Posts Tagged ‘ogre’

Follow Sinbad on Twitter

Friday, March 12th, 2010

I’ve linked my Twitter account from the OGRE Team page for a while now, but I’ve been told that’s not really obvious enough!

So, if you want to follow my tweets related to OGRE, graphics & tech in general, and occasionally some random other stuff, here’s my Twitter page. In the interests of making it easier to find in future, I’ve added a link to the navigation bar on the left too.

Enjoy!

OGRE 1.7.0 (final) [Cthugha] Released!

Sunday, February 28th, 2010

We’re very pleased to announce that OGRE 1.7.0 (Cthugha) has now been released, this version is now considered to be our stable release branch.

As usual you can find everything on the downloads page, and details of the changes since RC1 after the jump. You might also want to look at the original 1.7.0RC1 release announcement to see the major new features that were added in 1.7.

Source releases and Windows SDKs are up now. Edit: SDKs for OS X,  MinGW, and Ubuntu PPA are now up too.

Enjoy!

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Nir Hasson joins the team (officially!)

Saturday, February 6th, 2010

We’re pleased to announce that Nir Hasson has joined the OGRE Team! Now, those of you who have been in the community for a while all know Nir anyway, and also know that he’s been contributing code directly for a while, particularly his RTShaderSystem component for generating shaders which made its debut in Ogre 1.7. As such, he’s been operating as a member of the team in all but name for some time, and he’s only held off accepting an official badge because his plans for the immediate future were uncertain.

So, we’re glad that he’s agreed to join the team officially now – welcome aboard Nir! In practice it’s business as usual, but he has his well-deserved official badge now :)

We have an official mascot!

Tuesday, January 19th, 2010

sinbad_ogremascotOgre’s been going for almost 10 years now, and in all this time we’ve never had an official mascot character. Well, now we do! :)

Zi Ye (aka ‘omniter’) has been with us since Google Summer of Code 2009, and has proven himself not only skilled in the art of coding, but also skilled in the art of.. well, art! He took it upon himself to create an animated character in the spirit of Ogre, and has clearly succeeded beyond anyone’s wildest expectations.

Zi has named the new character ‘Sinbad’, and modelled him on a hybrid of our original Ogre logo and that of a certain well-known sea-faring character, whose name Steve Streeting, the founder and project lead of Ogre, adopted as his development & community alias many, many years ago. He has animations for idling (strangely my personal favourite because it exudes so much character), walking, jumping, drawing and putting away his swords, 2 types of attack and, curiously, a dance routine :) He stars in a new sample where he can be controlled by the user, which  demonstrates character control and also using tag points to attach related items (the swords) to a skeleton.

This will all be included in the next release of Ogre 1.7, or you can access it now from the 1.7 Subversion branch. There’s also a video available of a slightly earlier version of the demo. ‘Sinbad’ is available for free use in other applications too so long as you don’t try to charge money for him.

Huge thanks to Zi for doing this! If you want to congratulate him yourself, here’s his development thread on the subject.

Zero Gear Released, Free Week on Steam

Wednesday, January 13th, 2010

This week marks the release of Zero Gear, the fun kart-racing game from NimbleBit that uses Ogre for rendering. Here’s their press release:

January 12th marks the official release date of the PC kart game Zero Gear by NimbleBit! For the low price of only $19.99 you can beat up your friends in 18 different levels, in customizable karts and characters. Play with physically based weapons, earn achievements and compete in many different game modes.

To help get you into the actions with your friends, Zero Gear is also offered in a 4-pack for $39.99. Thats 50% off each copy!

Still not satisfied? Take your friends and try the full game for FREE this entire week! Zero Gear will be free to play on Steam until Jan. 18th! If you are STILL on the fence, lets keep it 25% off for the entire week. Get Zero Gear now or be sorry later!!11!

Congratulations to the guys at NimbleBit on their release!

OGRE 1.7.0 RC1 [Cthugha] Released!

Thursday, December 31st, 2009

ogre_17_logoWe said we’d try to get this out before the end of the year, and with only hours to spare we just about made it! OGRE 1.7 has been under development for over a year now, and the time has come to draw a line under it and get it shipped as a brand new stable version. Unlike the maintenance releases we’ve been issuing regularly for 1.6, this release includes a huge number of new features and enhancements, of which the headliners are listed after the jump. Edit: I forgot to mention that this release makes official our transition to the MIT License – we’ve been using it in Subversion for a while so it slipped my mind that this is the first ‘official’ release under that license. So that’s news!

As usual, plenty of people have been testing it direct from Subversion for a while now, but even so we’re issuing it as a Release Candidate to begin with. Due to time constraints, we’re also only issuing this as a source release for the moment – prebuilt SDKs will follow in a second Release Candidate or the final.

For those of you using Subversion, the new path for Ogre 1.7 is now https://svn.ogre3d.org/svnroot/ogre/branches/v1-7. Otherwise, you can find the new release on the source downloads page.

Happy New Year!

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OGRE v1.6.5 [Shoggoth] Released

Sunday, December 27th, 2009

ogre_16_logoWe just thought we’d sneak this one in before the end of the year! OGRE v1.6.5 is now officially released, which will most likely be the final official maintenance release of the v1.6 (‘Shoggoth’) branch. As usual it’s a stability and bugfix release for those in production environments, full details of which are available after the jump. All of the fancy new goodies are saved for 1.7 which should be out in Release Candidate form very shortly – or right now if you want to access our repository before the official release.

Enjoy, and have a happy new year!

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Interview with masterfalcon on Ogre iPhone dev

Monday, December 7th, 2009

French 3D specialist site 3d-test.com have just posted an interview with our David ‘masterfalcon’ Rogers, where he talks about the Ogre iPhone port (in English :) ). Recommended reading if you’re interested in iPhone and iPod Touch development with Ogre.

ogre-iphone

Thanks to 3d-test.com for running this interview and to David for doing such a great job on it.

OGRE v1.6.4 [Shoggoth] Released

Monday, September 28th, 2009

ogre_16_logoIt’s maintenance release time again, a new release containing more bugfixes for those using the stable v1.6 (Shoggoth) branch. It’s available now in both source and SDK form at the usual place.

Full details of the changes in this release are available after the jump.

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OGRE Will Switch To The MIT License from 1.7

Tuesday, September 15th, 2009

This is a very important announcement: from the upcoming new stable version of OGRE, OGRE 1.7 aka “Cthugha”, we will be switching to the MIT License. The MIT license is a simpler and more permissive license than the LGPL, which we have used so far and will continue to apply up to and including all releases of OGRE v1.6. OGRE v1.7 is currently available as a preview from Subversion, but will slowly become the new stable version in the next few months.

We arrived at this licensing decision in the last month, and decided to make the community aware of it in advance so you could incorporate it into your plans. After the jump there are more details of the reasoning for this decision, and  answers to some common questions.

We hope this announcement will be received positively by the community, and that the simpler licensing arrangements will provide even more incentive for people to get involved in using and extending OGRE in the future.
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