The before mentioned Ogre User Survey 2011 will close on the 31th of August, so if you haven’t participated yet, please consider doing so in the next few days. It will only take some minutes of your time, but is of great value for our team and community to steer the future development.
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
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.
Those of you who have been around Ogre for some time might remember that back in 2008, we conducted a survey about our user base. The results of which can be found here.
We now decided that after three years it might be a good idea to re-assess our current situation by another, more extensive survey. It is similar to the original one (since we included the old questions to be able to compare the results), but the survey also contains a bunch of new ones to take new developments such as Ogre usage on mobile devices into account.
So for the next four weeks until the 31th of August, you have the chance to participate and help us to get an impression about our user base, how Ogre is used and share some wishes for the future. Simply follow the link, answer the math question correctly (but only if you are not a bot ;)) and make your way through the 20 questions. It should not take up much time since most of the questions are simple checkbox or radio button questions.
We want to thank you all upfront for helping us to develop Ogre further and getting some valuable insight information about the people using the engine!
Best wishes,
Your Ogre team
PS: We would be glad if you could spread the word about the survey via all available channels to all potential Ogre users, because: The more participants, the more accurate are the results of course…
We are very happy to welcome another very talented programmer in the lines of our Ogre team: Mattan Furst. To some extend he already was considered a part of it, but now we made it official. Congratulations!
Mattan joined the team in July 2011. He has a master’s degree in computer science. After playing computer games for many years as a child, Mattan was inspired to seek his fortune in the field of computer graphic. He currently works as a senior programmer in the international SimiGon group, part of the team building the company’s 3D engine. Mattan contributes his time in Ogre as a general code maintainer.
Many of you might already heard of the fantastic game Joost van Dongen released some weeks ago: Proun. We of course have too and it definitely deserve a mention here…
The whole game was created by Joost van Dongen, except for the sound effects and the music production, which were done by Arno Landsbergen on the basis of Joost’s own compositions. In “normal” life he is the lead programmer at Ronimo Games, an indie game developer known for Swords & Soldiers (PS3/Wii/PC/Mac/iPhone/iPad), De Blob (PC) and Awesomenauts (PS3/Xbox360).
A lot of insight information mainly regarding the development history and artistic aspects of his creation, were already spread via his blog, which we highly recommend if you are interested in some details. But here are some additional more technical corner points he kindly shared with us:
created in C++ using Visual Studio 2005
shaders coded in Cg using Context
levels in 3dsmax using a combination of the old Maxscript 3dsmax Ogre exporter and own exporters and plugins
textures were created in Photoshop
lightmaps were baked using Vray
ODE was used for collision detection
Irrklang provided the sound foundations
highscores are realized with the help of RakNet
The game can directly be purchased via the game’s website on a “pay-what-you-want”-basis.
It has been a while since our last news summary post…sorry for that. But on the bright side: It makes this one a lot bigger than usual, so enjoy!
first version of Bloom editor, a 3D text editor was showcased
animationsinstitue.de showed some impressions from their Emote Messaging System, that can be used to created individual, animated short messages to share with friends
early screenshots from the platform game Bombs&Penguins were released
Oogst finally released his long awaited game Proun, that got a great deal of buzz on the internet – dedicated post with some additional information will follow soon
In addition, there is a lot of progress with our four Google Summer of Code projects. Check the out in this subforum.
And the breaking news is: The highly acclaimed Ogre based game Torchlight went platinum as they sold more than 1 million copies. Congratulations!