I’m working on a number of things right now – I’ve extended the ‘Controller’ class hierarchy to support scrolling and rotating textures (the SkyDome demo now has nice moving clouds). Because the controller idiom is very flexible, I can snap-in new source features, destination features and transformation functions very quickly. I’d just like to add wave-based transformation functions to the standard list but applications are free to add whatever functions and controllable features they like.

I’ve also spent a little time improving the validation on the options dialog (since a friend of mine found a way to screw it up – cheers Jimbo ;),and also the error reporting – up until now if the engine fell over (not a common occurrence I assure you 😉 even if it was a simple reason like an archive file not found, you got the standard C++ runtime library error, and the actual reason was hidden in the ogre.log file. To make this a little more friendly I’ve overridden the standard C++ unhandled exception function to display a simple error dialog with details of the offending error and instructions for what to do about it. It looks a lot more professional.

I was hoping to get some help with a few engine features over the holidays (I had people lined up to do particle systems and skeletal animation) but unfortunately it didn’t materialise so it looks like I’ll have to do them myself. I hope people will understand the reason for the delay in adding features such as this, and if you know anyone with spare time and a flair for good quality 3D code, please put them in touch – this is a lot to do alone! It’s a good job I love it. 😉

I will be fitting Ogre development in among my wedding plans from now (yes, I’m tying the knot in 3 short months) but I guarantee new features will still be coming online all the time. I plan to stick to my monthly snapshot releases, and CVS is still getting updated at least twice a week. Stay tuned.

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