by sinbad | Oct 10, 2003 | News
VTrike, the first commercial game (that we know of) using OGRE is going on sale in Brazil this month. The authors are William Mallouk and Daniel Reidler, and not only did they produce a full commercial game using OGRE, they created an arcade cabinet for it too! Congratulations to them both.
You can view screenshots in the VTrike Album.
by sinbad | Sep 23, 2003 | News
Version 0.12.0 is released! You can grab the new version from the Downloads Area. The most significant feature in this release, which you can’t have failed to have heard about if you’ve been a regular around here, is the total geometry core overhaul which has led to some pretty substantial frame rate increases, but full details of the release are available in the ChangeLog, a copy of which is attached to this story for your convenience.
Please note that if you have been manually manipulating geometry structures in your application or plugin, you will need to update your code because this is in an interface breaking change for you. Details are contained in the VBO update document. Those of you who are just using the higher-level interfaces (Entities et al) do not need to be concerned by the changes in the core.
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by sinbad | Sep 18, 2003 | News
Those of you testing the latest CVS snapshots, please be sure that you have the absolutely, positively, very latest drivers for your graphics cards – there are some known issues especially with nVidia drivers that means you absolutely must have the latest, otherwise you will experience problems with VBO compatibility, especially in OpenGL. Thanks!
by sinbad | Sep 16, 2003 | News
The ogreaddons area is growing, we have 2 new additions:
- paginglandscape: Spoke’s very own terrain engine, this one supports very large paging terrain areas. You terrain engine users sure have a lot of choice these days 🙂
- meshviewer: cTh’s .mesh viewer, tweaker and material editor – it’s proved popular so now it’s available alongside OGRE itself.
Both of these support the new VBO code, which means they can take advantage of the improved performance. In addition to these 2, there are a couple of other projects related to the XML .scene definition which a number of members of the community are working on (stand up trekker, psyclonist, cTh and Proton). I expect them to be included in the ogreaddons area soon – specifically trekker’s scene editor and Proton’s 3DS to .scene exporter (as well as psyclonist’s ogrefsrad and lmtsconverter). You can see the progress they’re making in this forum thread. It’s a busy time in the OGRE community, well done everyone!
The next release is imminent, we’re spending a little time fixing bugs raised by the early adopters of the CVS snapshot and updating / improving the documentation, in addition, we should be able to include a snapshot of each of the addons projects as at the release so you can use them if you wish.
by sinbad | Sep 10, 2003 | News
As many of you know, we’ve been beavering away on the vbo-unstable branch completely overhauling the geometry core of the engine to make it faster and more flexible. It’s now mature enough for general consumption, and I’ve just merged the branch into the main CVS trunk.
Sourceforge’s anonymous CVS is still up to 2 days behind our development CVS, and is both slow and unreliable (they promise this will be resolved soon). In the meantime, I’ve uploaded new Unstable CVS Snapshots for you to play with – please try them out, we’d like as many testers in the run up to the official release (on or soon after the weekend) as possible. There are a couple of known issues (see the full details of this story), please review them before reporting any bugs.
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by sinbad | Sep 2, 2003 | News
I’ve put up a few new screenshots of the water demo, because I just think the water looks great with a reflection map on it. Enjoy!