2003 In Review

What a year 2003 has been; looking back I can hardly believe how far we’ve come in just 12 months. We’ve had 4 new major releases (and a few bugfixing releases too), and another one (0.13) just around the corner, with many people using the new features it offers in CVS already.

What follows is a brief summary of some of the changes that have occurred over the past year, so we can sit back just for a second and appreciate what we’ve achieved. I’d like to thank everyone who has helped make this possible, and wish everyone in our bustling community a happy and prosperous 2004!
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New dependencies

If you’re a MSVC user using the cvs version, please can you ensure you get hold of the Planned 0.13 Dependencies Release, you will need this to successfully build the cvs version following a few recent changes. As a bonus, you’ll get all the files you need to run the Cg plugin without needing to download the Cg toolkit, although I still recommend you download it anyway, if only for the samples and documentation.

Granite 2004 screenshots

Fifty1 Software have posted some new screenshots of their upcoming curling simulation, Granite 2004, which uses OGRE for rendering. We have to say it’s looking very nice indeed.

It’s the sequel to their original game ‘Granite’ which has proved very popular with curling enthusiasts. Granite 2004 is due for release in February 2004, so will have the honour of being the second commercial game to go on sale using OGRE 🙂

Axiom engine links

You might have noticed a syndicated news block from Axiom has popped up on the right-hand side of the page. Axiom is a C# port of OGRE, you’ll find all the same classes, concepts, methods there as you find in the OGRE engine. Since we have no plans to support C# here in the OGRE project itself, if you’re a die-hard fan of C# then I’m sure you’ll find it useful. Axiom has kept up with the latest changes to OGRE and you can see some shots from their port of the new material structure on their site.

Getting hold of the Cg runtime

Incase you hadn’t already worked it out, if you use the CVS version you’ll be well advised to download the nVidia Cg toolkit, which is available at nVidia’s site. You only need the compiler download (10Mb for windows, 2Mb for Linux). We’re investigating Mac support at the moment.

You can run the cvs version without Cg too, since Cg is an optional plugin in OGRE. Plus, you can still use vertex and fragment programs written in assembler. To do this you remove the CgProgramManager plugin from the build system and the plugins.cfg; however, note that our demos use Cg because we prefer only having to write one program for both Direct3D and OpenGL, but you’re not bound to this assumption in your own applications.