I’d like to welcome to Thomas Muldowney (temas) to the project! He will be helping out with various Linux and g++ issues and later on the OpenGL render system implementation.
We also have another potential team member who is currently looking at skeletal animation and other character mesh enhancements. More news when it is available!
I really am intending to do another snapshot release real soon now. Cearny & I have decided that the ROAM approach to landscape rendering has not proved too practical because of it’s high CPU overhead. It will be in the new snapshot, just don’t expect soaring frame rates (it could be optimised more but we have decided to cease development on it). Cearny will possibly be looking at alternative landscape approaches such as geomipmapping, which is more applicable to todays systems which typically have GPUs more capable than their CPUs. In any case, the speed at which new completely new scene management approaches can be plugged in to Ogre should be clear from this example.