Archive for the ‘News’ Category

NeoAxis Game Engine: Release v.1.2

Tuesday, May 1st, 2012

The guys over at NeoAxis Group Ltd. have released yet another update to their Ogre-based game engine “NeoAxis Game Engine”.

The main new features are:

  • New post-effects, such as Depth of field, Volumetric Light Scattering (God Rays) and a Vignette effect
  • Intel HD Graphics support
  • Direct import of new 3D formats
  • Extended localization support
  • Toolset improvements

More detailed information and links to the complete change log and customer references, can be found on their detailed release page.

[GSoC 2012] Projects announced officially

Monday, April 23rd, 2012

It is official now: Ogre has been awarded four GSoC 2012 slots this year! It took quite a bit of discussion within the team to pick our top four projects, but we finally made it and are now looking forward to this coding summer and hope that the students can help to really move Ogre forward a notch.

The selected projects are (in no particular order):

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NeoAxis Game Engine: Release v.1.1 + new Success Story

Sunday, March 18th, 2012

Towards the end of last year the developers of the NeoAxis Game Engine (which uses Ogre3D for the rendering part) released their version v1.1 which introduced quite some new features, like:


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[GSoC 2012] OGRE has been accepted (again)!

Saturday, March 17th, 2012

For the 6th time, we were accepted as one of the 180 open-source projects to participate in this year’s Google Summer of Code! As you can guess, we are very thrilled about it and are now looking for some talented people to tackle some interesting projects and help evolving Ogre even further.

So, if you are a student and don’t know what to do over the summer yet: This is your chance!

We have put together all relevant information, e.g. on how apply for an Ogre GSoC slot or where to find project ideas in this announcement thread: Ogre GSoC 2012 Guide

In case you have any questions, feel free to open a thread in our GSoC forums section. The same applies if you want to discuss or pitch in ideas you have, regardless of whether you plan to tackle them yourself or just want to help our soon-to-be GSoC students to find their perfect project. All input in this matter is highly appreciated!

We are looking forward to another great coding summer! Best of luck to everyone participating this year!

So, let the summer begin!

BigFly Baseball Preview

Monday, March 12th, 2012

Some days ago the guys from the MetalheadSoftware released some preview footage from their upcoming game featuring Ogre as the rendering engine:

BigFly Baseball

(http://www.bigflybaseball.com)

“We are developing a fast, light-hearted, atmospheric, and accessible baseball game. It mixes a unique cartoon art style with a simulation that is true to the sport.”
- Co-Founder, Metalhead Software Inc.

The game is driven by a custom made game engine (MetalTech) consisting of Ogre, bullet, Lua, FMOD and CEGUI. They are using 3dsMax for art&animation and OgreMax to export it all (in addition to a great many custom 3dsMax scripts as they told us). The team only consists of three guys, 2 IT guys and 1 artist. Nonetheless they managed to deliver a game that already looks great and fun in this stage of development and they obviously put in a lot of effort into the details like the stadium surroundings (Statue of Liberty, Air Force fly-by, …) and the cheering crowds (find more technical details about their implementation in the showcase thread).

BTW: MetalheadSoftware is currently in the process of striking a deal with a major 3rd party publisher. Best of luck with that!

Happy New Year 2012!

Sunday, January 1st, 2012

With yet another successful Ogre year coming to an end, it is once again time to look back and remember some of the great things that happened in the Ogre community in 2011. But since we started more or less exactly one year ago with regular news updates, we won’t compose a list here with everything that transpired, as that would go beyond the scope of this news entry and to be honest would be rather redundant. Instead we will only mention some of the most important events and apologize in advance if we should miss something. It is not ill-intentioned, but just so hard to pick just a few remarkable events.

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User Survey 2011 Report

Sunday, November 13th, 2011

It has been quite some time since end of August the Ogre3D User Survey 2011 was closed, so we are happy to finally be able to release the survey report. The report itself does not comment or interpret the results, but is just a mere aggregated representation of the information. The discussion itself will take place at the forums.

OgreUserSurvey2011.pdf

Thanks to everyone who participated and made with survey such a success!

Your Ogre3D Team

Ogre 1.8 Release Candidate 1 (RC1)

Sunday, November 13th, 2011

As Ogre 1.8 is due end of this year, it is finally time to get the release candidate versions out in the open for general testing to iron out any last quirks before the official release . As a first step we released the RC1 today.

The source code can either be downloaded from our official BitBucket repository or directly from the Ogre Source Download page.

If you should encounter any issues, please feel free to report them on our bug tracker and discuss them in the “Developer talk” forum section. More information can be found here.

Thank you for your support in advance!

PS: A detailed change log will be provided upon official release.

Ogre News #13

Monday, October 3rd, 2011

It has been quite some time since we came around posting another news flash. We are sorry for that, but let’s focus on the bright side: This one is going to be a huge post :) . So here it goes:

  • Project Aftershock released some new amazing screenshots
  • The commercial game “Heavy Hogur – Dwarf Puzzler!” has been released
  • Assaf Raman ported Ogre to Google’s Native Client (NaCl) along with a nice guide and a demo
  • The commercial game “Garshasp – The Monster Slayer” got video coverage on BBC News
  • The “Run3 game engine” using Ogre specifically for FPS-type games was showcased
  • First demo for the game “The long way” utilizing the above mentioned “Run3 game engine” was released
  • Marble Madness clone (Atari) called “YAMM – Yet another Marble Madness” created by a team of the Braunschweig University of Technology was released
  • OgreSpeedTree has been discountinued, but source code is still available through your IDV SpeedTree representative
  • Nice little game called “Stained” has been announced
  • New volumetric terrain implementation as part of a bachelor paper was showcased
  • Integration of berklium + jsLINB was showcased
  • Online FPS engine called “SilverTech Engine” was previewed
  • The first person tower defense game named FPTD was released
  • Screenshots of the Ogre-rendered movie “Turin – Before the city” were released
  • The creation of the space epic “Salvation Prophecy” is reaching its final phase by showcasing some new impressions
  • New Ogre particle editor called “Ogre Particle Lab” was released
  • EZPhysics library was updated to work with Ogre 1.x versions
  • New version of the Ogre-powered 3D music player MMiX.Me was released
  • The Jade:DS games distribution platform was successfully launched with three Ogre powered games
  • A new version of OpenSpace3D with a lot of new features was released

Additionally: All Google Summer of Code projects have been completed successfully and all changes have already been merged into the official Ogre code repositories.

We as the Ogre team have also started preparing a new release, namely a first RC for Ogre 1.8 and we plan to publish the final stable version right on the turn of the year. More information can be found in this thread.

Cheers,
Your Ogre3D team

Last chance to participate in Ogre User Survey 2011

Sunday, August 28th, 2011

The before mentioned Ogre User Survey 2011 will close on the 31th of August, so if you haven’t participated yet, please consider doing so in the next few days. It will only take some minutes of your time, but is of great value for our team and community to steer the future development.

Thank you all in advance!
Your Ogre3D Team