Jacmoe has installed a new Kudos system, to award forum users with intelligent and well written posts. He has also changed the user rank system to a include comprehensive list of ranks based off the DnD universe.
That is all the news this time, but our Papercut initiative is still on going and of course we are looking for our GoSC 2011 students, if you feel you have a good idea then write a post in the forum.
If you have any news you wish us to include in Ogre News #4, then you can email us at or private message betajaen or spacegaier on the forums.
Jacmoe installed automatic syntax highlighting for code snippets in the forums, however some tweaking is needed.
Also thank you all for the papercut entries on our tracker. There are so many, the development team can hardly keep up, but nonetheless keep them coming! Before the next Ogre release they will surely all be integrated…
CoreDumped added a ScriptCache, an effort to reduce script compiling time of resources which combined with Assaf Raman’s already implemented ShaderCache, can bring down application start-up times considerably.
University of Colombo School of Computing (UCSC) showed off some impressions and insight of their naval 3D simulator for the Navy of Sri Lanka, named “Vidusayura”.
On a side note: Our papercut initiative is coming along well with many, many submissions, but of course there can never be enough! So keep them coming!
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 .
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.