Posts Tagged ‘Summer of Code’

Ogre News #13

Monday, October 3rd, 2011

It has been quite some time since we came around posting another news flash. We are sorry for that, but let’s focus on the bright side: This one is going to be a huge post :) . So here it goes:

  • Project Aftershock released some new amazing screenshots
  • The commercial game “Heavy Hogur – Dwarf Puzzler!” has been released
  • Assaf Raman ported Ogre to Google’s Native Client (NaCl) along with a nice guide and a demo
  • The commercial game “Garshasp – The Monster Slayer” got video coverage on BBC News
  • The “Run3 game engine” using Ogre specifically for FPS-type games was showcased
  • First demo for the game “The long way” utilizing the above mentioned “Run3 game engine” was released
  • Marble Madness clone (Atari) called “YAMM – Yet another Marble Madness” created by a team of the Braunschweig University of Technology was released
  • OgreSpeedTree has been discountinued, but source code is still available through your IDV SpeedTree representative
  • Nice little game called “Stained” has been announced
  • New volumetric terrain implementation as part of a bachelor paper was showcased
  • Integration of berklium + jsLINB was showcased
  • Online FPS engine called “SilverTech Engine” was previewed
  • The first person tower defense game named FPTD was released
  • Screenshots of the Ogre-rendered movie “Turin – Before the city” were released
  • The creation of the space epic “Salvation Prophecy” is reaching its final phase by showcasing some new impressions
  • New Ogre particle editor called “Ogre Particle Lab” was released
  • EZPhysics library was updated to work with Ogre 1.x versions
  • New version of the Ogre-powered 3D music player MMiX.Me was released
  • The Jade:DS games distribution platform was successfully launched with three Ogre powered games
  • A new version of OpenSpace3D with a lot of new features was released

Additionally: All Google Summer of Code projects have been completed successfully and all changes have already been merged into the official Ogre code repositories.

We as the Ogre team have also started preparing a new release, namely a first RC for Ogre 1.8 and we plan to publish the final stable version right on the turn of the year. More information can be found in this thread.

Cheers,
Your Ogre3D team

Ogre News #12

Thursday, August 11th, 2011

It has been over a month since the last update, so it is definitely time for a new one. We got quite some requests, so the list is rather long this time:

  • OGS Majong got a new update, adding new features as well as fixing some bugs
  • First version of the capture-the-flag-type-game Nina Flag was released
  • A nice little puzzle game called Magick Brick, which was created at the Shanghai game-jam, was showcased
  • The WIP visual shader editor as part of the Alimer Game Engine was demonstrated in a video
  • Ogre Meshy v.13 was released
  • The upcoming Particle Universe v1.5 was previewed
  • New iteration of the space simulation project Void Destroyer was showcased
  • The promising Victory: The Age of Racing team announced the close beta phase and showcased their last E3 trailer
  • Lumen Digital released a video showing one of their Ogre and Kinect based simulations
  • Ogre Procedural got extended by great new features such as SVG support
  • A first version of an adaption of the multi modeling format converter Assimp named OgreAssimpConverter was released by jacmoe
  • metaldev released a series of great video tutorials, explaining how to create models in Maya for the LFA Scene Manager
  • The VDrift and Ogre based  game Stund Rally reached version v1.2 and released some new in-game videos
  • Two great new wiki articles covering two different phong shader (one with cube and one with sphere mapping) were created by toglia
  • A first preview of the virtual fitting room project called FitNect was released

Aditionally: Still a lot is going on in our four Google Summer of Code projects. If you are interested, check this dedicated subforum area.

Also, please participate in our Ogre User Survey 2011, if you haven’t already. The survey is still running until the 31th of August. Afterwards, we will then publish the results.

Ogre News #11

Friday, July 8th, 2011

It has been a while since our last news summary post…sorry for that. But on the bright side: It makes this one a lot bigger than usual, so enjoy!

  • first version of Bloom editor, a 3D text editor was showcased
  • animationsinstitue.de showed some impressions from their Emote Messaging System, that can be used to created individual, animated short messages to share with friends
  • early screenshots from the platform game Bombs&Penguins were released
  • beta pictures of the ambitous game Battle Tiers Invasion were shared
  • the Ogre AntTweakBar plugin TwOgre was updated to work with Linux
  • metaldev updated his GUI library buttonGUI as well has as his LFA Scene Manager
  • updated version of the game GraLL2 was published
  • Lightwave to Ogre exporter was updated by spacegaier to work with LW 9.6 and LW 10
  • teaser video of Will of Nature, a really nice school project from the Netherlands, was released
  • first ingame footage from the German MMORPG Espadon Online was published
  • NeoAxis game engine reached their 1.0 milestone
  • Oogst finally released his long awaited game Proun, that got a great deal of buzz on the internet – dedicated post with some additional information will follow soon

In addition, there is a lot of progress with our four Google Summer of Code projects. Check the out in this subforum.

And the breaking news is: The highly acclaimed Ogre based game Torchlight went platinum as they sold more than 1 million copies. Congratulations!

Ogre News #8

Monday, May 9th, 2011

Here the list of new things that happened throughout the last two weeks:

  • First impression from NonLife, a multiplayer world building game, were published
  • Unity builds are now possible for Ogre
  • The simple scene editor Glue Editor Lite 1.0 was released
  • Great new wiki article about deploying applications on different platforms
  • Neat, little project Tower of Hanoi made with Ogre and Cocoa was published
  • Alienmotion, a new animation middleware inspired by tecnofreak, was released as a beta version
  • Google Summer of Code 2011 projects for Ogre were announced
  • Ogre finally has an official console lead since Jim Buck joined the team
  • A new high profile game made with Ogre named Garshasp was released on Steam and GamersGate
  • New maintenance release of Ogre alias Ogre 1.7.3 ['Cthugha'] has just been uploaded yesterday

Ogre GSoC 2011 projects announcement

Monday, April 25th, 2011

Google has just released the list with this year’s GoogleSummerOfCode accepted student projects. So it is time for us to welcome the following students on board at Ogre this year:

  • Andrei Radu (andrei_radu) – mentored by Noam Gat (Noman) – will implementing several modern illumination techniques, that are either related to, or benefit from deferred shading. Most of these have been used in several shipped games, while a couple are still considered ‘bleeding edge’.
  • John Soklaski (mysterycoder) – mentored by Mattan Furst (Mattan Furst) – will work on Dual Quaternion Skinning which addresses problems commonly associated with the linear blend skinning of animations such as skin collapsing. This technique utilizes dual numbers to extend quaternions to represent both rotation and translation. This allows for an efficient representation of the transformations and for application of low-cost linear blending.
  • Riley Adams (Praetorian) – mentored by Assaf Raman (Assaf Raman) – will build a visual unit testing framework. Traditional unit testing doesn’t help much in a context like OGRE, given the sheer size and heavy dependence on graphics API’s. The best way of doing tests without needing significant modifications or mock rendersystems, appears to be a visual solution, wherein test screenshots are compared between builds.
  • Martin Holas (kuxv) – mentored by Steve Streeting (sinbad) – will implement Terrain paging improvements to the Ogre::Terrain component. The project will bring new paging strategy which will try to be more accurate using actual terrain shape visibility from camera.

A big thank you to everyone who applied for a slot this year, but unfortunately had to be turned down. We only have a limited number of spots assigned by Google as well as only a limited number of possible mentors that can pull off the task. Nontheless, we are very grateful for all the great ideas you chipped in and the good discussions that took place. And of course: You are still very, very welcome to tackle your idea, even if not as a GSoC project. Anything from simple patches to huge code base additions are most certainly welcome all the time! If you have any question, feel free to contact us…and apply again next year.

Another big thank you goes out to our mentors who have offered (again) to share their time and expertise to support the projects as good as they can to make it another successful GSoC year for Ogre!

So thanks to all that are involved and best of luck to all participating students!

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!

Looking for “Google Summer of Code 2011″ students!

Monday, February 7th, 2011

Are you a student? Do you have some weeks of spare time during the summer? Are you interested in Ogre and always searched for a chance to contribute? Well, guess what: Now is your time!

We are right now looking for some talented and interested people for this year’s “Google Summer of Code 2011” initiative. Honestly, we somehow lack really good ideas what to propose as tasks since many of the items on the general ToDo list are either too big or too small for the given time. So if anyone has either some ideas that might be tackled this year or is willed to participate on Ogre’s behalf this year (or perhaps even both?), we would very much appreciate a comment or thread in our GSoC subforum.

We are hoping for some good ideas and volunteers to once again successfully participate!