Community News

{mosimage}It’s well past time for me to be picking out some gems from the community again, so here we go:

  1. Stéphane Becker of Creative-Patterns is arranging an ‘OGRE and Beers’ mini-conference in Strasbourg on March 13th, where he will talk about their experience making commercial games using open source libraries like OGRE, which they used in their upcoming building management sim. If you speak french and are in Strasbourg next week, details of the meet-up are in the forum.
  2. I added 3 more projects to the Featured Projects area recently, Tunnel Racer (upcoming game using the ELF arcade game system), TractorCross (recently commercially released tractor motocross game), and NeoAxis, a game engine based on OGRE.
  3. OGRE-spotting; yuriythebest has spotted the use of OGRE out there in the wild, in a CNN report and on the filesystem of the creator of MaxScript. Where will OGRE be spotted next?
  4. A couple of really fun games have been added to the Showcase area recently like MagicTea and Those Funny Funguloids, definitely worth checking out.

That’s just a small sample of all the stuff that’s happening in the OGRE community. When will the fun ever stop?

OGRE 1.4.0RC2 [Eihort] Released!

{mosimage}We’ve just made available the last release candidate before OGRE 1.4 (Eihort) becomes an officially stable final release – OGRE 1.4.0 RC2. You can find details of the things that were fixed since RC1 in the full detail of this post, and the original list of new and improved features in Eihort over the previous stable release (1.2 aka Dagon) in the original RC1 release announcement. Of particular note this time is that OSX and Code::Blocks project updates were missing in RC1, but these are now up to date in this release candidate.

We encourage all existing users of Dagon to help us get Eihort to the final stable release by testing the upgrade path for their applications now; you should read the Eihort porting notes to get up to speed with the things you will need to alter to migrate to the new stable release. If all goes well, the final Eihort release will be done in roughly 2 weeks time.
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OGRE 1.4.0RC1 [Eihort] Released!

{mosimage}Yes, the time has finally come – a brand new stable version for Ogre gets launched today! Ogre 1.4, or 'Eihort' as we all tend to refer to it, represents the culmination of almost a year's work on new features and enhancements to the Ogre platform. It's been in testing with our early adopters for some time and we now believe it's ready for wider testing, through our usual release candidate process. We encourage all users who have not already tried Eihort via CVS to download the new release and try it out – information on how to port your applications from the previous stable version (Dagon) is available from the Eihort Porting Notes.

As always with our major releases, there are a significant number of new and enhanced features in Eihort, and there is a list attached to the full version of this announcement. We think you'll be pleasantly surprised with what's in there, especially if you haven't been following Eihort's development. Welcome to the future!

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OGRE 1.2.5 [Dagon] Released!

{mosimage}To kick off the new year, we're happy to announce the latest maintenance release for those on the 'Dagon' v1.2.x branch. As usual it's a bunch of succulent fixes in a crisp interface-compatible shell. 🙂 Full details of exactly what was changed can be found in the detail of this post. This is a highly recommended update for all using the Dagon branch. There is also a new version of the Blender exporter in this release, this has been in testing for a while and is now considered stable, so Blender users should definitely upgrade.

For those of you eagerly awaiting the next stable version, codenamed 'Eihort' or 1.4.x, rest assured it's coming. We're working really hard to make sure it's a killer – whilst we didn't manage the end of the year as we'd tentatively planned, the small amount of extra waiting will be worth it, and a release candidate is very close. We still encourage any experienced users to grab the latest from CVS and play with it – it's really very stable the majority of the time and testing is always welcome. Please just check the Porting Notes for the things you need to know to upgrade your applications.

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LEXIExporter for 3DS Max Updated

{mosimage}This is just a short update to let you know that there is a new version of LEXIExporter, the new 3DS Max exporter plugin created by our friends at NDS (formerly ITE Aps), available now from our Tools Downloads Area. This update adds support for exporting multiple skeletal animations. NDS are planning on releasing more incremental versions over the coming weeks, and the source code is available from our CVS repository, should you wish to see how it's done and help out for future versions. This exporter is becoming our new official 3DS Max pipeline, and should be a significant improvement over the previous MaxScript exporter.

Review of 2006

{mosimage}Well, here we are again - the season
traditionally associated with eating, drinking and being merry, the
time for fat men in red costumes, family gatherings, roaring fires
and, dare I say it, and bit of fun and relaxation. It seems the perfect
time to sit back with a glass of mulled wine, and look over
what 2006 has meant for OGRE and its community, and what parcels of
delight 2007 might hold for us. I seem to say this every year, but 2006
has been the busiest year so far. No really, it has 🙂 There's
certainly an awful lot to talk about, celebrate and look forward to,
and given that I'm relying largely on memory here, I'll apologise in
advance to anyone I forget to mention – but I'll do my best. So, if
you're sitting comfortably, I shall begin….

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