Congratulations!

jacmoe

09-02-2006 17:32:02

The day has finally come!
Kudos to Lioric for releasing this splendid creation. Seems like many hours has been put into this.
Now content creation for Ogre will be like never before! :D

Of course, after all that hard work, we couldn't possibly expect it to be released as open-source. :wink:

So one question for the oFusion team:
What will the difference be between the community edition and the professional version?
What's the limitations of oFusion CE?
What is the estimated price tag?
If people can afford 3ds max, I am pretty sure they can afford oFusion. :P

Great work!
Can't wait to see what the Ogre people creates using the oFusion toolset! :)

Triple Kudos! 8)

Lioric

09-02-2006 21:49:34


Now content creation for Ogre will be like never before! :D


That explains Exactly what oFusion is for :D


Of course, after all that hard work, we couldn't possibly expect it to be released as open-source. :wink:


For now its a semi-closed source project, some companies have acces to the code


So one question for the oFusion team:
What will the difference be between the community edition and the professional version?


The Professional version branch is developed in parallel with the CE version, so they both will continue to improve and extend

This is a few list of the features currently in the internal build (the pro version)

A full object properties editor and creator. This system uses an editor based on the powerful properties editor system that is used in the shader parameters editor. With this you can not only edit and modify the properties but you can create and define them, filter scene objects based on properties, edit multiple objects at the same time, assign properties to
multiple objects. For example you can imagine this: If you want your lights to be represented with a textured sprite (a flare or a corona light) you can create a "Light type" property that is an enum of the light types (it will be a combo box in the editor) that enumerates the "Flare1", "SpriteX" and "TypeY" options for the texture images the lights will use to be represented in the application, a "Light Size" property of type float that will determine the size of the sprite relative to the camera position, and an extra "Blinking light" parameter of type bool. Then you can edit this properties for each light, or for multiple selected lights. And this properties will be avaliable to lights only, not to other objects, as defined when you create the propertties.

In this example, for cameras you need properties that defines the camera color filter, then you create two properties, a "Use filter" prop, and a "Color" prop. Then again, as you created this props for cameras, it will be presented in the properties dialog only when camera are selected

For objects you need to define the properties that will be used in the physics system, the primitive type used, the speed, mass, inertia

For characters you need properties for the AI system

Propeties can be defined as globals for multiple objects, for example for lights and cameras

You see the power of this feature? but the real power comes when used with the scene loader, in your application at the scene loading/creation time, the scene loader will query your application with the created object and give you access to the object's properties so you can setup the created object with your custom properties created and edited in max

Another feature in the pro version is the ability of editing the scene objects in the ogre viewport, selecting, moving, rotating, scaling

Then the revolutionary new feature, its a scripting system for the ogre viewport, it exposes all of the ogre engine api to the script system. You can control every aspect of the ogre system via script inside max. The system has events, like OnLoad and OnFramStarted, where you can script your game code. This is a real WYSWYG, because the scripting system will be delivered with the tool so you can implement it in you application, like the sceneLoader. Its not a library of functions, but a complete system that you can drop in your application, and it will take care of the rest, at scene loading time, it can load the precompiled scripts and use them in the application. This results in that you can make the full game/application inside max. The scripting system dont use maxscript, but a new system optimized for interactive applications, with a JIT compiler, that dont use interpreted code, but creates native code.
The scripts uses a language similar to c++, so in most cases you can simply copy the script to your application code and it will compile in the MSVC++ IDE if you want to use the code directly in your application without the script system


What's the limitations of oFusion CE?


No limitation of any kind, this is not like the frequent "free but limited to the non-useful at all point" application, all of the powerful beast is there for you


What is the estimated price tag?


Probably annouced later


Can't wait to see what the Ogre people creates using the oFusion toolset! :)

Triple Kudos! 8)


Yes, thanks, now is the ogre users responsability to create AAA titles :)

Lioric

praetor

09-02-2006 22:31:24

No limitations? So is this like a dual license idea? Free for non-commercial use? I'm kinda confused. This looks so amazing. This could be the thing that Ogre needs to shoot it up into staredom. So, are you saying that when the Pro version is released with all the properties and in-viewport editing and everything, it will be available in CE too?

jacmoe

09-02-2006 22:43:55

No, I don't think so. The way I'm getting it: the CE version is the bare-bones, fully functional version.
It is the core, the heart of oFusion. It is what we have right here, right now. (In beta).

The Pro version adds productivity enhancening tools like material editors, scripted Ogre environment and the ability to define things like AI and physics properties in an easy way. Etc.

The rest of us can use oFusion for most of the things we need in our projects, but for the xtra things we will need to do some more work ourselves.

praetor

10-02-2006 00:32:10

Yeah, makes sense. Anyway, this thing looks amazing. Great job! I suppose if everything works out and I get this integrated into my projects I'll look to make my own independent MAX plugin to handle custom properties myself.

Either way it goes, I truly am starting to think this is biggest step forward for the ogre community yet (without suggesting that all other contributions are somehow unimportant)...

Bontakun

11-02-2006 19:55:02

Of course, after all that hard work, we couldn't possibly expect it to be released as open-source. :wink:
I'm sorry to hear you say that jacmoe. Look at Firefox and OpenOffice. But thats really a topic for another forum.

Good work Lioric. My company will certainly be looking at using oFusion and Ogre commercially.

jacmoe

11-02-2006 20:17:15

I'm sorry to hear you say that jacmoe.
Are you?
If you've read [b]the thread[/b] on the main Ogre Forum, you will notice that Lioric said that this was going to be released as open-source.
I understand and respect his decision to go commercial - and that's not a problem at all:
OGRE is geared up for both open source and commercial projects, and if people want to start selling commercial plugins, that just means people feel comfortable investing company resources in Ogre, so that has to be a good sign. The OGRE is open-source, likes to have open-source company, but he also gets on with commercial types provided they respect him and don't try to make him wear a tie. He eats the others. :twisted:

Full kudos to Lioric and oFusion! :)

nikki

12-02-2006 13:41:45

I have read the license in the docs but am still confused. Can we use CE for commercial projects or not? :)

jacmoe

12-02-2006 16:57:46

Grant of License

Subject to the terms and conditions of this Agreement, Lioric grants to Licensee a non-exclusive,non-transferable license (without the right to sublicense) (i) to use the Software in accordance with the Documentation solely for purposes of internal testing and evaluation, and (ii) to copy Software for archival or backup purposes, provided that all titles and trademarks, copyright, and restricted rights notices are reproduced on such copies.


I can't find it, but I read somewhere that the Community Edition is only for non-commercial projects.

Bontakun

12-02-2006 23:42:16

I'm sorry to hear you say that jacmoe.
Are you?
If you've read the thread on the main Ogre Forum...

Yes I have been following it for weeks, just as you have. I also respect Lioric's decision. But this is off topic.

Congrats again to Lioric.

ThaMaverick

10-06-2006 16:13:25


No limitation of any kind, this is not like the frequent "free but limited to the non-useful at all point" application, all of the powerful beast is there for you


So can we use the oFusion CE version for comercial projects, or for non profit only?

Lioric

10-06-2006 16:49:41

CE version == for non-profit / open source use only

Pro and Developer version == for commercial use

Evak

10-06-2006 22:12:26

yeah, I need to know how much the exporter is going to be soon. Since I'm at the point that I have to decide which engine to use for a commercial project, Blitzmax with Ogre or MiniB3D. And much depends on the cost of the pro version.

DaCracker

11-06-2006 09:43:01

Yeah, I'm currently developing a closed-source commercial game
engine and I would like to use oFusion to load scenes and stuff...
if I can afford it :?

Gf11speed

12-06-2006 18:35:32

Is the Pro and Developer version available? And what is the cost? Anybody know?

jacmoe

13-06-2006 01:02:58

Is the Pro and Developer version available? And what is the cost? Anybody know?
Just drop Lioric a line or two, Gf11speed. :)