it's great to see you here again (-:
What's about your game engine project, which you developed a few years ago?
If you already posted a state of the art, just give me the link.
I have no wish, because I don't work on 3D projects since my diploma thesis.
What I know from reading the forum for years:
Newcomers often ask for the latest Ogre Version.
(Although the current Mogre version is good for many cases. Additionally the wanted add-ons needs more update work for Ogre 2.x)
Some users miss support of other operation systems than Windows.
As far as I know this would only be possible with P/Invoke wrappers (like you use).
Currently Mogre has problems with terrain.
The Terrain Scene Manager was removed, although it was nice and simple to use (in my point of view).
The Terrain Component was partially wrapped in a Mogre branch. I supose it's more a half boiled wrapper. Additionally in my active 3D development time I didn't find out how to use it. There is no documentation and I didn't found a sample.
I think it would be great to have the possibility to use terrain, which is created by Artifex Terra
The downloadable project wasn't updated for a while, but I know that the author still works actively on the next Version.
Nevertheless this terrain editor has great features - especially for artists, which want to create sweet looking terrains.
The editor itself is based on the Enhanced Terrain Manager, but this isn't important to Mogre.
An easy to use GUI system including documentation and example would be useful.
I think Miyagi is a good choice, because it's developed directly for Mogre and Axiom. It was improved and supported for a long time (some years I think).
Also I read that MyGUI should be powerful, has a layout editor and mstoyke had good experience with using it in Mogre projects. The downside is the lack of documentation for Mogre integration.
Interesting is the idea to use WPF for GUIs. I'm a WPF developer and like the design possibilities. Some people could get it work with Mogre and others failed. I think it's a little bit tricky.
A general problem of Mogre is the low number of users.
Especially in the last 3 years there very low activity in the Mogre forum.
I suppose developers have low motivation when there are only a couple of people (or maybe nearly nobody) who need their efforts.
On the other hand newcomers tend to go ahead (to other engines), because they feel Mogre is like death.
I know, you (boyamer) like to do much things with your own fingers.
Nevertheless, maybe it's interesting for you to have a look to Mogre Builder
You want to use an other compilation pipeline, but maybe you get some ideas from this tool for your own build pipeline.
Very important is a usage documentation if you develop and publish your own wrapper.
My feeling is that the lack of documentation often was a problem in the past. From time to time somebody did a great job for the Mogre community, but "just" gave the plain sources and/or precompiled binaries. Then they were away again. Without any documentation (concept descriptions, usage notes, examples, or such things) and without forum support.
So even if you just write quick and dirty notes about some important things of your wrapper, this would be realy great.
By the way - what's your motivation to update and use Mogre?
Is it for your game enginge?