During the period of Feb 29. – March 31. we received 47 replies. At the same time the ogre 1.12.5 Windows SDK alone was downloaded 437 times. So while the results are significant, they are probably not representative.

The most interesting result is probably this

When considering the boosted votes of the patreon supporters, the enterprise and enthusiasts parts increase. Still, the enterprise fraction remains dominant.

But, as statistics are lies better take a look at the actual numbers yourself.

Specific replies

Following the #MeanTweets idea I also wrote some short replies to the criticism, that you can read below:

no straight forward way of handling texture atlases and instanced/batched geometry.

See the last news post on RTSS. Using instanced geometry is pretty straightforward now. The lack of integrated texture batching is true though.

why can I not do float x = mSceneNode.getPosition().getX(); in java?

I just tried it, and it actually works fine in 1.12.5. You could also try the array accessor syntax

float x = mSceneNode.getPosition().__getitem__(0);

Which admittedly is rather clumsy in java as it follows the Python naming.

it would be cool to have a kind of simple object factory in ogre to easly create spheres, cubes, cylinders

There already is a createEntity overload for prefab types. There are no cylinders yet though. For a rich set of parametric geometries, you could also consider ogre-procedural.

64-bit compilation support, specifically arm64-v8a and x86_64 compilation.

Our Android SDK, which you can find here, is built with arm64-v8a

hard to use hmls to render fixed function shaders

If you use the ApplicationContext, fixed function materials will just work without any futher changes. The RTSS will be set up automatically for you.

Entered patreon email adresses

These are obviously only relevant if you