Archive for the ‘News’ Category

NeoAxis Game Engine 1.0 released

Saturday, July 2nd, 2011

Great news from the Ogre ecosystem: One of the most advanced game engines using Ogre for rendering has finally reached their 1.0 milestone release. Below they assembled some key points and we are happy to spread the word here.

What is NeoAxis?
NeoAxis Group has finally released NeoAxis Engine 1.0. It took over six years for NeoAxis Engine to grow from a project being developed by a single enthusiast into a most innovative 3D development tool with an international team working on it. NeoAxis Engine is an all-purpose, modern 3D graphics engine for 3D simulations, visualizations and games, which uses OGRE as low-level rendering engine.

What can it do?
Any stuff a good should have:

  • NeoAxis Engine includes unique software environment used for creating project’s game logic. NeoAxis Game Object System is an integrated system including Game Object Editor, Map Editor and built-in networking support which enables game object synchronization on high-level.
  • NeoAxis has a powerful .NET based API. The power of NeoAxis Engine and .NET enables you to concentrate on development of the project logic and to obtain greatest speed and quality of development. Internally, the engine uses the power of unmanaged C/C++ components such as rendering, physics and audio for maximal performance.
  • Full-featured set of tools covers all areas of asset development. Toolset includes World Editor, Terrain Editor, Game Object Editor, GUI Editor, Effects Editor, Physical Model Editor, Material Editor.
  • Support of all major IDE’s including Microsoft Visual Studio, SharpDevelop and MonoDevelop.
  • Advanced physics simulation includes support of two physical engines (NVIDIA PhysX and ODE).
  • Ability to create windowed and non-game applications. The SDK includes examples of WinForms and WPF applications.
  • Rendering components include most of modern advanced features such as 64-bit HDR Rendering, Parallel-Split Shadow Maps, advanced animation support, post effect framework, realistic water shading, and more. NeoAxis is also optimized for a wider range of video cards. In addition to the support of modern video cards, NeoAxis supports integrated cards and laptop video cards.
  • Ready to marketplace deployment. NeoAxis powered games are already being sold on Steam, Impulse, Mac App Store, GamersGate.

Why NeoAxis?
The keystone of NeoAxis engine is its unprecedented functionality that may save you incredible amount of time and money. NeoAxis provides you with a complete toolset with which you can develop all aspects of your application without having to deal much with programming.

NeoAxis also enables you to create cross-platform applications. Your projects can be easily run on Windows, Mac OS X and Linux. This saves you a great deal of time, removing the necessity of transferring your application to different platforms.

To even further speed up the development process NeoAxis Group has included a set of already accomplished various game types (including First-person shooter, Third-Person Shooter, Real-time Strategy, Arcade) in the SDK. This enables the developer to avoid the process of creating project’s mechanics from the scratch, instead just modifying the existing game type according to developer’s requirements. Thus, you can concentrate on game design instead of having to write megabytes of code.

And the last but not the least: developing with NeoAxis is free! You only pay for commercial use and only once.

Read more about NeoAxis on www.neoaxis.com.

Ogre News #10

Thursday, June 9th, 2011

As usual, some of the most notable events through the last weeks:

http://www.ogre3d.org/forums/viewtopic.php?f=11&t=64830#p428664

FamilyFarm

Friday, May 27th, 2011

Yet again, we have the great opportunity to share some information about one of the latest notable games created with Ogre3D. This time the guys over at Hammerware were kind enough to give us some technical insights about the development process of their new game called FamilyFarm.

After their previous project – a rail-shooter named Top Gunner developed for a coin-op machine manufacturer from Asia – the studio decided to also use Ogre3D for their next project. That was then tackled with a small team of only 10 members, but the core team only consisting of three people: one producer/programmer, one pure programmer and a 2D/3D artist. So bottom line: Coding, modeling and texturing was done internally, only artistic work like animations, music, sounds and game design were covered by externals.

The project itself is programmed in plain C++ without the use of any scripting language. They used a data-driven approach where logic is provided by XML data and SQLite databases. As the author of the game mechanics is a board game designer, they received an Excel file full of tables representing the game rules ready to implement. This file is parsed within initialization of the game (easy thanks to MS Excel 2003 file being just simple XML) and another source of data is the content database. Related to that, they highly recommend using SQLite for such data models as you can dump the DB to text file and rebuilt it after commit/update, create views to analyze content during game balancing (item prices, unlocking and other attributes). Also it is fast, easy to use, etc. Scenario definitions, animals and other not so orthogonal objects are however loaded from XML.

In terms of GUI solutions, they were not able to find a perfect fitting match. They had bad experiences with Flash speed using Hikari in one of the previous projects, but needed something smooth and cute. So they decided to implement their own GUI layer to be able creating animated widgets.

As sound library, they relied on irrKlang, but since there is no binary for 64bit Linux (anytime soon), they used OpenAL-based cAudio for this configuration.

Other libraries they used: Boost (serialization, threads), TinyXML, OgreMax, ParticleUniverse, cURL and Google’s Breakpad (crash dumps). The application is autoupdated on Windows with wyUpdate.

The game runs on all major PC platforms (Windows, Linux, Mac), although they had some hard times regarding X server related issues under Linux.

Tools that were involved in the cretion process include: Olifant (localizations editor), CMake, Subversion, Trac, automatic building by Bitten module, unSigned’s GraphicalInstaller and lots of own Python scripts.

The game can be bought either directly through their website or via a variety of merchants, all listed on the same page. So head over there and check out the demo and if you like it, support this indie studio by buying the whole game.

That’s it for this time. For more questions, please post in the corresponding forum thread.

We leave you with this short quote from the developers at Hammerware:

And respect to community! Almost no bugs in Ogre were sent to our server. It could not be said about Intel developers and GMA drivers…

Ogre News #9

Friday, May 20th, 2011

Here is the latest news from the Ogre community:

  • Early alpha of SickBrick was published
  • Virtual world creation game LifeON was released as a beta version, with more detailed information coming up soon
  • “Should I use Ogre or Game Engine X for my project” wiki article now helps people to decide whether Ogre suits their needs
  • A neat Mahjong clone named OGS Mahjong was released as version 0.7
  • New version of the WorldForge client as Ember 0.6.1 was published
  • First beta of the 3D music player MMiX.Me is now available

That is the news for the last two weeks. If you want your project mentioned in the next news post as well, please PM the OgreNewsBot or send an eMail to .

Ogre News #8

Monday, May 9th, 2011

Here the list of new things that happened throughout the last two weeks:

  • First impression from NonLife, a multiplayer world building game, were published
  • Unity builds are now possible for Ogre
  • The simple scene editor Glue Editor Lite 1.0 was released
  • Great new wiki article about deploying applications on different platforms
  • Neat, little project Tower of Hanoi made with Ogre and Cocoa was published
  • Alienmotion, a new animation middleware inspired by tecnofreak, was released as a beta version
  • Google Summer of Code 2011 projects for Ogre were announced
  • Ogre finally has an official console lead since Jim Buck joined the team
  • A new high profile game made with Ogre named Garshasp was released on Steam and GamersGate
  • New maintenance release of Ogre alias Ogre 1.7.3 ['Cthugha'] has just been uploaded yesterday

OGRE 1.7.3 [Cthugha] released!

Sunday, May 8th, 2011

Another six months have passed, and it’s time for another maintenance release to the 1.7 stable branch (codenamed ‘Cthugha’). You can find a list of all the bug fixes after the jump. As usual there are no feature changes or API breakage in this release – we save those for the unstable development branch – which of course you can grab from Mercurial if you want to join us on the bleeding edge.

So far the source releases are ready for download for 1.7.3, the SDK releases are coming soon. If you don’t want to wait, give the source release a try :)

(more…)

Garshasp: The Monster Slayer

Friday, April 29th, 2011

In a week from now, the next major Ogre powered game will finally be released. We had the chance to get some up-front information and material that we are happy to share here. So what are we talking about?

Garshasp: The Monster Slayer

“This game is based on ancient Persian mythology bringing to life the epic battles of the mythological hero, Garshasp, in the ancient lands against the evil monsters. You play as Garshasp himself, the strongest man in Persian Mythology, in a journey to revenge and reclaim the legendary mace of his ancestors which is stolen by the Deevs. A journey which proves to unlock more significant hidden mysteries. The main mechanics of the game revolve around melee combat, platforming and exploration.”

The game was developed and published by the studio “DeadMage“, with a core team of nine people: 3 programmers, one concept artist, an 3D modeler, 2 game designers, one sound guy and an animator. Overall 30 people were ultimately involved in the process. Together they worked on it for 3 years, albeit most of the time part time, since the team members had to make a living or study at the same time.

The also used quite a range of different libarries to get the game done, most notably: OGRE3D 1.6.2, ParticleUniverse, PhysX 2.7.2 (via NxOgre 0.9), Hikari, Boost (Serialization, Threading), CG shaders SM 2.x, OpenAL, FreeSL, OgreVideo and Theora. The CG shaders were used to achieve per pixel lighting, normal/specular mapping, HDR, shadows, vegetation/flag subtle movements, water and hardware skinning.

As for their overall development tools they used Visual Studio 2008, PIX, 3D Max for character design, environment design and animation along with Photoshop, Crazybump and ZBrush. The 3D content was exported by the use of oFusion and OgreMax.

To arrange the assets and create the scenes, they built their own level editor using native C++ and WxWidgets which proved to be a good decision in the long run. They also came up with an own scripting language for their game designers.

So if you are into that kind of game, you should definetly give it a try. You can grab it via Steam or GamersGate.

For more information or news, have a look at the game’s website.

PS: Linux port is in development and they are even considering porting it over to XBLA.

Jim Buck (‘jbuck’) joins the team!

Thursday, April 28th, 2011

We are very happy to announce that Jim Buck (‘jbuck’ on the forums) has officially joined the Ogre Team. He will mainly take care to establish Ogre in the console area in his new position as Ogre Console Lead.

Jim has been programming in the video games industry since 1996, starting as an employee at Sony and shipping well-known PlayStation franchises such as Twisted Metal and GameDay. His own company, Twitchy Thumbs Entertainment, does contract development, especially in the areas of graphics and porting on most platforms, particularly on consoles, handheld devices, and anyplace where OpenGL has a home. It’s these areas where he feels he can make a contribution as part of the OGRE team.

Ogre GSoC 2011 projects announcement

Monday, April 25th, 2011

Google has just released the list with this year’s GoogleSummerOfCode accepted student projects. So it is time for us to welcome the following students on board at Ogre this year:

  • Andrei Radu (andrei_radu) – mentored by Noam Gat (Noman) – will implementing several modern illumination techniques, that are either related to, or benefit from deferred shading. Most of these have been used in several shipped games, while a couple are still considered ‘bleeding edge’.
  • John Soklaski (mysterycoder) – mentored by Mattan Furst (Mattan Furst) – will work on Dual Quaternion Skinning which addresses problems commonly associated with the linear blend skinning of animations such as skin collapsing. This technique utilizes dual numbers to extend quaternions to represent both rotation and translation. This allows for an efficient representation of the transformations and for application of low-cost linear blending.
  • Riley Adams (Praetorian) – mentored by Assaf Raman (Assaf Raman) – will build a visual unit testing framework. Traditional unit testing doesn’t help much in a context like OGRE, given the sheer size and heavy dependence on graphics API’s. The best way of doing tests without needing significant modifications or mock rendersystems, appears to be a visual solution, wherein test screenshots are compared between builds.
  • Martin Holas (kuxv) – mentored by Steve Streeting (sinbad) – will implement Terrain paging improvements to the Ogre::Terrain component. The project will bring new paging strategy which will try to be more accurate using actual terrain shape visibility from camera.

A big thank you to everyone who applied for a slot this year, but unfortunately had to be turned down. We only have a limited number of spots assigned by Google as well as only a limited number of possible mentors that can pull off the task. Nontheless, we are very grateful for all the great ideas you chipped in and the good discussions that took place. And of course: You are still very, very welcome to tackle your idea, even if not as a GSoC project. Anything from simple patches to huge code base additions are most certainly welcome all the time! If you have any question, feel free to contact us…and apply again next year.

Another big thank you goes out to our mentors who have offered (again) to share their time and expertise to support the projects as good as they can to make it another successful GSoC year for Ogre!

So thanks to all that are involved and best of luck to all participating students!

Ogre News #7

Sunday, April 17th, 2011

Here are the summarized most notable events of the last two weeks:

  • Open Beta of the Ogre powered game Dynastica announced, including a new trailer
  • iPhone/iPad app called Mini Countryman published in the Apple App Store
  • Oogst announced that Proun is almost finished and published some proof screenshots
  • a nice little 3D version of Check called Checkers was released
  • new release of Gorilla, the a 2D and 3D Overlay replacement system by betajaen, with new shader based materials to increase compatibility with iOS and other graphics API
  • Vertigo, a new fast paced arcade game has been released to the public

Regarding Google Summer of Code 2011: Ogre has been accepted as a participating organization and the submission period has ended. We are now internally reviewing the applications and will we decide which proposed student projects we can mentor and support. Expect to hear more on this soon.