We mentioned that Torchlight, an action RPG from Runic Games is using OGRE, and we have some screenshots of it in our Gallery. However, if you wanted to see it moving, check out the video from E3 below, which shows a lot of game footage and also a quick overview of the editor system which will be shipped with the game. Thanks to Travis for giving Ogre a plug during the interview!
This is a quick update just to highlight a few significant commercial projects which have been added the the Featured Projects section of the Gallery recently:
Haunted by Deck13 – an adventure game by the developers of previous Ogre-based titles Ankh and Jack Keane
Torchlight by Runic Games – an action RPG by a team which includes the developers of Diablo and Diablo 2
GolfBlaster3D by Datalink SW – a fully 3D professional golfing simulator
We’re very glad to see so many polished products being made with Ogre; in particular it’s great to see experienced teams coming to Ogre and getting great things done with it.
Congratulations to all the Google Summer of Code students who were accepted this year. OGRE accepted two projects for 2009, as described on our GSoC 2009 wiki page.
Here’s hoping for another enjoyable and successful summer of code for our students and community, and best of luck to all the other organisations & students participating this year.
We’re glad to announce the second maintenance release of OGRE 1.6 (codename: Shoggoth), version 1.6.2.
There are lots of bugfixes as usual in this interface-stable release, see the detail after the jump for information, but in addition this is the first release which officially comes with the static link LGPL exclusion, so that you can static link under the same conditions as you would have dynamically linked previous versions, if you choose to. As usual, you can get the release from our download page.
We’re pleased to announce that Holger ‘CABAListic’ Frydrych has officially joined the OGRE Team as maintainer of the CMake build system and Linux platform. CABAListic is a long-time member of the community and has also been responsible for the Editable Terrain Manager add-on in the past. Most recently he’s been instrumental in implementing CMake for improving our build management in the development trunk (which will be in the next major version), and is a regular Linux user so will be the team’s main contact point for that platform.