by sinbad | Jan 20, 2004 | News
Yes, 0.13.0 is finally here. The feature list is sizeable, so you can find the full list of changes in the ChangeLog, but the main thing is the huge change to the material structure, which lets you not only use both high-level and low-level vertex and fragment programs (shaders), but gives you a robust framework to use them in, which includes major enhancements to the material scripting system, intelligent fallback techniques for older cards, material level of detail changes, pass iteration, automatically controlled parameters and lots more. Beyond that, there are other notable features such as compressed texture support and volume texture support. But anyway, full details are in the changelog 🙂
Go to the Downloads Page now
by sinbad | Jan 18, 2004 | News
I’ve just released the precompiled demos for 0.13.0, please go to the downloads area to get it. There are also see some screenshots from the new demos online.
The source release has not been done yet, because the Sourceforge CVS servers have 10 hours of scheduled downtime (which I only just found out about) – the source release will have to wait until they are back up, and I have some free time to build the release, which means Tuesday night. Sorry for the delay again, it wasn’t my fault this time 🙂
by sinbad | Jan 16, 2004 | News
The community is on fire! We just passed the 20,000 posts mark in the forums, which is fantastic, and we have another load of new add-on projects to announce:
- staringmonkey has provided a library which binds Ogre and Tokamak together, very much like the reference application does with ODE, so you have another example of how to integrate Ogre with other utlity libs. You can find it in ogreaddons/ogretokamak.
- David is writing a high-end terrain engine, one which does all LOD calculations in the GPU in a vertex program using displacement maps, meaning it’s very fast indeed and can handle extremely large terrains and enormous draw distances. You can find this in ogreaddons/displacementmapterrain
- Patrick Kooman is writing a GUI tool for editing overlays, you can find this in ogreaddons/overlayeditor
All in all, the Ogre community just keeps getting stronger…
I’m planning on releasing 0.13 on Sunday night assuming no major issues between now and then; the new features we wanted to add (volume textures, fresnel reflections) are in and working, I’ve uploaded a screenshot so you can see the effect.
by sinbad | Jan 7, 2004 | News
We’ve added another commercial project to our Featured Projects Gallery, this time it’s Supremecy: Four Paths To Power, a space strategy game modelled after classics like Alpha Centauri and X-Com. It’s planned for worldwide release in 2004 through publishers Strategy First; we wish the team the best of luck, it’s great to see the use of OGRE spreading into these areas.
by sinbad | Jan 5, 2004 | News
The 0.12.3 maintenance release is now available on the Stable Release Download Page. There are a number of bugfixes which you can find the detail of in the full text of this article.
0.13.0 is still undergoing final testing, it’s probably going to be a week yet, thanks for your patience. The main reason for the small delay is that we decided to add support for a few extra things that are very complementary to the kind of high-quality material rendering 0.13 allows; that includes compressed texture support and volume textures. Since we freeze features at each major version it seemed a waste not to include them in 0.13. If you really can’t wait, just grab the code from CVS or one of the unstable CVS snapshot downloads.
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by sinbad | Jan 3, 2004 | News
I’ve decided to start collecting together screenshots from some of the prominent projects out there using OGRE, and I’ve created a Featured Projects Album. I’ve started it off with VTrike, DIE and Granite2004.
If you would like your project to be featured here, please post your request on this forum thread; it also contains a bit more information about what we expect from a featured project.