Posts Tagged ‘ogre’

Ogre 2010

Friday, December 31st, 2010

With the year 2010 soon coming to an end, it is time for us as the Ogre Community to look back on this eventful past year. It is time to think about all the amazing moments and the enormous progress we made, but it is also time to bring back some of the sad moments. Unfortunately, they are inseparably chained together in that funny thing called life we all struggle through.

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OGRE 1.7.2 [Cthugha] released!

Wednesday, November 3rd, 2010

Another six months have passed, and it’s time for another maintenance release to the 1.7 stable branch (codenamed ‘Cthugha’). You can find a list of all the bug fixes after the jump. As usual there are no feature changes or API breakage in this release – we save those for the unstable development branch – which of course you can grab from Mercurial if you want to join us on the bleeding edge.

So far the source releases are ready for download for 1.7.2, the SDK releases are coming soon. If you don’t want to wait, give the source release a try :)

Update 8 November: Prebuilt SDKs for Visual Studio 2008/2010, MinGW, OSX and iPhone are now ready for download, as are updated Ubuntu packages in our Launchpad PPA.

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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!

New OGRE Wiki

Tuesday, June 22nd, 2010

Many of you will have already spotted this, but we’ve got a new wiki!

The new wiki is designed to be a richer experience for users and allows for better tagging, hierarchical page structures, better article relationships, and more. You can find out more in this introductory screencast, and we encourage you to get actively involved with this community space. As with the old wiki, if you have a forum account, you can already log in with the same username / password.

This project was promoted and led by Jacob ‘jacmoe’ Moen and has been a major undertaking on his behalf to get the old wiki data across, to restructure and improve on it, and to take feedback from the community as it developed. Big thanks to jacmoe for all his hard work on this, and to all the community members who have helped get it to the stage where we could put it live.

OGRE 1.7.1 [Cthugha] Released!

Sunday, April 25th, 2010

We’re happy to announce the first maintenance release to the new 1.7 stable branch (codenamed ‘Cthugha’), delivering as per usual a plethora of bug fixes which you can find a list of after the jump. As you would expect there are no feature changes or API breakage in this release – we save those for the unstable development branch – which of course you can grab from Mercurial if you want to join us on the bleeding edge.

So far the source releases and some of the SDKs are ready for download for 1.7.1, if your SDK isn’t updated yet, please be patient as these will come online soon. Or alternatively, try using the source release, it’s really not that scary :)

[edit] cg.dll was missing from the early version of the SDKs for Windows, we’re fixing this now, check for updates after 2 May 2010.

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OGRE has switched to Mercurial

Sunday, March 21st, 2010

OGRE has now switched its main repository hosting from Subversion to Mercurial, a distributed revision control system (DVCS). From now on, if you want to keep up with the latest code that OGRE developers are working on, you need to be using Mercurial too.

We switched to a DVCS because it gives us far more flexibility when dealing with distributed development, since DVCSs allow local commits for all users and are far more sophisticated at merging disparate development streams, including those which have been ‘disconnected’ from the official version for a while (e.g. user contributions which take a while to develop). Also, users outside the team can collaborate with each other far more easily to create joint patches. For details on how to get the OGRE code from Mercurial, please see our Mercurial developer page.

We chose Mercurial as our DVCS because it supports all developer’s operating systems equally (Windows, OS X, Linux), and because it’s easy to learn when you come from other systems (such as Subversion). We chose BitBucket to host our repository because they allow users to create their own hosted forks of OGRE easily, which encourages collaboration on more complex patches out in the community at large. We’ll still be using Sourceforge for other things such as file releases.

As well as following the new repository direct, you can also follow development as it happens via the following:

We’re excited about the extra flexibility using Mercurial will bring going forward, and encourage you to try it out!

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.