Cearny has fininshed his first cut of the landscape SceneManager specialisation based on the ROAM algorithm. It’s looking pretty damn fine, even though the textures are just placeholders right now and there’s no lighting yet. Now that it’s working it will just require a bit of optimisation and cleaning up. Here’s a few screenshots from cearny’s site:

In the meantime I’ve been working on various bugfixes, I’ve added a triangle count to the standard stats view (handy for evaluating the effectiveness of culling), I’ve enhanced the 3DS converter to deal with composite objects and local transformations (I needed this to import the model of the Ogre head used in the logo above into the engine). I’m also doing more work on billboarding and other infrastructure required for particle systems.
A snapshot release will be done soon since there is a hell of a lot of new stuff since the last one! I was going to wait until particle systems were done but other requirements have taken precedence (like bugfixing).