As many have already noticed, we have a new Ogre team member for already a few weeks now, so it is finally time to official announce this great news: Eugene Golushkov (forum account: Eugene) has joined the ranks of the core team and is currently focusing on the DX11 implementation efforts.
Eugene is actively working on a commercial application using Ogre and therefore is able to provide a lot of crucial insight into the implementation’s state and is able to directly tackle issues as they get uncovered by his day-to-day work. He already contributed a lot of fixes and additions to the DX11 render system and is overall doing great work.
More details on the updated team page.
In a few hours the deadline for organizations to apply for the Google Summer of Code 2016 will end. And of course we have submitted our application to participate again in this great project.
One part of the application is an ideas list that proposes some interesting topics to potential students. The development core team compiled such a list of project ideas that are deemed very relevant. But of course this list can be extended by ideas from the community. In order to gather and discuss them, we created a thread in the forums and would encourage everyone to chime in and provide feedback either for already listed ideas or new ones.
Looking forward to your ideas!
Getting actual sales numbers for game titles is often difficult and unfortunately, we haven’t found a magic divining rod to get those numbers (yet), but with services such as SteamSpy it is at least possible to get a rough estimate for the leading game sales platform.
Our community member “bronzebeard” took it upon himself to compile a list of known Ogre-based Steam titles and their estimated sales numbers. He also promised to update the list approx. every month.
Check it out: Ogre3D Steam Game Sales List
PS: If you are aware of any missing Ogre-based application and their sales numbers (either from Steam or some other source), let us know in this forum thread. Thanks!
Merry Christmas and Happy New Year!
If you don’t celebrate any of those two, then don’t worry. Best wishes to you too!
We’re not dead. Just been busy, and very busy.
First of all, I need to clarify that Ogre 2.1 is very stable. Several users in our forums have been under the impression that 2.1 is unstable (both in terms of crashes or codebase constantly changing) and that is not true. Several teams are actually using 2.1 in production. We’re still away from an official release because we don’t run on Android, iOS and OS X yet; which for some, it can be a deal breaker. But if you work on Windows or Linux (or support for these other platforms can come later), then you can clone the repo and start working on 2.1
Beware most of the CMake option configurations haven’t been checked. Stick to defaults at first, and once you get the samples compiling and running, start experimenting with the other CMake options.
Also bare in mind the wiki and most plugins/addons are for 1.x; your starting point would be the samples (select OGRE_BUILD_SAMPLES2 in CMake) and the porting manual. (Recommended to view in OpenOffice or LibreOffice, then export to PDF. MS Word can open it, but it tends to screw the formatting).
Second, a community user, miki3d, has suggested a new logo/rebranding. What do you think? Don’t forget to stop by.
So… what’s new?
1. Added TagPoints to the new Skeleton system! This has been a sort of unfinished business for me. I’m glad it’s finally done!
A little late report. We know we missed April & May in the middle. But don’t worry. We’ve been busy!
So…what’s new in the Ogre 2.1 development branch?
1. Added depth texture support! This feature has been requested many times for a very long time. It was about time we added it!
Now you can write directly to depth buffers (aka depth-only passes) and read from them. This is very useful for Shadow Mapping. It also allows us to do PCF filtering in hardware with OpenGL.
But you can also read the depth buffers from regular passes, which is useful for reconstructing position in Deferred Shading systems, and post-processing effects that need depth, like SSAO and Depth of Field, without having to use MRT or another emulation to get the depth.
We make the distinction between “depth buffer” and “depth textures”. In Ogre, “depth textures” are buffers that have been requested to be read from as a texture at some point in time. If you want to ever use it as a texture, you’ll want to request a depth texture (controlled via RenderTarget::setPreferDepthTexture).
A “depth buffer” is a depth buffer that you will never be reading from as a texture and that can’t be used as such. This is because certain hardware gets certain optimizations or gets more precise depth formats available that would otherwise be unavailable if you ask for a depth textures.
For most modern hardware though, there’s probably no noticeable performance difference in this flag.
After 12 months of development and more than a dozen of public betas, Noesis Technologies are proud to announce the next big release of noesisGUI. Highlights in this version are:
- New platforms: DirectX 11, Windows Phone, Windows Store, iOS ARM64, OpenGL ES 3.
- New rendering algorithm that significantly improves performance and reduces draw calls.
- Simplified resource architecture.
- New tool for building XAMLs.
- Hundreds of improvements and bugfixes.
More information can be found in the release notes.
The OGRE bindings were updated to work with this new version. Special thanks to Murat Sari for his invaluable support.
Find more information about noesisGUI on the official website.