Over the course of the last 6 years, OGRE has grown to become one of the most popular open-source graphics rendering engines, and has been used in a large number of production projects, in such diverse areas as games, simulators, educational software, interactive art, scientific visualisation, and others - take a look at what others have been saying about it. It's free, so why not try it out?

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From: oFusion
OgreSpeedTreeOgreSpeedTree allows you to use the market-leading foliage system SpeedTree® in your OGRE projects with the minimum fuss. Simple to use, fast and seamlessly integrated via a familiar API structure, this is the perfect solution for those seeking top-quality trees, bushes, grass and other natural features in their applications, today. Free trial versions available on request.

OGRE 1.6.0 Final ('Shoggoth') Released
ImageFollowing a period of 'bedding in' as a Release Candidate, we've now released OGRE v1.6 as the new, official stable version for all users. If you haven't upgraded from v1.4.x yet, now would be a good time to start investigating whether you want to (hint: you probably do), and you should consult the Porting Notes for tips on how to do so. Here's a reminder of the main new feature points in v1.6 over v1.4:
  • New more powerful script compilers
  • Geometry shaders in OpenGL
  • Antialiasing on render textures as well as windows
  • sRGB gamma correction
  • Alpha to coverage support
  • New 'Portal Connected Zone' SceneManager
  • Parallel-Split Shadow Map support
  • Improved tangent generation
  • Skeletal blend masks
  • New background loading options
  • Custom memory allocator support
That's just a selection though, the full list can be found in the Changelog. If you adopted 1.6.0 RC1, you might be interested in what has changed since then.

Source releases and most of the SDKs are available to download now; check the release dates and if your SDK isn't up to date yet, it will be in the next few days (you can always use the source release if you're impatient - it's the connoisseur's choice anyway). We hope you enjoy the new release!
Last Updated ( Tuesday, 04 November 2008 )
 
London event: Open Source for Game Developers
Since we promote open source solutions like Ogre for use in the games industry, we just thought we'd bring your attention to the following event being held in Londong next week:

Open Source for Game Developers – A Debate on New Business Models

Tues 28th October 2008 at Westminster Kingsway College, London

If you’re a games developer (or want to be one) get down to this free event, which is part of London Games Fringe. Join the debate about the open-source gaming arena - bedroom programmers or serious contenders for big business.

The panel of speakers includes the man known to many as the ‘Father of the European PlayStation’, Chris Deering. Chris is joined by independent and corporate video games developers and a specialist lawyer. There will be drinks and networking afterwards.

Book your free place to attend by visiting www.own-it.org/events

Date: Tuesday 28 October 2008
Time: 6:00-9:00pm (presentation and panel discussion from 6-8pm followed by drinks/networking until 9pm)

Location:
01zero-one
Westminster Kingsway College
Hopkins Street
London
W1F 0HS
Last Updated ( Wednesday, 22 October 2008 )
 
Last chance to complete the OGRE 2008 User Survey!
This is just a reminder to those who haven't yet completed the OGRE 2008 User Survey - the survey will be closing on Saturday 7th September, 18:00 GMT, so if you could spare 5 minutes of your time to let us know about you & your team before then, we'd really appreciate it.

Again I'll stress that you don't have to provide any identifying information if you don't want to, although if you're willing it would be nice to tell us a little about who you are. It's always good to know our user base! If you do choose to provide contact information we will not pass it on without your permission.

The information collected in this survey will be used to hopefully gain support resources from external companies when we need them, such as hardware manufacturers and ISVs; after all if we can demonstrate the size & maturity of our user base (potentially including their customers / partners), they are more likely to be able to allocate support resources our way.

Edit: here are the results of the survey.
Last Updated ( Wednesday, 15 October 2008 )
 
OGRE 1.6.0RC1 ('Shoggoth') Released!
ImageThe time has finally arrived for us to unveil the new major version of OGRE as a Release Candidate, OGRE 1.6 aka 'Shoggoth'. We're very proud of all the enhancements you can find in this release, which include among many, many other things:
  • New more powerful script compilers
  • Geometry shaders in OpenGL
  • Antialiasing on render textures as well as windows
  • sRGB gamma correction
  • Alpha to coverage support
  • New 'Portal Connected Zone' SceneManager
  • Parallel-Split Shadow Map support
  • Improved tangent generation
  • Skeletal blend masks
  • New background loading options
  • Custom memory allocator support
That's merely a small selection of the changes and improvements in OGRE 1.6, the full list can be found in the Changelog and advice on upgrading your applications to the new version can be found in the Porting Notes.

The source releases are available to download now, and the prebuilt SDKs will be being progressively updated in the next few days. There may be a few teething issues since this is merely a Release Candidate, but many people have been using 1.6 from Subversion for a while so hopefully this process shouldn't take too long. We hope you enjoy this new release of OGRE!
Last Updated ( Thursday, 28 August 2008 )
 
Please take the OGRE 2008 User Survey
2008 OGRE User Survey

One of the questions I always get asked when talking to other people in the industry is 'How many people are using OGRE then?'. Compared to regular closed-source software where people can't use it unless they pay, it's hard for us to answer this question accurately, apart from pointing at download statistics (approximate 40,000 per month, if you were wondering). However, this doesn't necessarily reflect how many people are seriously using OGRE.

So, why does it matter? Quite aside from it being nice to know, the practical reason is that the size of the user base influences how 3rd parties perceive us, and specifically how much priority is assigned to support requests we place with 3rd parties such as graphics card manufacturers and driver writers. Put simply, if we can show we have a large number of companies using OGRE for serious projects, the more resources we can get assigned to our support requests.

Since 'gating' downloads with forms requiring contact information is both undesirable and impractical in an open-source project, I'm instead running a survey to try to collect this information. It's not perfect of course, since as an opt-in process it will 'undersample' the number of people using OGRE, but I'm hoping it will be enough. Please participate if you're a serious OGRE user - the survey is short and sweet, and you don't have to provide any identifying information if you don't want to. However, if you are able, I would ask you to opt-in to provide a bit more information like your company name and projects, since having specific companies and projects to refer to can probably help our cause.

Thanks for your time!
Last Updated ( Monday, 25 August 2008 )
 
Community Update
Lots has happened in the last couple of months, so here's a quick round-up of some of the interesting things you might have missed!

Libraries, Add-ons & Tools
  • Hikari - a new library that makes it really easy to use Flash content in your Ogre application, especially for creating user interfaces
  • OgreSpeedTree - a new commercial library that makes rendering trees and foliage created with SpeedTree in your Ogre application quick and easy
  • Myrddin Landscape Plugin - a library to help you render your terrain and the surrounding atmospheric effects
  • StemCell Engine - a full game engine created with Ogre
  • ArtifexTerra - a terrain editing & painting tool
New Featured Projects using Ogre
As ever, apologies for anyone I left out, the forums are your master reference for all that goes on in the world of Ogre.
[Edit] Links fixed!
Last Updated ( Monday, 25 August 2008 )
 
OGRE 1.4.9 [Eihort] Released!
Yeah, I know I said 1.4.8 was our last Eihort branch release, but in the last few weeks we discovered some serious problems with NVIDIA cards when using the new 175.x driver stream, so this maintenance release addresses that. This is an important update that all users should take on - the source archives and some of the SDKs are updated, the rest of the SDKs will be updated as they become available, keep checking back if yours isn't available yet.

Download!
Last Updated ( Monday, 16 June 2008 )
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OGRE 1.4.8 [Eihort] Released!
ImageWe're pleased to announce what will almost certainly be the last maintenance release on the 1.4.x branch , codenamed Eihort, available now from the download area. There are only a few bugfixes to report this time around, full details are included in this post after the 'Read More' break. The source releases have been updated, and most of the SDK packages - the others will be updated when the respective maintainers are able to provide them.

After this release, we will be concentrating on releasing a new stable release on the 1.6.x branch, codenamed Shoggoth, which we're very much looking forward to. We've added a lot of new and improved features in the last year, and quite a few people are already using it (from Subversion), so a stable release won't be far away now.
Last Updated ( Saturday, 10 May 2008 )
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OGRE has moved to Subversion
OGRE's main source code repository has now been moved to Subversion.

The instructions have been updated to reflect the change, if you use the CVS version of Ogre you should move across to the Subversion repository ASAP, since there will be no more updates to the CVS repository from today.

You should also note that the Addons have moved to their own Sourceforge project, in a separate Subversion repository, instructions on how to obtain them have also been updated. If you are an addon developer, please note that I have only added back access to people who have committed to the CVS repository in the last 12 months, or have otherwise been active. Should you find that your access is restricted and you need to be added back, please let us know.
Last Updated ( Sunday, 27 April 2008 )
 
Google Summer of Code 2008 Students Announced!
Yes, Google have now announced the list of students who have been successful in their applications to the Google Summer of Code 2008. Our 4 students this year are:

Student Project Name Mentor
Noam Gat (Noman)
Add geometry shader support Assaf Raman
Christopher Bowen (LostEra)
Different LOD Strategies Andres Carrera (Lioric)
Jacobus Krynauw (nanocell)
OgreCollada Christoph Nenning (kex)
Du Min (westine) Motion Synthesis based Character Animation Paul Cheyrou-lagrèze (tuan kuranes)

Congratulations to the 4 students who were selected - now of course, the hard work begins! :)

Thanks to all the students who took the time to apply to OGRE. As has happened every year in GSoC, there were additional applications that we would have happily accepted too had we been able to, but at the end of the day we can only accept a certain number each year.

All students will be getting a welcome email from me imminently - the next month is mostly about settling in to the community and getting prepared for when coding is scheduled to begin in late May. Here's to another great Summer of Code!
Last Updated ( Tuesday, 22 April 2008 )
 
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