Praetor joins the OGRE Team

Praetor (aka Brian Johnstone) will be a familiar face to most of you in the community, having been around OGRE for a couple of years now. He was a student for OGRE in the Google Summer of Code this year and has been doing some great work on script compiler technology, which he will be continuing with for the future 1.6 release (Shoggoth), and you may have seen the discussions going on in the forum as for the kind of directions the work will be going in.

As of today he’s been added as a full member of the OGRE Team. Welcome Praetor!

OGRE 1.4.5 [Eihort] Released!

{mosimage}Yes, the stable ‘Eihort’ branch of OGRE has had another maintenance release today, in the form of version 1.4.5. As usual there are a number of non-interface breaking changes and bugfixes an all users of the stable version are advised to upgrade as soon as possible. Full details of the precise fixes included are made available in the full detail of this post.

Of particular interest in this release is a change to the Mac OS X build structure, both in the source release and the SDK. We no longer require you to install any frameworks in /Library/Frameworks and indeed our samples now embed dependencies inside the .app structure, to allow the applications to be deployed as a drag & drop solution as is more common on OS X. If you’re on OS X please take note of these changes and remove Ogre.framework any of our dependency frameworks from your /Library/Frameworks folder. If you’re using the source release, there is a new dependencies download for OS X so please ensure you download that for use with the 1.4.5 source release.

Head over to the downloads area to get the release.
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New LEXI exporter for Max 9

{mosimage}NDS have just released a new version of their exporter for 3DS Max 9 whicih can be obtained from the tools download area. New features in this version:

  • Export of scene (Courtesy: Marty Rabens)

  • Export of node animations into seperate file
  • Export of submeshes optimized. (Courtesy: jwatte)

  • User defined Binding Pose for skeleton animated meshes

Thanks to NDS as usual for their support!

OGRE featured in “C++ How To Program, 6th Edition”

{mosimage}Consummate software writers Deitel & Deitel have just released a new edition of C++ How To Program, published by Prentice Hall, and this time one of the additions is a sizeable chapter on using OGRE and CaseyB’s OgreAL to make a simple game of Pong. The C++ How To Program series is very popular, selling over a quarter of a million copies, which is reflected in the fact that this is the sixth edition of the book. The book is often used in colleges to teach C++ programming from the ground up, which is reflected in the pedagogical way it is written and the fact that it has lots of exercises. It’s a monster too, clocking in at a desk-straining 1200 pages.

This is good news for OGRE since it brings us som more mainstream exposure with people just getting into programming. I (Sinbad) reviewed the drafts of the chapter before publication and I was impressed by the Deitel’s writing style, such as how they were able to get a lot of information across in a relatively small space, yet in an approachable fashion. I’d like to thank the Deitels and Prentice Hall for choosing to include OGRE in the latest edition of this very popular series.

OGRE 1.4.4 [Eihort] Released!

{mosimage}We’ve just made available a new maintenance release for the stable ‘Eihort’ branch of OGRE. As usual there are a number of non-interface breaking changes and bugfixes an all users of the stable version are advised to upgrade as soon as possible. Full details of the precise fixes included are made available in the full detail of this post.

Also of note in this release are two subtle changes / additions. Firstly the Mac OS X SDK is now being released as a disk image file (.dmg) and has been reorganised so that you can build against multiple versions of OGRE more easily. It has, however, been stripped to just i386 / Release to save on the size – if you want to build for PPC or access Debug symbols you should obtain the full source release.

Secondly the command line tools distribution has been enhanced to include MeshMagick, an add-on tool written by haffax and blakharaz which can be very useful in your content pipelines.

As ever, although most of the packages in the downloads area have been updated, those that don’t need to be have been left as they are, and others will be updated in the coming days.
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