by spacegaier | Oct 14, 2013 | News
Good news! We have just added the v1-9-0RC2 tag (commit) to our repository, indicating that we reached our RC2 milestone. Within the next four weeks we will fix any potential major bugs and will then release it on the the 10th November as “stable” to become the new de-jure Ogre version.
Note: As outlined in this version planning thread, we did not include any results of our GSoC 2013 projects in Ogre 1.9 yet, to not delay it any further. This merge will partially happen in the new version Ogre 1.10 and the rest of it in Ogre 2.0 (see the thread for more details and the reasoning behind it).
Since the Ogre 1.10 branch has now been created (commit), we can also officially share its name: Ogre 1.10 aka “Xalafu”. JIRA has been updated to reflect the new branches and versions as well.
by spacegaier | Aug 3, 2013 | News
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
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 | Jun 7, 2012 | News
We were just informed that the pre-order period for the new, upcoming, Ogre-powered game TrackVerse has begun with a 50% discount.
Here an extract from their official press release:
Pre-order link: http://nakama-studios.com/product/g-tv1
TrackVerse (short for Track Universe) is a game about building your own dream tracks and racing on them with friends. Build tracks from different building block themes and each theme will have its own set of matching vehicles/crafts to choose and customize from.
Customize your own racing gameplay rules to make your own race experience unique! Currently in alpha stage version 0.1, TrackVerse is still a work in progress with many more updates and theme packs coming along the way and does not in any way represent the final quality or polish. What you see is what you get. Feel free to provide feedback on helping us improve the game.
As we at Nakama Studios intend to continue releasing more refined builds of the game, we also plan on reducing the discount gradually until we reach the final version and full price of the product. So the earlier you buy, the better value you get!
Thank you for your understanding and support!
Key Features:
Build your track from a variety of theme packs (City theme pack, Post Apocalyptic theme pack, sci-fi theme pack, etc….) each with their own set of vehicles/crafts!
Mix and match different theme packs to create whackier tracks! Your imagination is the limit!
Share and race your track with friends that you’ve built!
Mod your own gameplay race rules (free-for-all, team based racing, etc…) with our gameplay script editor.
Customize your own vehicle external appearances.
What you will get in buying a pre-sales copy:
An early bird discount at 50%! off the final version price.
Private access to close beta release with exclusive updates and new theme packs that will not be available in the alpha version.
Life membership access to the game’s internet discovery portal (beta).
PRE-ORDER NOW AT 50% DISCOUNT!
by spacegaier | Jun 7, 2012 | News
As promised in one of the last blog posts, we were going to publish a draft of our roadmap for Ogre 1.9 and 2.0, once we aligned internally. This moment has now come and we would really like your feedback on whether you agree with the listed items and also comment on their priority from your point of view.
Once this high level planning is completed, we will also need to think about ways to enhance our development processes and how to implement the planned changes in the most smooth way possible. This discussion also has been started partially, but for now we need to set the big goals and then afterwards we can break them down.
So here is the forum thread with planned changes for Ogre 1.9 and 2.0: Roadmap draft for Ogre 1.9 and 2.0
We are really looking forward to your feedback, so we hope to also see you in the discussion!
Your Ogre3D Team