User Survey 2011 Report

It has been quite some time since end of August the Ogre3D User Survey 2011 was closed, so we are happy to finally be able to release the survey report. The report itself does not comment or interpret the results, but is just a mere aggregated representation of the information. The discussion itself will take place at the forums.

OgreUserSurvey2011.pdf

Thanks to everyone who participated and made with survey such a success!

Your Ogre3D Team

Ogre 1.8 Release Candidate 1 (RC1)

As Ogre 1.8 is due end of this year, it is finally time to get the release candidate versions out in the open for general testing to iron out any last quirks before the official release . As a first step we released the RC1 today.

The source code can either be downloaded from our official BitBucket repository or directly from the Ogre Source Download page.

If you should encounter any issues, please feel free to report them on our bug tracker and discuss them in the “Developer talk” forum section. More information can be found here.

Thank you for your support in advance!

PS: A detailed change log will be provided upon official release.

Ogre News #13

It has been quite some time since we came around posting another news flash. We are sorry for that, but let’s focus on the bright side: This one is going to be a huge post đŸ™‚ . So here it goes:

  • Project Aftershock released some new amazing screenshots
  • The commercial game “Heavy Hogur – Dwarf Puzzler!” has been released
  • Assaf Raman ported Ogre to Google’s Native Client (NaCl) along with a nice guide and a demo
  • The commercial game “Garshasp – The Monster Slayer” got video coverage on BBC News
  • The “Run3 game engine” using Ogre specifically for FPS-type games was showcased
  • First demo for the game “The long way” utilizing the above mentioned “Run3 game engine” was released
  • Marble Madness clone (Atari) called “YAMM – Yet another Marble Madness” created by a team of the Braunschweig University of Technology was released
  • OgreSpeedTree has been discountinued, but source code is still available through your IDV SpeedTree representative
  • Nice little game called “Stained” has been announced
  • New volumetric terrain implementation as part of a bachelor paper was showcased
  • Integration of berklium + jsLINB was showcased
  • Online FPS engine called “SilverTech Engine” was previewed
  • The first person tower defense game named FPTD was released
  • Screenshots of the Ogre-rendered movie “Turin – Before the city” were released
  • The creation of the space epic “Salvation Prophecy” is reaching its final phase by showcasing some new impressions
  • New Ogre particle editor called “Ogre Particle Lab” was released
  • EZPhysics library was updated to work with Ogre 1.x versions
  • New version of the Ogre-powered 3D music player MMiX.Me was released
  • The Jade:DS games distribution platform was successfully launched with three Ogre powered games
  • A new version of OpenSpace3D with a lot of new features was released

Additionally: All Google Summer of Code projects have been completed successfully and all changes have already been merged into the official Ogre code repositories.

We as the Ogre team have also started preparing a new release, namely a first RC for Ogre 1.8 and we plan to publish the final stable version right on the turn of the year. More information can be found in this thread.

Cheers,
Your Ogre3D team

Ogre News #12

It has been over a month since the last update, so it is definitely time for a new one. We got quite some requests, so the list is rather long this time:

  • OGS Majong got a new update, adding new features as well as fixing some bugs
  • First version of the capture-the-flag-type-game Nina Flag was released
  • A nice little puzzle game called Magick Brick, which was created at the Shanghai game-jam, was showcased
  • The WIP visual shader editor as part of the Alimer Game Engine was demonstrated in a video
  • Ogre Meshy v.13 was released
  • The upcoming Particle Universe v1.5 was previewed
  • New iteration of the space simulation project Void Destroyer was showcased
  • The promising Victory: The Age of Racing team announced the close beta phase and showcased their last E3 trailer
  • Lumen Digital released a video showing one of their Ogre and Kinect based simulations
  • Ogre Procedural got extended by great new features such as SVG support
  • A first version of an adaption of the multi modeling format converter Assimp named OgreAssimpConverter was released by jacmoe
  • metaldev released a series of great video tutorials, explaining how to create models in Maya for the LFA Scene Manager
  • The VDrift and Ogre based  game Stund Rally reached version v1.2 and released some new in-game videos
  • Two great new wiki articles covering two different phong shader (one with cube and one with sphere mapping) were created by toglia
  • A first preview of the virtual fitting room project called FitNect was released

Aditionally: Still a lot is going on in our four Google Summer of Code projects. If you are interested, check this dedicated subforum area.

Also, please participate in our Ogre User Survey 2011, if you haven’t already. The survey is still running until the 31th of August. Afterwards, we will then publish the results.