Archive for the ‘News’ Category

Ogre News #2

Monday, January 31st, 2011

Over the last two weeks, there has again been a lot of buzz around Ogre. Here are some notable events:

  • Ogre powered game APOX was finally released on Steam.
  • Some impressions from the game Aquatic, created by our community member Praetorian for the 19th Ludum Dare competition.
  • New testimonial by Compredia GmbH was added.
  • Further development for the new instancing manager: HWInstancingBasic.
  • Community member SongOfTheWeave published PolyViz, a N-Dimensional Polyhedral Visualizer.
  • First preview of the upcoming innovative Ogre based puzzle game called ATOM.
  • Great new wiki article on how to implement line charts within an Ogre application by Adis.
  • The Final Tank Down was released in the Apple AppStore.
  • First footage from the hobby MMORPG Amnov.
  • Jacmoe installed automatic syntax highlighting for code snippets in the forums, however some tweaking is needed.

Also thank you all for the papercut entries on our tracker. There are so many, the development team can hardly keep up, but nonetheless keep them coming! Before the next Ogre release they will surely all be integrated…

Ogre News #1

Sunday, January 16th, 2011

Over the last two weeks Ogre has been a beehive of activity. Here are a number of notable events:

On a side note: Our papercut initiative is coming along well with many, many submissions, but of course there can never be enough! So keep them coming!

Ogre 3D 1.7 Beginner’s Guide Book

Monday, January 10th, 2011

This time we have good news for everyone trying to get started with Ogre: A new book covering the basics has just been published covering our latest stable version, Ogre 3D 1.7. It was created by our community member Felix <mirlix> Kerger and reviewed by some of our most respected and experienced users.

According to the author, the book covers topics ranging from the very simple beginnings, complex scene creation, post processing and Ogre extensions via plugins. In order to follow the book and its sample based approach you are only expected to already have some knowledge of C++.

More information about the book and a sample chapter can be accessed on the publisher’s homepage (“PacktPub”), where you can also directly buy the book.

Ogre 3D 1.7 Beginner’s Guide @ PacktPub.com

Announcing Community News

Thursday, January 6th, 2011

Every two weeks from now on, you’ll hear a summary of the latest news from Ogre, its add-ons and the latest posts from the showcase forum. These news are compiled by our hard at work team of moderators. However, if you have a special news item you want us to post about, or want us to announce the release of your million dollar Ogre powered game, then you can e-mail us at .

“Papercut” initiative

Sunday, January 2nd, 2011

Since two weeks, we have now started our “papercut” initiative to quickly improve the Ogre code base before the release of Ogre 1.8 (Byatis). First community members have already participated and we are hoping for more to come.

If you haven’t heard about the initiative yet, here is a quote from the introductory thread in the newly created forum section dedicated to the papercuts:

What is a papercut?

A papercut is a minor issue with the Ogre API, like a missing function that you were expecting, an inconsistently named function, misleading or incorrect documentation, etc. Basically anything that slightly annoyed you at the time you had to figure it out, but not such a major issue that it kept you from doing what you wanted to do. A papercut should be trivial to fix.

Reporting papercuts

Please report any papercut you encountered in our bugtracker. Create a new report and prefix the title with “[Papercut]“. If you feel there is need for a discussion about a proposed change, then open a thread in this forum and link to the corresponding report in the tracker.

Resolving papercuts

We want to get rid of as many papercuts as possible for the next major Ogre release (Byatis 1.8). As such, we will try to regularly squash any reported papercuts in batches. Your report is immensely helpful, as it makes us aware of the issue and also documents it in a place where it’s easy to find and doesn’t get lost.

So in case you come across any of these little annoying things that you always wanted to get changed, this is the time to make your voice heard! Use it and help us to help you ;) .

As usual direct patches are welcome very welcome, but a simple bug tracker item is already a very good start too!

Ogre 2010

Friday, December 31st, 2010

With the year 2010 soon coming to an end, it is time for us as the Ogre Community to look back on this eventful past year. It is time to think about all the amazing moments and the enormous progress we made, but it is also time to bring back some of the sad moments. Unfortunately, they are inseparably chained together in that funny thing called life we all struggle through.

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OGRE 1.7.2 [Cthugha] released!

Wednesday, November 3rd, 2010

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 1.7.2, the SDK releases are coming soon. If you don’t want to wait, give the source release a try :)

Update 8 November: Prebuilt SDKs for Visual Studio 2008/2010, MinGW, OSX and iPhone are now ready for download, as are updated Ubuntu packages in our Launchpad PPA.

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NeoAxis 0.9 released

Thursday, September 30th, 2010

The NeoAxis Game Engine is a complete integrated development environment for creating interactive 3D graphics including 3D virtual worlds, AAA games, and realistic simulations, created using Ogre. They just released version 0.9, including the following updates:

  • Parallel-Split Shadow Map (PSSM) technology has been added.
  • Full support of point light shadows. Shadows are based on cubemaps now.
  • Web Player 1.3. Networking support.
  • Binaries for 64-bit systems.
  • Visual Studio 2010 and .NET 4.0 support.
  • Advanced GUI features. See video: http://www.youtube.com/watch?v=ED_UtcgMNQc.
  • 3dsMax and Maya 64-bit versions support. 3dsMax 2011 support. Maya 2011 support.
  • COLLADA mesh format support.

For more details, please see their full press release. Congrats on the release guys!

Dynastica announces browser client powered by OGRE

Monday, September 27th, 2010

We want to share with you the great new of an impressive Studio that uses OGRE for rendering, here’s their press release:

Dynastica logo
Today Dynastica – a social strategy game using OGRE – announced the launch of a full-featured web browser implementation of the game with all the bells and whistles of the downloadable version.

Dynastica is a free-to-play 3D strategy game set in an exciting fantasy world with up to 50 online players in each realm sharing a truly social gaming experience. The game features full DirectX rendered 3D graphics and rich audio and runs in all major browsers with no plugins except for Java. Each game lasts for 1-2 months and is played in realtime. Players can join forces in alliances with friends and create unique strategic combinations of warfare, magic, religion and trade to reap the benefits of cooperation. The feats and deeds of each game will be recorded in history and will bring glory to the player’s dynasty in subsequent games.

Dynastica is in open beta, try it now here.

The OGRE team thanks you for believing in us and wishes you success.

New OGRE Wiki

Tuesday, June 22nd, 2010

Many of you will have already spotted this, but we’ve got a new wiki!

The new wiki is designed to be a richer experience for users and allows for better tagging, hierarchical page structures, better article relationships, and more. You can find out more in this introductory screencast, and we encourage you to get actively involved with this community space. As with the old wiki, if you have a forum account, you can already log in with the same username / password.

This project was promoted and led by Jacob ‘jacmoe’ Moen and has been a major undertaking on his behalf to get the old wiki data across, to restructure and improve on it, and to take feedback from the community as it developed. Big thanks to jacmoe for all his hard work on this, and to all the community members who have helped get it to the stage where we could put it live.