Archive for the ‘News’ Category

OGRE v1.6.5 [Shoggoth] Released

Sunday, December 27th, 2009

ogre_16_logoWe just thought we’d sneak this one in before the end of the year! OGRE v1.6.5 is now officially released, which will most likely be the final official maintenance release of the v1.6 (‘Shoggoth’) branch. As usual it’s a stability and bugfix release for those in production environments, full details of which are available after the jump. All of the fancy new goodies are saved for 1.7 which should be out in Release Candidate form very shortly – or right now if you want to access our repository before the official release.

Enjoy, and have a happy new year!

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Interview with masterfalcon on Ogre iPhone dev

Monday, December 7th, 2009

French 3D specialist site 3d-test.com have just posted an interview with our David ‘masterfalcon’ Rogers, where he talks about the Ogre iPhone port (in English :) ). Recommended reading if you’re interested in iPhone and iPod Touch development with Ogre.

ogre-iphone

Thanks to 3d-test.com for running this interview and to David for doing such a great job on it.

Torchlight launches today!

Tuesday, October 27th, 2009

Torchlight, a fresh new Action RPG franchise developed by Runic Games and using OGRE for rendering, is launching today! 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.

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The single player game launches today, with an MMO version planned for 2010. Having played the single player game, it’s immediately obvious that it was designed by a team of veterans of the genre; it’s highly polished and a lot of fun to play, and we’re very proud that OGRE has been a part of creating this title.

Torchlight is available to purchase as a digital download from Perfect World, Steam, Direct2Drive and other partners. Go get it!

Noam Gat (‘Noman’) joins the team

Tuesday, October 20th, 2009

We’re very pleased to announce that Noam Gat (aka Noman) has officially joined the OGRE team! Noam has been working with and contributing to OGRE for several years now, and was a successful student in our Google Summer of Code programmes for 2008 (geometry shaders) and 2009 (compositor enhancements). Noman will be continuing to build on the compositor work he’s been doing recently, and anything else he happens to fancy having a crack at.

Welcome aboard Noam!

OGRE v1.6.4 [Shoggoth] Released

Monday, September 28th, 2009

ogre_16_logoIt’s maintenance release time again, a new release containing more bugfixes for those using the stable v1.6 (Shoggoth) branch. It’s available now in both source and SDK form at the usual place.

Full details of the changes in this release are available after the jump.

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“Game Engine Architecture” by Jason Gregory

Wednesday, September 23rd, 2009

gameenginearchitectureWe’d like to bring to the attention of the community that the new book Game Engine Architecture has just been released, extensively covering the practical issues associated with constructing a full game engine. In the book, Ogre is frequently used as an example of how various engine components can be designed and implemented. It covers subjects from OS and foundation systems, resource management and rendering, animation, collision and physics, and all the way up to the game world object model that ties them all together.  Target audience includes amateurs learning about game development, college students taking game engineering majors or minors, junior members of industry, and even senior folks who are specialized and want to learn more about the rest of the engine.

The book is written by Jason Gregory, a veteran of the game industry, programmer at Naughty Dog, and lecturer at the University of Southern California, where he runs a game development course which also makes regular use of Ogre.  We’re very proud to be featured in the book, which is currently receiving very positive reviews on www.amazon.com, www.amazon.co.uk and www.amazon.de, and certainly recommend that you check it out!

While you’re at it, why not check out our full recommended reading list?

OGRE Will Switch To The MIT License from 1.7

Tuesday, September 15th, 2009

This is a very important announcement: from the upcoming new stable version of OGRE, OGRE 1.7 aka “Cthugha”, we will be switching to the MIT License. The MIT license is a simpler and more permissive license than the LGPL, which we have used so far and will continue to apply up to and including all releases of OGRE v1.6. OGRE v1.7 is currently available as a preview from Subversion, but will slowly become the new stable version in the next few months.

We arrived at this licensing decision in the last month, and decided to make the community aware of it in advance so you could incorporate it into your plans. After the jump there are more details of the reasoning for this decision, and  answers to some common questions.

We hope this announcement will be received positively by the community, and that the simpler licensing arrangements will provide even more incentive for people to get involved in using and extending OGRE in the future.
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“Google summer of code 2009″ projects coding time is up!

Thursday, August 27th, 2009

This is the fourth time Ogre took part in Google’s generous initiative. This year we had two great students as our interns.
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Zi ‘omniter’ Ye – Zi has been using Ogre for a long time and this is his first project with Summer Of Code. Zi selected to improve the way Ogre looks to newcomers by rewriting our sample infrastructure. He created a whole new look and feel to the demo application. He transformed about 20 single demos with different special keys and GUI to a single beautiful application. Zi wrote a new special tray system for the sample interface and rewrote some of the samples to give them a fresh look.

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new sample infrastructure

Noam ‘noman’ Gat – Noam has been a member of our growing community for a few years and this is the second year in a row Noam did a project. This time Noam took upon himself to upgrade our compositor system infrastructure. The results are very impressive and will allow Ogre users to easily create complex compositors effects, allowing clearer and simpler code and scripts. To demonstrate the benefits of his work he created a new “deferred shading” sample that uses his new code.

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deferred shading sample

Both students did an excellent job and we are proud to have them as part of our community.
The projects are going to be merged into the Ogre trunk and they are going to be released as part of Ogre next version (1.7) in a few months.

Congratulations to all the students and mentors that took part – and thanks!

OGRE v1.6.3 [Shoggoth] Released

Sunday, July 26th, 2009

ogre_16_logoWe’re pleased once again to offer another maintenance release for the stable version of Ogre, in this case version 1.6.3. As you might expect, this release brings more bugfixes for your v1.6 based application, and you can get the release from our download page.

Full details of the contents of the release can be found in the changelog, which is reproduced after the jump. Enjoy!

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David ‘masterfalcon’ Rogers joins the team, brings iPhone support

Friday, July 10th, 2009

We’re pleased to announce that David ‘masterfalcon’ Rogers has joined the team as our official iPhone port maintainer, and general Mac OS X guru. David has done some really great work on the iPhone port, the first version of which is now in the Subversion trunk, so it was a no-brainer to bring him on board.

If you want to try building the iPhone version, there are dependencies on Sourceforge (not in the main downloads page yet since this is trunk only and not stable). Build instructions for CMake should be updated in the wiki imminently too.

Welcome aboard Dave!