre3D eco-system, this time a character animation platform from the University of Southern California’s Institute for Creative Technologies. But read for yourself and give it a try. Read the rest of this entry »
February 25th, 2014
Unfortunately, we have to convey sad news for a change: We were not accepted for this year’s Google Summer of Code 2014 project.
We don’t know the reason (yet), but there is nothing we can do about it anyway, other than to stand tall and continue our path without funding from Google this year…which will not be the end of course. Instead we will jointly focus on refining and polishing the results of last year’s projects and continue our efforts to integrate them into the main code base as well as pushing forward on Ogre version 2.0.
We also want to highlight that we bear no grudge whatsoever towards Google for their decision. There are so many great projects applying for spots every year that we were lucky to have been consistently chosen for the last several years, often times with as many as four slots in parallel. For that we are very grateful!
Additionally, the fact that we are out this year, doesn’t mean that we are out for good. It’s not our first time we haven’t been granted GSoC slots. We will apply again next year and keep our fingers crossed.
In the meantime, we will rely even more on you as the community to support us with pull-requests and bug hunting (e.g. by creating and working on JIRA tickets) to constantly improve our beloved engine.
Your Ogre3D Team
PS: Everyone of course is more than welcome to tackle one of the GSoC ideas collected here in various threads as well as in our wiki and work on them anyway. Feel free to get in touch with our development team for additional steering, but even more importantly: Involve the community by creating a thread and discussing your idea and approach beforehand, to get some feedback early on.
February 15th, 2014
Some time ago, we already posted about the Ogre3D-powered game “Alchemy Mysteries: Prague Legends”. Since then, the studio JetDogs has ported the game over to Linux and is now actively trying to get into Steam Greenlight. If you like the game, give them your vote please.
Here their complete press-release:
«Alchemy Mysteries: Prague Legends» – now also for Linux!
For a long time, Linux has been liked mainly by computerists and the computer enthusiasts but not by gamers. But the times are changing and from some time developers started to create wonderful games for Linux. «Alchemy Mysteries: Prague Legends» is one of them. Of course, the decision to adapt this game to Linux was to a certain extent influenced by its success and popularity under Windows.
«Alchemy Mysteries: Prague Legends» is one of the most popular hidden object adventure created by JetDogs Studios. An intriguing plot with many twists, many smart brainteasers and gorgeous game graphics in full 3D that makes scenes and actions completely realistic – all this is available in the story about a young and pretty orphan named Eva which set on her trip to the very heart of Bohemia – the glorious and mysterious town of Prague for coming into an inheritance from her relative who had died under mysterious circumstances. Having arrived in the destination town, she faces ghosts in the deserted house, discloses the band of black magicians aiming to destroy the entire world and, to crown it all, she finds out the truth of her descendance.
Accompanied by its great success, this game was submitted to Ubuntu App Store and soon «Alchemy Mysteries: Prague Legends» can be bought through Ubuntu Software Center.
The game can be also found at Steam Greenlight. At the Steam Greenlight website you can watch the intro video as well as see the screenshots of the game or leave your comments about the game. We’ll be very happy if you could give us your votes to get into Steam!
Steam Greenlight Vote Link
The more detailed information about JetDogs Studios as well as about the soft products of the company is available at http://jetdogs.com/
January 1st, 2014
First off: We as the Ogre3D team wish the the whole Ogre3D community a Happy New Year!
Looking back at 2013, we see a successful year for our beloved rendering engine, with two highlights being yet another great Google Summer of Code and the release of Ogre 1.9. And the new year 2014 is also having a great start, since we can happily announce that we have a new superb addition to our development team:
So here it is: Matias Goldberg joins the team!
Everyone following the development of Ogre3D will by now be familiar with Matias, since he is the driving force behind the whole Ogre 2.0 revamp. It all started off with his in-depth analysis of Ogre’s performance bottlenecks in November 2012, followed by his Ogre 2.0 GSoC project to start fixing those in the Summer of 2013. But as promised he did not stop there, but continues to work hard on the v2-0 branch. You can follow his work either directly via his commits to the repositories, his blog posts related to Ogre, the Ogre 2.0 wiki page or various forum threads covering a variety of topics in the Ogre 2.0+ forum section. We of course encourage everyone to get involved and provide feedback.
BTW: Merging in the first three GSoC projects that we selected for the next Ogre version 1.10, will take a bit longer than anticipated, so we cannot yet release the first release candidate as originally planned for right around now, but instead we will push that RC1 back a few weeks. The overall branch quality will also benefit from that since it gives us more time to have a look at some open JIRA tickets and helps to get the code base into a mature enough state.
As usual: All community support is welcome! So if you can, please jump on board, to ensure that 2014 becomes yet another successful year for all of us!
Your Ogre3D Team
November 24th, 2013
Good news! We finally tagged the Ogre 1.9 branch as ‘stable‘, making it the new current and recommended version. We would advise you to update wherever possible, to benefit from all the fixes and improvements that made their way into the new release.
Right now, we don’t have any published SDKs yet, since we still rely on team and community members to help with the building and packaging process and that takes some time of course (we have it on our list to automate that process, but so far there always were more pressing topics to tackle ). But I have already heard that Windows SDKs are well underway and I expect the other ones to surface soon as well. We will update the download page as they become available and also try to update the announcement thread in the forums.
For an outline of the changes, have a look at the collected Ogre 1.9 change log in the wiki and at our JIRA tracker for all tickets fixed/solved by 1.9.
So what’s next? We are already working on Ogre 1.10 which will contain the changes from three of our five GSoC 2013 projects (details in the planning thread). In parallel, the work on the revamped Ogre 2.0 will continue as well…we’ve also got a related news post upcoming that will support those efforts. But as usual, we heavily rely on you as he community to support us with JIRA tickets, tracking down bugs and creating patches and adding new features. So chime in, whenever possible. Thanks!
BTW: With the release of Ogre 1.9 and the start of development for Ogre 1.10, we took the opportunity to get back to properly using the ‘default‘ branch, meaning Ogre 1.9 has been merged into it as well as Ogre 1.10 (which then was closed off), so ‘default‘ is once again our bleeding edge for development and preparation of Ogre 1.10. Please use it as the target for all pull-requests unless they are specifically meant for either Ogre 1.9 (only bug fixes) or Ogre 2.0.
November 24th, 2013
Some days ago, we have been informed that the guys behind “Coherent:Labs” have released an Ogre3D integration of their CoherentUI solution. This cross-platform solution can be used to handle a wide variety of tasks from complex user interfaces to in-game browsing and in-game shopping systems, to installers and social integration.
With the new integration, Ogre3D joins the list of supported rendering engines that also features other big players such as Unity3D or CryEngine3.
For more details about the UI library, check out their website and read their announcement blog post. Below is the video from that blog post with their R&D head showcasing the new integration from a coding perspective. If you are looking for a new UI solution, give it a try!
October 14th, 2013
Good news! We have just added the v1-9-0RC2 tag (commit) to our repository, indicating that we reached our RC2 milestone. Within the next four weeks we will fix any potential major bugs and will then release it on the the 10th November as “stable” to become the new de-jure Ogre version.
Note: As outlined in this version planning thread, we did not include any results of our GSoC 2013 projects in Ogre 1.9 yet, to not delay it any further. This merge will partially happen in the new version Ogre 1.10 and the rest of it in Ogre 2.0 (see the thread for more details and the reasoning behind it).
Since the Ogre 1.10 branch has now been created (commit), we can also officially share its name: Ogre 1.10 aka “Xalafu”. JIRA has been updated to reflect the new branches and versions as well.
September 12th, 2013
The Ogre3D base game engine “NeoAxis” has just released its version 2.0 and we happily relay their announcement here. See the changes below, especially what new options are available from a license perspective.
Read the rest of this entry »