by spacegaier | Apr 21, 2013 | News
Good news!
Some days ago we finally tagged our official source code repository with “v1-9-0RC1” which of course means to we reached a development state that we consider feature-complete for Ogre 1.9. As usual we first release a Release Candidate (RC) version that – if no major issues are found or any upcoming issues were fixed – will be declared final/stable and then become the official current Ogre version. So please: Wherever possible switch to the new version to give it a try and report any issues you find to our Ogre JIRA tracker so that we as the team can tackle them.
The download section has been updated to point to the newly created Ogre 1.9 RC1 SDKs that can be downloaded by those that do not want to build the new version from source themselves. Otherwise, as usual follow these instructions (you need to grab the source directly from our BitBucket repository since we did not prepare any source bundles yet).
Lastly, the mandatory changelog. We will just list some of the major points here, the detailed list can of course as usual be found in the wiki.
Changelog highlights:
- New LOD Volume Rendering Component with LOD from GSoC 2012
- Terrain Improvements from GSoC 2012
- Android platform support
- Windows Phone 8 platform support
- Windows Metro / WinRT support
- OpenGL3+ Render System (still experimental and under heavy development)
- Improvements to all Render Systems, e.g. DirectX11 from GSoC 2012
- multitude of bug fixes
- …
What’s next?
With Ogre 1.9 out of the way we can now focus on the upcoming, major release Ogre 2.0 which will entail a lot of internal core optimizations to get Ogre’s speed up to the levels to be able to compete with other rendering engines. Quite a bit of profiling and brainstorming was already done to get us started. One other big step in that direction will of course be this year’s Google Summer of Code where we will concentrate on those areas (for additional topic proposals see this topic list the dev team compiled). If you want to help, just join into the discussion. We are glad about all the support we can get!
by spacegaier | Apr 17, 2013 | News
As Ogre3D had been selected as one of the “Sourceforge Projects of the Week” we were given the opportunity to write a guest post on their blog, and of course we could not pass on that. So head over there, to have a look, especially at the part “what is going on right now” for some Ogre3D news:
→ Guest Post: Ogre3D – a quick overview
As part of it, we also created a new collage showcasing some of the eye-candy powered by Ogre. Hope you like it!
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by spacegaier | Jan 5, 2013 | News
First of all:
We as the Ogre3D Team wish each and every one a healthy, happy and successful year 2013!
We are a looking forward to see more great projects based upon our beloved engine and we definitely have some interesting times ahead of us. So let’s start marching.
That being said, we have two things we want to draw your attention to:
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by spacegaier | Nov 6, 2012 | News
As most of you will already be aware of, it has again been an interesting and productive Google Summer of Code year for our community. As usual the GSoC year is concluded by a summit for the mentors organized by Google and we thought we’d share some bits and pieces as well as talk about the experiences of this year in general.
As we do every year, we sent out two of our mentors to represent our community at the summit. Last year it was Noam and Mattan, this year Assaf and Mattan (David was our first pick as he never attended so far, but it didn’t work out in his schedule).
The event is a two day conference held in Google’s offices in Mountain View, California. Hospitality was wonderful, nice hotel rooms, great food and lots of friendly people. The breakout sessions during the summit covered a variety of topics, all focusing on the summer of code and open source in general.
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by spacegaier | Oct 30, 2012 | News
As many of you will know, Microsoft just released their SDK for its new mobile OS named “Windows Phone 8” (WP8) at the Build developer conference into the wild today and we are happy and proud to announce that OGRE supports it from day one!
Microsoft provided us early access to the Windows Phone 8 SDK which they made publicity available for developer everywhere today. More than that, they even took care of a major part of the porting work themselves and contributed the code changes to us via Microsoft Open Technologies, Inc.
Many thanks for the support!
Since the Windows Phone 8 SDK supports creating projects in C++ (unlike Windows Phone 7) OGRE can be compiled for it with minimal effort. Another reason for the easy adoption was that OGRE 1.9 already supported WinRT, DirectX 11 and loading binary versions of shaders before the guys at Microsoft and Nokia started their porting work. Additionally, the API Microsoft now provides for WP8 is very similar to Windows 8 WinRT API – meaning the port was more or less only a few lines of code to be changed in OGRE.
Bottom-line is that OGRE projects can easily be compiled to run on Windows desktops, tablets and phones using the same code base with just minor modifications.
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