[GSoC 2012] Projects announced officially

It is official now: Ogre has been awarded four GSoC 2012 slots this year! It took quite a bit of discussion within the team to pick our top four projects, but we finally made it and are now looking forward to this coding summer and hope that the students can help to really move Ogre forward a notch.

The selected projects are (in no particular order):

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[GSoC 2012] OGRE has been accepted (again)!

For the 6th time, we were accepted as one of the 180 open-source projects to participate in this year’s Google Summer of Code! As you can guess, we are very thrilled about it and are now looking for some talented people to tackle some interesting projects and help evolving Ogre even further.

So, if you are a student and don’t know what to do over the summer yet: This is your chance!

We have put together all relevant information, e.g. on how apply for an Ogre GSoC slot or where to find project ideas in this announcement thread: Ogre GSoC 2012 Guide

In case you have any questions, feel free to open a thread in our GSoC forums section. The same applies if you want to discuss or pitch in ideas you have, regardless of whether you plan to tackle them yourself or just want to help our soon-to-be GSoC students to find their perfect project. All input in this matter is highly appreciated!

We are looking forward to another great coding summer! Best of luck to everyone participating this year!

So, let the summer begin!

BigFly Baseball Preview

Some days ago the guys from the MetalheadSoftware released some preview footage from their upcoming game featuring Ogre as the rendering engine:

BigFly Baseball

(http://www.bigflybaseball.com)

“We are developing a fast, light-hearted, atmospheric, and accessible baseball game. It mixes a unique cartoon art style with a simulation that is true to the sport.”
– Co-Founder, Metalhead Software Inc.

The game is driven by a custom made game engine (MetalTech) consisting of Ogre, bullet, Lua, FMOD and CEGUI. They are using 3dsMax for art&animation and OgreMax to export it all (in addition to a great many custom 3dsMax scripts as they told us). The team only consists of three guys, 2 IT guys and 1 artist. Nonetheless they managed to deliver a game that already looks great and fun in this stage of development and they obviously put in a lot of effort into the details like the stadium surroundings (Statue of Liberty, Air Force fly-by, …) and the cheering crowds (find more technical details about their implementation in the showcase thread).

BTW: MetalheadSoftware is currently in the process of striking a deal with a major 3rd party publisher. Best of luck with that!

Happy New Year 2012!

With yet another successful Ogre year coming to an end, it is once again time to look back and remember some of the great things that happened in the Ogre community in 2011. But since we started more or less exactly one year ago with regular news updates, we won’t compose a list here with everything that transpired, as that would go beyond the scope of this news entry and to be honest would be rather redundant. Instead we will only mention some of the most important events and apologize in advance if we should miss something. It is not ill-intentioned, but just so hard to pick just a few remarkable events.

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