The Future of Mogre (Shoggoth)

Marioko

28-05-2008 14:18:44

ok guys i was thinking about the future, the next release of OGRE will be version 1.6 (Shoggoth), we cant wait this release to start working in update MOGRE, thats is why i want ask to Bekas ¿how we can add new classes, and generally update MOGRE to version 1.6? Maybe there is some black magic o summons that we need do for that. heheh xD

Ideally we should release alphas and betas about MOGRE v1.6 <--- Its sound really cool

Any ideas, suggestion, etc,etc

:D 8)

Bekas

05-06-2008 20:56:37

how we can add new classes
If the class derives from CLRObject, it will get picked up automatically by the wrapper utility.
If another wrapping way is more appropriate, there should an entry in "Attributes.xml".
Are there specific issues with wrapping 1.6 ?

Speaking of suggestions, it seems to me a bad idea to require the latest DX SDK in order to use Mogre. AFAIK, Ogre doesn't use any new DX feature that isn't found in older SDKs, so there's not much of a benefit. If you use a DX SDK as old as possible it will be likely that downloading a DX SDK won't be a requirement to use Mogre.

I suggest asking Sinbad what DX SDK he uses to compile Ogre and go with that one.

Marioko

05-06-2008 21:50:03

If the class derives from CLRObject, it will get picked up automatically by the wrapper utility.

Ok thanks. i dont start it yet, i am really busy this week, maybe next week i will start.

About DX SDK version i was thinking in the same, the next release will be compile with an old version maybe november 2007!! :D

Bekas

05-06-2008 21:57:35

Heh, you call this old ? I still have December 2004 :)

Marioko

06-06-2008 14:05:37

ehhehe :D your SDK is a deadbody :lol:

Whitebear

11-06-2008 11:12:36

I still have December 2004
I'm using it too. :)
your SDK is a deadbody
I would not say so. :) It is a very convenient release due to lack of D3DX9_XX.DLL hell.

Marioko

29-08-2008 02:43:37

OGRE 1.6RC1 (Shoggoth) is released with new features and improvemnets.

I think the time is here, if we want MOGRE keep alive, we must start working in udpate the current release.

Every help is welcome.

¿¿Bekas do you have some ideas or suggestion that could works like starting point??

RichTufty

29-08-2008 11:29:34

I'm really looking forward to the MOGRE version of 1.61, what's the plan of action with this then?

Bekas

29-08-2008 12:24:00

¿¿Bekas do you have some ideas or suggestion that could works like starting point??
Well, I suggest using the same process as upgrading to a minor version:

1) Look at changelog to get a feel of the general changes
2) Update the Ogre SVN source, resolve all compilation errors, fix API changes
3) Repeat 2 until Mogre samples are working again
4) Wrap new added classes as appropriate


About static compilation of Mogre, I run into problems with that, I may look into it again later on; it can certainly be part of another Mogre-only minor update.

Marioko

30-08-2008 03:45:35

ok thanks, we are thinking the same.. i try to make that this weekend! :D

drr00t

04-09-2008 01:40:31

hi,

How is going Mogre 1.6 port? Would be greate if was created a 1.6 Branch on SVN.

RichTufty

26-09-2008 11:58:03

Any news on state of play? :o

crodude

10-10-2008 22:09:36

Any news on Shoggoth wrapper please please please?

RichTufty

17-10-2008 11:15:32

If current people are too busy, could other people take on this task?

Bekas

17-10-2008 19:04:23

If current people are too busy, could other people take on this task?
Help is more than welcome! :)

RichTufty

21-10-2008 15:04:07

I don't really know what processes are involved. What sort of help is required? Is it split in to small elements, or is it one big chunk that 1 person just has to go through?

Like a lot of people here I don't have a lot of time on my hands at the moment, but if there are small parts that need working on, then people can chip away at them?

Is there anything I can do to help?

I know a lot of people are waiting for the latest Ogre and Hydrax to be MOgre'fied. Are there any others?

Beauty

23-10-2008 02:11:59

A small task:
If you like you can check+finish my port of Easy debug text.
I can't do, because I don't know much about C++.
www.ogre3d.org/wiki/index.php/Mogre_porting_example

My talk about is in this thread:
www.ogre3d.org/phpBB2addons/viewtopic.php?t=6204

RichTufty

23-10-2008 10:30:10

OK the Easy Debug text looks straight forward to port / finish off.

Is this a stand alone class you want to use, or is it actually embedded in the Ogre source?

I haven't seen yet how you guys port the Ogre to Mogre, or the processes involved. Are you literally rewriting Ogre in C#, or wrapping it in some way?

I've been using Mogre for nearly 2 years now and have never needed to delve in to the porting side of things, it's always been so good and reliable, so well done everyone involved!!

Beauty

23-10-2008 11:16:21

OK the Easy Debug text looks straight forward to port / finish off.
Is this a stand alone class you want to use, or is it actually embedded in the Ogre source?

I would say this is a stand alone class that uses Ogre members as basic.
Further talk about this port please write in this thread (don't hijack the current one).

Beauty

23-10-2008 14:23:39

If you know about C++/CLI and you don't get an other task, maybe you can finish the Hydrax wrapper. The most work is done, but Marioko and Bekas have only very less time.

Here is the thread:
www.ogre3d.org/phpBB2addons/viewtopic.php?t=7989

If you don't know Hydrax - it's a really nice water simulation add-on. Look here:
www.ogre3d.org/wiki/index.php/Hydrax

daganesh

12-01-2009 16:50:56

hi guys,
Last week I tried to get the latest version of Ogre 1.6 from the SVN, so I can have a look and see if I can give a hand in the development.
Unfortunately it was not updated, the solution file was wrong, folders were missing, etc.
I was told that it is a temporarily unstable state.
Is it ready to checkout yet (even if not fully compiling)?

KeithCu

10-02-2009 09:09:07

We are using OgreDotNet because we need Mono support. (You may have heard of those OSes called Linux or Mac :D ) Will that ever happen with Mogre? I think that this would be a very useful feature.

boyamer

10-02-2009 19:57:37

When will Mogre support 1.6.1 shoggoth?

Any news?

Anicka

11-02-2009 11:11:33

I want to ask same question. When there will be new version?
Any news?

Bekas

11-02-2009 11:23:14

Sorry guys, it's very unfortunate (and I hate it) but I don't have much time and AFAIK noone else seems to be working on an upgrade either.
There was some initial hopeful progress by Kerion but it's been a long time since I last heard from him, so things don't look good :?

zot

11-02-2009 16:59:00

How big a task would it be, and is it something someone else can do - e.g. is there any source code/scripts/documentation etc that would allow me to try?

Cheers

Greenjacket

11-02-2009 17:51:31

Count me in on the help front too! :D

raygeee

11-02-2009 18:16:19

This wiki page contains a full description how to build Mogre. You could try that for a start.

Greenjacket

12-02-2009 09:21:06

Thank you raygee. I was a bit out of date - I've built Mogre from Ogre a good long while ago, but wasn't ever aware of how the actual wrapping process is done. Now you've pointed me in the right direction - cheers! :D

Greenjacket

12-02-2009 09:29:08

Just one question arises: from the Wiki, it is not clear how much of the Ogre source-base is automatically wrapped, and how much is hand-crafted. From my experience of Mogre (albeit a couple of years ago now) certain sections (e.g. the vector classes etc.) were written directly in C#, and Mogre also contained some other useful hand-crafted wrapper classes (e.g. for handling meshes etc. (I think)). Is it still the case that some manual re-writing and/or wrapping is needed? If so, how much manual intervention should we expect to do to wrap Ogre 1.6? What specifically should we expect to re-write / manually wrap?

Thanks again.

boyamer

12-02-2009 20:35:38

Could you please do it!! I really need Mogre 1.6.1,shoggoth has very nice features!!
please please do it!!

Maklaud

14-02-2009 09:00:39

This wiki page contains a full description how to build Mogre. You could try that for a start.

I don't agree with you. This description isn't full and very difficult to understand! There is no full description of what I must do to build Mogre...

Beauty

19-02-2009 22:16:02

Could you please do it!!
Don't forget - this isn't done in just a cup of minutes. It's a time expensive work.
Also important - only less people have experiences with wrappers.
So please don't shout :wink:

Maybe Kodachi_Garou can do the work. He want to try.
More informations here.

KeithCu

23-02-2009 12:59:14

Hello all;

Please check out this topic I just created:

viewtopic.php?f=8&t=9357

Greenjacket

24-02-2009 09:55:18

Hi KeithCu

I'm very interested to read your proposal, and in terms of the OS-agnostic design intention of Ogre I think the idea is wholly laudible and worthy of full support - not being a Mogre or OgreDotNet maintainer of course! :) To be honest, I would have thought that there is a case for making the outcome an official part of Ogre itself - but of course that's another story.

Here's the 'but' though. Currently we are using Ogre 1.2 with the corresponding Mogre, and we have need to upgrade to Ogre 1.6 (to fix various bugs associated with shader handling, for example). We really need a Mogre for Ogre 1.6. Now, we would be happy to tackle the 'from scratch' Mogre 1.6 development ourselves, but I am not sure as yet from this thread (or the links from it) that we have access to all of the scripts and tools required to tackle such an undertaking, nor are we aware of all the considerations and pitfalls that might befall the novice, what needs to be hand-crafted (and why) etc. Indeed, is there anything else to obtain, or are the links from this thread enough to just go away and do it? Would you consider pointing us in the direction of developing Mogre 1.6?

Perhaps there might be a case for prioritising Mogre 1.6 development over the combined 'MogreDotNet' development, if there is more demand for the Windows variant?

I'd appreciate your thoughts.

cheers
Greenjacket

Beauty

24-02-2009 11:57:22

Bekas,
it would be helpful if you put many important wrapper informations to a wiki page.
Don't think about a good page style - I can improve it later.

If there are still informations on some forum threads, they can be linked and later we can add the related content, too.

* How the wrapper works?
* Is it your self development or a common wrapper or a modified wrapper?
* Are there special tools helpfull / needed?
* What is a typically workflow to update the wrapper?
* Are there some tricky things what we should know?
* What the wrapper does automaticly, what not
...

You are the father of Mogre. Now you are in pension.
For your descendents this informations would be very helpful.
Just use this link and start to insert some informations.
http://www.ogre3d.org/wiki/index.php?ti ... &redlink=1

Bekas

24-02-2009 17:29:14

You are the father of Mogre. Now you are in pension.
Heh, you make me feel old :)

it would be helpful if you put many important wrapper informations to a wiki page.
I'll try to put some time aside in the following week.

burns

27-02-2009 15:21:29

My team has asked me to be a cheerleader for all of you working on Mogre 1.6.

So, I just wanted to just post and say how much we appreciate your work. We're really looking forward to Mogre 1.6!

Thousands will applaud your work. :o)

koirat

04-04-2009 08:30:47

I'm refreshing the requests.
Shoggoth has some nice features (like animation masks) that cannot by ommited.

And it's not like every file was changed. If somebody got a files from previous Mogre build, making wrapper from such leftovers should be a piece of cake.

I'm starting to learn how to make wrapper - just in case.