Ogre Progress Report: December 2015

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!

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