Announcing Community News

Every two weeks from now on, you’ll hear a summary of the latest news from Ogre, its add-ons and the latest posts from the showcase forum. These news are compiled by our hard at work team of moderators. However, if you have a special news item you want us to post about, or want us to announce the release of your million dollar Ogre powered game, then you can e-mail us at .

“Papercut” initiative

Since two weeks, we have now started our “papercut” initiative to quickly improve the Ogre code base before the release of Ogre 1.8 (Byatis). First community members have already participated and we are hoping for more to come.

If you haven’t heard about the initiative yet, here is a quote from the introductory thread in the newly created forum section dedicated to the papercuts:

What is a papercut?

A papercut is a minor issue with the Ogre API, like a missing function that you were expecting, an inconsistently named function, misleading or incorrect documentation, etc. Basically anything that slightly annoyed you at the time you had to figure it out, but not such a major issue that it kept you from doing what you wanted to do. A papercut should be trivial to fix.

Reporting papercuts

Please report any papercut you encountered in our bugtracker. Create a new report and prefix the title with “[Papercut]”. If you feel there is need for a discussion about a proposed change, then open a thread in this forum and link to the corresponding report in the tracker.

Resolving papercuts

We want to get rid of as many papercuts as possible for the next major Ogre release (Byatis 1.8). As such, we will try to regularly squash any reported papercuts in batches. Your report is immensely helpful, as it makes us aware of the issue and also documents it in a place where it’s easy to find and doesn’t get lost.

So in case you come across any of these little annoying things that you always wanted to get changed, this is the time to make your voice heard! Use it and help us to help you 😉 .

As usual direct patches are welcome very welcome, but a simple bug tracker item is already a very good start too!

Ogre 2010

With the year 2010 soon coming to an end, it is time for us as the Ogre Community to look back on this eventful past year. It is time to think about all the amazing moments and the enormous progress we made, but it is also time to bring back some of the sad moments. Unfortunately, they are inseparably chained together in that funny thing called life we all struggle through.

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OGRE 1.7.2 [Cthugha] released!

Another six months have passed, and it’s time for another maintenance release to the 1.7 stable branch (codenamed ‘Cthugha’). You can find a list of all the bug fixes after the jump. As usual there are no feature changes or API breakage in this release – we save those for the unstable development branch – which of course you can grab from Mercurial if you want to join us on the bleeding edge.

So far the source releases are ready for download for 1.7.2, the SDK releases are coming soon. If you don’t want to wait, give the source release a try 🙂

Update 8 November: Prebuilt SDKs for Visual Studio 2008/2010, MinGW, OSX and iPhone are now ready for download, as are updated Ubuntu packages in our Launchpad PPA.

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NeoAxis 0.9 released

The NeoAxis Game Engine is a complete integrated development environment for creating interactive 3D graphics including 3D virtual worlds, AAA games, and realistic simulations, created using Ogre. They just released version 0.9, including the following updates:

  • Parallel-Split Shadow Map (PSSM) technology has been added.
  • Full support of point light shadows. Shadows are based on cubemaps now.
  • Web Player 1.3. Networking support.
  • Binaries for 64-bit systems.
  • Visual Studio 2010 and .NET 4.0 support.
  • Advanced GUI features. See video: http://www.youtube.com/watch?v=ED_UtcgMNQc.
  • 3dsMax and Maya 64-bit versions support. 3dsMax 2011 support. Maya 2011 support.
  • COLLADA mesh format support.

For more details, please see their full press release. Congrats on the release guys!

Dynastica announces browser client powered by OGRE

We want to share with you the great new of an impressive Studio that uses OGRE for rendering, here’s their press release:

Dynastica logo
Today Dynastica – a social strategy game using OGRE – announced the launch of a full-featured web browser implementation of the game with all the bells and whistles of the downloadable version.

Dynastica is a free-to-play 3D strategy game set in an exciting fantasy world with up to 50 online players in each realm sharing a truly social gaming experience. The game features full DirectX rendered 3D graphics and rich audio and runs in all major browsers with no plugins except for Java. Each game lasts for 1-2 months and is played in realtime. Players can join forces in alliances with friends and create unique strategic combinations of warfare, magic, religion and trade to reap the benefits of cooperation. The feats and deeds of each game will be recorded in history and will bring glory to the player’s dynasty in subsequent games.

Dynastica is in open beta, try it now here.

The OGRE team thanks you for believing in us and wishes you success.