Posts Tagged ‘News’

Garshasp: The Monster Slayer

Friday, April 29th, 2011

In a week from now, the next major Ogre powered game will finally be released. We had the chance to get some up-front information and material that we are happy to share here. So what are we talking about?

Garshasp: The Monster Slayer

“This game is based on ancient Persian mythology bringing to life the epic battles of the mythological hero, Garshasp, in the ancient lands against the evil monsters. You play as Garshasp himself, the strongest man in Persian Mythology, in a journey to revenge and reclaim the legendary mace of his ancestors which is stolen by the Deevs. A journey which proves to unlock more significant hidden mysteries. The main mechanics of the game revolve around melee combat, platforming and exploration.”

The game was developed and published by the studio “DeadMage“, with a core team of nine people: 3 programmers, one concept artist, an 3D modeler, 2 game designers, one sound guy and an animator. Overall 30 people were ultimately involved in the process. Together they worked on it for 3 years, albeit most of the time part time, since the team members had to make a living or study at the same time.

The also used quite a range of different libarries to get the game done, most notably: OGRE3D 1.6.2, ParticleUniverse, PhysX 2.7.2 (via NxOgre 0.9), Hikari, Boost (Serialization, Threading), CG shaders SM 2.x, OpenAL, FreeSL, OgreVideo and Theora. The CG shaders were used to achieve per pixel lighting, normal/specular mapping, HDR, shadows, vegetation/flag subtle movements, water and hardware skinning.

As for their overall development tools they used Visual Studio 2008, PIX, 3D Max for character design, environment design and animation along with Photoshop, Crazybump and ZBrush. The 3D content was exported by the use of oFusion and OgreMax.

To arrange the assets and create the scenes, they built their own level editor using native C++ and WxWidgets which proved to be a good decision in the long run. They also came up with an own scripting language for their game designers.

So if you are into that kind of game, you should definetly give it a try. You can grab it via Steam or GamersGate.

For more information or news, have a look at the game’s website.

PS: Linux port is in development and they are even considering porting it over to XBLA.

Ogre News #7

Sunday, April 17th, 2011

Here are the summarized most notable events of the last two weeks:

  • Open Beta of the Ogre powered game Dynastica announced, including a new trailer
  • iPhone/iPad app called Mini Countryman published in the Apple App Store
  • Oogst announced that Proun is almost finished and published some proof screenshots
  • a nice little 3D version of Check called Checkers was released
  • new release of Gorilla, the a 2D and 3D Overlay replacement system by betajaen, with new shader based materials to increase compatibility with iOS and other graphics API
  • Vertigo, a new fast paced arcade game has been released to the public

Regarding Google Summer of Code 2011: Ogre has been accepted as a participating organization and the submission period has ended. We are now internally reviewing the applications and will we decide which proposed student projects we can mentor and support. Expect to hear more on this soon.

Ogre News #6

Friday, April 1st, 2011

Plenty of new things have happened in the last two weeks:

  • Rattus in the Addon Forums has ported Betajaen’s Gorilla to MOGRE.
  • OpenSpace 3D has been updated to version 0.2.4a
  • AlexisFire has shown a video of his graduation project Crash.
  • Jacmoe has posted his Ogre AppWizards for KDevelop 4.x (Linux).
  • Brian emailed us to show off GritEngine, a GameEngine and Toolset to create open worlds using Ogre.
  • the_enemy uploaded a new video of Summoning Wars
  • Oogst has posted an interesting topic about a new shadow system called “Smooth 2.5D Area Light Shadows”
  • GantZ has released his first playable version of his new game “Uncover”
  • Some new screenshots of SimNation have been released
  • Ogre Team member masterfalcon has posted some of his work for Vertex Array Object (VAO) support for OpenGL ES 1.1 and 2.0.
  • CrazyDog has released a multitude of screenshots of the projects Land of Poems (or Necrophillia Hell) and QWOW and released his older project Hiperbolia.
  • So0os has spent his spare time porting Ogre to the Playstation 3 and the Commodore 64.
  • Finally our very own Betajaen has released his new project: “AmiOgre” a port of Ogre to the Amiga computer.

Google Summer of Code for Ogre is still progressing with some promising proposals. Feel free to add yours, or if you have something small which you want to add to or fix in Ogre now – submit a papercut.

Ogre News #5

Friday, March 18th, 2011

Here are the most notable news from the last two weeks:

  • Three new versions of Ogre Meshy have been released, so we are now at v1.1
  • Space Hulk inspired game named Arachnophobia released
  • First preview of Waveit Webplayer, a web player able to run the Ogre demos inside
  • First screenshots of Snoogre – an Ogre Snooker game were shown

And one very good news item, fresh of the presses: We just heard that Ogre has been accepted for Google Summer of Code 2011!  The discussions on the possible projects have already started here. If you have any ideas or comments, feel free to join us there.

Ogre News #4

Tuesday, March 1st, 2011

Here are the latest news from the community and the Ogre ecosystem:

We are also preparing the application for this years Google Summer of Code and actively discussing some good ideas for student projects. More information can be found in the respective forum section. Please join us in there if you have any ideas or comments on the proposals!

Ogre News #3

Monday, February 14th, 2011

Here is the recent events of Ogre that happened in the last two weeks:

  • Lingfors released a video of his OgreWater, which he wrote just in one night for a presentation in his University.
  • So0os announced his Ready-to-Go Ogre Framework for Visual Studio.
  • Circus Pomché has been released by Bash Games
  • Call for Google Summer of Code 2011 Students Announcement
  • A preview of Particle Universe 1.4 was posted by Spookyboo in the showcase forum
  • We have started looking for students for the Google Summer of Code 2011, with many promising new ideas already posted.
  • Jacmoe has installed a new Kudos system, to award forum users with intelligent and well written posts. He has also changed the user rank system to a include comprehensive list of ranks based off the DnD universe.

That is all the news this time, but our Papercut initiative is still on going and of course we are looking for our GoSC 2011 students, if you feel you have a good idea then write a post in the forum.

If you have any news you wish us to include in Ogre News #4, then you can email us at or private message betajaen or spacegaier on the forums.

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!

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 .

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!