Posts Tagged ‘News’

MASA LIFE: Behavior / AI middleware with Ogre visualization

Thursday, May 1st, 2014

Dear Ogre community,

in case you missed this thread so far, we want to highlight “MASA LIFE“:

A one-stop middleware for efficiently authoring and simulating behavior

They just released version 1.5 of their product and you can register on their website to receive a trial version. Some of the features it includes are:

  • Rapid prototype behaviors/AI
  • Visual modeling of reusable behaviors empowering designers with intuitive graphical editors (Behavior Trees, Navigation, Knowledge,…).
  • Graphical (remote) debugging & inspection.
  • Sparking life: integrate with our cross-platform SDK and deploy easily with a single-click of a button.
  • Extensive getting-started experience and documentation.

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Ogre3D not part of Google Summer of Code 2014

Tuesday, February 25th, 2014

Dear community,

Unfortunately, we have to convey sad news for a change: We were not accepted for this year’s Google Summer of Code 2014 project.

We don’t know the reason (yet), but there is nothing we can do about it anyway, other than to stand tall and continue our path without funding from Google this year…which will not be the end of course. Instead we will jointly focus on refining and polishing the results of last year’s projects and continue our efforts to integrate them into the main code base as well as pushing forward on Ogre version 2.0.

We also want to highlight that we bear no grudge whatsoever towards Google for their decision. There are so many great projects applying for spots every year that we were lucky to have been consistently chosen for the last several years, often times with as many as four slots in parallel. For that we are very grateful!

Additionally, the fact that we are out this year, doesn’t mean that we are out for good. It’s not our first time we haven’t been granted GSoC slots. We will apply again next year and keep our fingers crossed.

In the meantime, we will rely even more on you as the community to support us with pull-requests and bug hunting (e.g. by creating and working on JIRA tickets) to constantly improve our beloved engine.

Your Ogre3D Team

PS: Everyone of course is more than welcome to tackle one of the GSoC ideas collected here in various threads as well as in our wiki and work on them anyway. Feel free to get in touch with our development team for additional steering, but even more importantly: Involve the community by creating a thread and discussing your idea and approach beforehand, to get some feedback early on.

Happy New Year and a warm welcome to our newest team member!

Wednesday, January 1st, 2014

First off: We as the Ogre3D team wish the the whole Ogre3D community a Happy New Year!

Looking back at 2013, we see a successful year for our beloved rendering engine, with two highlights being yet another great Google Summer of Code and the release of Ogre 1.9. And the new year 2014 is also having a great start, since we can happily announce that we have a new superb addition to our development team:

So here it is: Matias Goldberg joins the team!

Everyone following the development of Ogre3D will by now be familiar with Matias, since he is the driving force behind the whole Ogre 2.0 revamp. It all started off with his in-depth analysis of Ogre’s performance bottlenecks in November 2012, followed by his Ogre 2.0 GSoC project to start fixing those in the Summer of 2013. But as promised he did not stop there, but continues to work hard on the v2-0 branch. You can follow his work either directly via his commits to the repositories, his blog posts related to Ogre, the Ogre 2.0 wiki page or various forum threads covering a variety of topics in the Ogre 2.0+ forum section. We of course encourage everyone to get involved and provide feedback.

BTW: Merging in the first three GSoC projects that we selected for the next Ogre version 1.10, will take a bit longer than anticipated, so we cannot yet release the first release candidate as originally planned for right around now, but instead we will push that RC1 back a few weeks. The overall branch quality will also benefit from that since it gives us more time to have a look at some open JIRA tickets and helps to get the code base into a mature enough state.

As usual: All community support is welcome! So if you can, please jump on board, to ensure that 2014 becomes yet another successful year for all of us!
Your Ogre3D Team

Ogre3D 1.9 released as ‘stable’!

Sunday, November 24th, 2013

Good news! We finally tagged the Ogre 1.9 branch as ‘stable‘, making it the new current and recommended version. We would advise you to update wherever possible, to benefit from all the fixes and improvements that made their way into the new release.

Right now, we don’t have any published SDKs yet, since we still rely on team and community members to help with the building and packaging process and that takes some time of course (we have it on our list to automate that process, but so far there always were more pressing topics to tackle ;) ). But I have already heard that Windows SDKs are well underway and I expect the other ones to surface soon as well. We will update the download page as they become available and also try to update the announcement thread in the forums.

For an outline of the changes, have a look at the collected Ogre 1.9 change log in the wiki and at our JIRA tracker for all tickets fixed/solved by 1.9.

So what’s next? We are already working on Ogre 1.10 which will contain the changes from three of our five GSoC 2013 projects (details in the planning thread). In parallel, the work on the revamped Ogre 2.0 will continue as well…we’ve also got a related news post upcoming that will support those efforts. But as usual, we heavily rely on you as he community to support us with JIRA tickets, tracking down bugs and creating patches and adding new features. So chime in, whenever possible. Thanks!

BTW: With the release of Ogre 1.9 and the start of development for Ogre 1.10, we took the opportunity to get back to properly using the ‘default‘ branch, meaning Ogre 1.9 has been merged into it as well as Ogre 1.10 (which then was closed off), so ‘default‘ is once again our bleeding edge for development and preparation of Ogre 1.10. Please use it as the target for all pull-requests unless they are specifically meant for either Ogre 1.9 (only bug fixes) or Ogre 2.0.

“Coherent UI” integration with Ogre3D

Sunday, November 24th, 2013

Some days ago, we have been informed that the guys behind “Coherent:Labs” have released an Ogre3D integration of their CoherentUI solution. This cross-platform solution can be used to handle a wide variety of tasks from complex user interfaces to in-game browsing and in-game shopping systems, to installers and social integration.

With the new integration, Ogre3D joins the list of supported rendering engines that also features other big players such as Unity3D or CryEngine3.

For more details about the UI library, check out their website and read their announcement blog post. Below is the video from that blog post with their R&D head showcasing the new integration from a coding perspective. If you are looking for a new UI solution, give it a try!

 

NoesisGUI + Ogre Support released in v1.0

Saturday, August 3rd, 2013

After three years development and one year of private beta testing, version 1.0 of NoesisGUI has now been released.

Some of the main features include:

  • Vector based
  • GPU accelerated
  • Based on XAML
  • Multithreaded architecture
  • Animation
  • 3D projection
  • Skinning
  • Efficient workflow
  • C++ API (mono for Unity3D)

In collaboration with the OGre3D, especially Murat Sari, an Ogre binding compatible with the new NoesisGUI version is available as well.

For more details and links, see the official NoesisGUI announcement: NoesisGUI Company News Jun2013

 

Ogre3D project: Void Destroyer – now on Steam Greenlight and Kickstarter

Friday, May 31st, 2013

Hey Ogre3D community,

many of you might already have seen that promising project in our forums, but nonetheless we think it deserves an extra spot here as well.

Void Destroyer – a space simulation with real time strategy elements (inspired by the classics). Manage planets and build space stations, setup trade routes, build ships and command them to defend yourself from attacking pirates and aliens. Play with a mouse or joystick. Take command of your ship directly or let the ship crew do the work for you while you manage the battle from the tactical screen.

Today the game was launched on Steam Greenlight and a Kickstarter campaign was started to fund the game art. So have a look and give it a try, and if you like it and want to help, consider backing the project.

All the links you need:

Ogre3D’s GSoC 2013 projects/students announced!

Monday, May 27th, 2013

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):

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 :) !

Ogre 1.9 RC1 is here!

Sunday, April 21st, 2013

Good news!
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.

Changelog highlights:

  • 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

What’s next?
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!

Ogre3D’s guest post on “Sourceforge Projects of the Week”

Wednesday, April 17th, 2013

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:

→ Guest Post: Ogre3D – a quick overview

As part of it, we also created a new collage showcasing some of the eye-candy powered by Ogre. Hope you like it!

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