Since 2001, 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. You can read what other people have said about it, and it's free, so why not try it out?
Ogre 3D 1.7 Beginners Guide
makes it super easy for you to make your own monsters, spaceship shooters, weapons, enemies, and more! This book will teach you to develop 3D applications that are exciting and interesting and if used correctly can result in stunning games and simulations. You will start from the very beginning and then work your way up to complex scenes and stunning effects.
Finally, it’s that time of the year, when we can happily announce our GSoC students! And with great pride we can tell you that this year we were awarded five slots by Google to fill with motivated and talented folks to help us make Ogre3D even better .
So here are the five students and their projects (in no particular order):
Matias N. Goldberg (Mentor: Murat Sari <wolfmanfx>): “Ogre 2.0“
We would like to welcome everybody to chime in the discussions and closely follow the projects, especially in the planning phase at the beginning. So please post your ideas / comments in the respective threads and perhaps even subscribe to the ones you are most interested in to make sure that you don’t miss any updates or discussions.
With that being said, it is time to get started. Best of luck and happy coding !
Some days ago we finally tagged our official source code repository with “v1-9-0RC1” which of course means to we reached a development state that we consider feature-complete for Ogre 1.9. As usual we first release a Release Candidate (RC) version that – if no major issues are found or any upcoming issues were fixed – will be declared final/stable and then become the official current Ogre version. So please: Wherever possible switch to the new version to give it a try and report any issues you find to our Ogre JIRA tracker so that we as the team can tackle them.
The download section has been updated to point to the newly created Ogre 1.9 RC1 SDKs that can be downloaded by those that do not want to build the new version from source themselves. Otherwise, as usual follow these instructions (you need to grab the source directly from our BitBucket repository since we did not prepare any source bundles yet).
Lastly, the mandatory changelog. We will just list some of the major points here, the detailed list can of course as usual be found in the wiki.
New LOD Volume Rendering Component with LOD from GSoC 2012
Terrain Improvements from GSoC 2012
Android platform support
Windows Phone 8 platform support
Windows Metro / WinRT support
OpenGL3+ Render System (still experimental and under heavy development)
Improvements to all Render Systems, e.g. DirectX11 from GSoC 2012
multitude of bug fixes
With Ogre 1.9 out of the way we can now focus on the upcoming, major release Ogre 2.0 which will entail a lot of internal core optimizations to get Ogre’s speed up to the levels to be able to compete with other rendering engines. Quite a bit of profiling and brainstorming was already done to get us started. One other big step in that direction will of course be this year’s Google Summer of Code where we will concentrate on those areas (for additional topic proposals see this topic list the dev team compiled). If you want to help, just join into the discussion. We are glad about all the support we can get!
As Ogre3D had been selected as one of the “Sourceforge Projects of the Week” we were given the opportunity to write a guest post on their blog, and of course we could not pass on that. So head over there, to have a look, especially at the part “what is going on right now” for some Ogre3D news:
We are very happy that for a change we are able to showcase you a non-gaming application powered by Ogre3D, and a really good looking as well.
It is called Anomalous Medical of the same name company and – as the name suggests – a medical simulation. More exactly it is a medial framework based around the human head, meaning that it offers a very detailed and anatomically correct model of a human head that you can move around, look into and examine in various other ways. What makes it a framework is the fact that partners as well as Anomalous Medical can now create a wide variety of apps (covering dental issues, nerve blocks, certain muscles areas, etc.) that can be loaded in to deal with specific medial situations and defects. The whole idea behind this product:
Our apps and simulations are designed to assist 21st century medical professionals to save time, to enhance the image of their practice and, most important, to better communicate with patients.
The base application is free for everyone. Only the medical apps as well as certain advanced editor features have to be bought in their store. For more information, download links and additional images, please check out their website.
As some of you folks already noticed we closed our Mantis tracker some days ago and we now completed our move to JIRA. It will from now on serve as our single point of contact for everything related to bug tickets, feature requests and patch handling.
All open tickets from Mantis have been transferred and the team already started to adopt the new tool.
In order to report a bug you will need to quickly set up an account there, which is a necessary step to ensure that we have some contact information to get back to you in case of further needed clarification regarding tickets you created, as well as preventing hoax tickets. Even if you don’t have anything to report at the moment, setting up an account offers some perks such as the possibility to watch (aka subscribe to) specific tickets that you are interested in and then get notifications once they are updated.
There is also another area that we want to improve in our change/contribution process: From now on we would ask everyone who would like to contribute to the Ogre3D code base, to do so by providing a pull request on BitBucket rather than submitting patches in the form of files.More information on how to do so can be found on the updated “Submit Patch” page.
The reason for that is the increased efficiency and time-saving thanks to an easier merge process. In rare cases we might accept a contribution provided via the old approach, but we’d really appreciate if everyone could lighten the burden on the team by providing pull request instead. Thanks a lot!
We are looking forward to see you on JIRA and engage with the team there to drive Ogre3D forward!
In case you have any ideas or suggestions on how to further improve our processes as well as the usage of JIRA, let us know!
We are happy to spread the word about yet another great addition to the Ogre3D eco system: Noesis GUI. It is a GUI library currently in the closed beta phase that relies on SVG graphics that are “converted back to triangles in real time with a powerful GPU-assisted tessellation algorithm. This allows for resolution independent user interfaces with optimum quality.” The whole rasterization process takes place on the GPU with custom shader implementations.The very nice thing about the library is, that it uses XAML as the source data which enables developers to utilize the existing XAML tools they are already accustomed with. Other features include 3D projection, extensive animation capabilities, skinning and an efficient C++ API.
Some days ago, they now officially released an Ogre binding for their library that was created by our Ogre3D team member Murat Sari (wolfmanfx). It is available for everyone participating in the closed beta program.
As most of you will already be aware of, it has again been an interesting and productive Google Summer of Code year for our community. As usual the GSoC year is concluded by a summit for the mentors organized by Google and we thought we’d share some bits and pieces as well as talk about the experiences of this year in general.
As we do every year, we sent out two of our mentors to represent our community at the summit. Last year it was Noam and Mattan, this year Assaf and Mattan (David was our first pick as he never attended so far, but it didn’t work out in his schedule).
The event is a two day conference held in Google’s offices in Mountain View, California. Hospitality was wonderful, nice hotel rooms, great food and lots of friendly people. The breakout sessions during the summit covered a variety of topics, all focusing on the summer of code and open source in general. Read the rest of this entry »
As many of you will know, Microsoft just released their SDK for its new mobile OS named “Windows Phone 8” (WP8) at the Build developer conferenceinto the wild today and we are happy and proud to announce that OGRE supports it from day one!
Microsoft provided us early access to the Windows Phone 8 SDK which they made publicity available for developer everywhere today. More than that, they even took care of a major part of the porting work themselves and contributed the code changes to us via Microsoft Open Technologies, Inc.
Many thanks for the support!
Since the Windows Phone 8 SDK supports creating projects in C++ (unlike Windows Phone 7) OGRE can be compiled for it with minimal effort. Another reason for the easy adoption was that OGRE 1.9 already supported WinRT, DirectX 11 and loading binary versions of shaders before the guys at Microsoft and Nokia started their porting work. Additionally, the API Microsoft now provides for WP8 is very similar to Windows 8 WinRT API – meaning the port was more or less only a few lines of code to be changed in OGRE.
Bottom-line is that OGRE projects can easily be compiled to run on Windows desktops, tablets and phones using the same code base with just minor modifications.