by spacegaier | May 28, 2012 | News
We are glad to announce that we finally were able to release Ogre 1.8 (Byatis) which as of now is the new official, stable Ogre version.
New SDK versions have already been uploaded and all download links are adjusted, so feel free to give it a whirl.
We also want to apologize for the rather substantial delay given that the original estimated release date was beginning of January. Basically seconds before we wanted to release we found some bugs in the samples and felt that this is something that needs to be fixed when releasing a new major version. While tackling those issues, we found a series of related issues and again started fixing them as well. In the end that consumed quite a bit of time, but the bright side is: Almost all samples will now run on all platforms and compilers and Ogre 1.8 has become even better and more stable thanks to all the fixes. So we’d like to mark that as a success.
Nonetheless we of course strive to make the next release cycles much smoother, but considering that this was the first release without sinbad as the leader, we are rather happy with the outcome! And for this we mainly have to thank Kojack, masterfalcon and CABAlistic who did most of the work. Well done!
So what is the plan for the future now?
As you might have seen, there were already some public discussions about the next things to tackle, when we discussed possible GSoC 2012 projects. We internally already started to outline where we want to move in regards to Ogre 1.9 and Ogre 2.0. We still need some days to reach a strong consensus, but once we are at that point, we will inform everybody and put our ideas out there for discussion. Once the community is happy with the plans, we will need to figure out how to best approach the realization of those big challenges in front of us. But with such a great community as the one Ogre is proud to have, we are sure we will be able to get the job done. This time perhaps even in time…
So, as usual: Feel free to chime into the discussions in the forum and share your opinions and ideas. And thanks again to everyone involved in helping Ogre 1.8 become reality!
PS: Unfortunately, we do not have a complete change log this time, but two partial ones, which should give you a rather good overview: Basic changelog in our wiki and changelog in our BitBucket repository.
by spacegaier | Nov 13, 2011 | News
As Ogre 1.8 is due end of this year, it is finally time to get the release candidate versions out in the open for general testing to iron out any last quirks before the official release . As a first step we released the RC1 today.
The source code can either be downloaded from our official BitBucket repository or directly from the Ogre Source Download page.
If you should encounter any issues, please feel free to report them on our bug tracker and discuss them in the “Developer talk” forum section. More information can be found here.
Thank you for your support in advance!
PS: A detailed change log will be provided upon official release.
by spacegaier | Oct 3, 2011 | News
It has been quite some time since we came around posting another news flash. We are sorry for that, but let’s focus on the bright side: This one is going to be a huge post 🙂 . So here it goes:
- Project Aftershock released some new amazing screenshots
- The commercial game “Heavy Hogur – Dwarf Puzzler!” has been released
- Assaf Raman ported Ogre to Google’s Native Client (NaCl) along with a nice guide and a demo
- The commercial game “Garshasp – The Monster Slayer” got video coverage on BBC News
- The “Run3 game engine” using Ogre specifically for FPS-type games was showcased
- First demo for the game “The long way” utilizing the above mentioned “Run3 game engine” was released
- Marble Madness clone (Atari) called “YAMM – Yet another Marble Madness” created by a team of the Braunschweig University of Technology was released
- OgreSpeedTree has been discountinued, but source code is still available through your IDV SpeedTree representative
- Nice little game called “Stained” has been announced
- New volumetric terrain implementation as part of a bachelor paper was showcased
- Integration of berklium + jsLINB was showcased
- Online FPS engine called “SilverTech Engine” was previewed
- The first person tower defense game named FPTD was released
- Screenshots of the Ogre-rendered movie “Turin – Before the city” were released
- The creation of the space epic “Salvation Prophecy” is reaching its final phase by showcasing some new impressions
- New Ogre particle editor called “Ogre Particle Lab” was released
- EZPhysics library was updated to work with Ogre 1.x versions
- New version of the Ogre-powered 3D music player MMiX.Me was released
- The Jade:DS games distribution platform was successfully launched with three Ogre powered games
- A new version of OpenSpace3D with a lot of new features was released
Additionally: All Google Summer of Code projects have been completed successfully and all changes have already been merged into the official Ogre code repositories.
We as the Ogre team have also started preparing a new release, namely a first RC for Ogre 1.8 and we plan to publish the final stable version right on the turn of the year. More information can be found in this thread.
Cheers,
Your Ogre3D team
by spacegaier | May 9, 2011 | News
Here the list of new things that happened throughout the last two weeks:
- First impression from NonLife, a multiplayer world building game, were published
- Unity builds are now possible for Ogre
- The simple scene editor Glue Editor Lite 1.0 was released
- Great new wiki article about deploying applications on different platforms
- Neat, little project Tower of Hanoi made with Ogre and Cocoa was published
- Alienmotion, a new animation middleware inspired by tecnofreak, was released as a beta version
- Google Summer of Code 2011 projects for Ogre were announced
- Ogre finally has an official console lead since Jim Buck joined the team
- A new high profile game made with Ogre named Garshasp was released on Steam and GamersGate
- New maintenance release of Ogre alias Ogre 1.7.3 [‘Cthugha’] has just been uploaded yesterday
by Holger Frydrych | May 8, 2011 | News
Another six months have passed, and it’s time for another maintenance release to the 1.7 stable branch (codenamed ‘Cthugha’). You can find a list of all the bug fixes after the jump. As usual there are no feature changes or API breakage in this release – we save those for the unstable development branch – which of course you can grab from Mercurial if you want to join us on the bleeding edge.
So far the source releases are ready for download for 1.7.3, the SDK releases are coming soon. If you don’t want to wait, give the source release a try 🙂
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