Ogre3D 1.9 released as ‘stable’!

Good news! We finally tagged the Ogre 1.9 branch as ‘stable‘, making it the new current and recommended version. We would advise you to update wherever possible, to benefit from all the fixes and improvements that made their way into the new release.

Right now, we don’t have any published SDKs yet, since we still rely on team and community members to help with the building and packaging process and that takes some time of course (we have it on our list to automate that process, but so far there always were more pressing topics to tackle 😉 ). But I have already heard that Windows SDKs are well underway and I expect the other ones to surface soon as well. We will update the download page as they become available and also try to update the announcement thread in the forums.

For an outline of the changes, have a look at the collected Ogre 1.9 change log in the wiki and at our JIRA tracker for all tickets fixed/solved by 1.9.

So what’s next? We are already working on Ogre 1.10 which will contain the changes from three of our five GSoC 2013 projects (details in the planning thread). In parallel, the work on the revamped Ogre 2.0 will continue as well…we’ve also got a related news post upcoming that will support those efforts. But as usual, we heavily rely on you as he community to support us with JIRA tickets, tracking down bugs and creating patches and adding new features. So chime in, whenever possible. Thanks!

BTW: With the release of Ogre 1.9 and the start of development for Ogre 1.10, we took the opportunity to get back to properly using the ‘default‘ branch, meaning Ogre 1.9 has been merged into it as well as Ogre 1.10 (which then was closed off), so ‘default‘ is once again our bleeding edge for development and preparation of Ogre 1.10. Please use it as the target for all pull-requests unless they are specifically meant for either Ogre 1.9 (only bug fixes) or Ogre 2.0.

“Coherent UI” integration with Ogre3D

Some days ago, we have been informed that the guys behind “Coherent:Labs” have released an Ogre3D integration of their CoherentUI solution. This cross-platform solution can be used to handle a wide variety of tasks from complex user interfaces to in-game browsing and in-game shopping systems, to installers and social integration.

With the new integration, Ogre3D joins the list of supported rendering engines that also features other big players such as Unity3D or CryEngine3.

For more details about the UI library, check out their website and read their announcement blog post. Below is the video from that blog post with their R&D head showcasing the new integration from a coding perspective. If you are looking for a new UI solution, give it a try!

NoesisGUI + Ogre Support released in v1.0

After three years development and one year of private beta testing, version 1.0 of NoesisGUI has now been released.

Some of the main features include:

  • Vector based
  • GPU accelerated
  • Based on XAML
  • Multithreaded architecture
  • Animation
  • 3D projection
  • Skinning
  • Efficient workflow
  • C++ API (mono for Unity3D)

In collaboration with the OGre3D, especially Murat Sari, an Ogre binding compatible with the new NoesisGUI version is available as well.

For more details and links, see the official NoesisGUI announcement: NoesisGUI Company News Jun2013

 

Ogre3D project: Void Destroyer – now on Steam Greenlight and Kickstarter

Hey Ogre3D community,

many of you might already have seen that promising project in our forums, but nonetheless we think it deserves an extra spot here as well.

Void Destroyer – a space simulation with real time strategy elements (inspired by the classics). Manage planets and build space stations, setup trade routes, build ships and command them to defend yourself from attacking pirates and aliens. Play with a mouse or joystick. Take command of your ship directly or let the ship crew do the work for you while you manage the battle from the tactical screen.

Today the game was launched on Steam Greenlight and a Kickstarter campaign was started to fund the game art. So have a look and give it a try, and if you like it and want to help, consider backing the project.

All the links you need:

Ogre3D’s GSoC 2013 projects/students announced!

Finally, it’s that time of the year, when we can happily announce our GSoC students! And with great pride we can tell you that this year we were awarded five slots by Google to fill with motivated and talented folks to help us make Ogre3D even better 🙂 .

So here are the five students and their projects (in no particular order):

We would like to welcome everybody to chime in the discussions and closely follow the projects, especially in the planning phase at the beginning. So please post your ideas / comments in the respective threads and perhaps even subscribe to the ones you are most interested in to make sure that you don’t miss any updates or discussions.

With that being said, it is time to get started. Best of luck and happy coding 🙂 !

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