Ogre News #11

It has been a while since our last news summary post…sorry for that. But on the bright side: It makes this one a lot bigger than usual, so enjoy!

  • first version of Bloom editor, a 3D text editor was showcased
  • animationsinstitue.de showed some impressions from their Emote Messaging System, that can be used to created individual, animated short messages to share with friends
  • early screenshots from the platform game Bombs&Penguins were released
  • beta pictures of the ambitous game Battle Tiers Invasion were shared
  • the Ogre AntTweakBar plugin TwOgre was updated to work with Linux
  • metaldev updated his GUI library buttonGUI as well has as his LFA Scene Manager
  • updated version of the game GraLL2 was published
  • Lightwave to Ogre exporter was updated by spacegaier to work with LW 9.6 and LW 10
  • teaser video of Will of Nature, a really nice school project from the Netherlands, was released
  • first ingame footage from the German MMORPG Espadon Online was published
  • NeoAxis game engine reached their 1.0 milestone
  • Oogst finally released his long awaited game Proun, that got a great deal of buzz on the internet – dedicated post with some additional information will follow soon

In addition, there is a lot of progress with our four Google Summer of Code projects. Check the out in this subforum.

And the breaking news is: The highly acclaimed Ogre based game Torchlight went platinum as they sold more than 1 million copies. Congratulations!

Ogre News #8

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

Ogre GSoC 2011 projects announcement

Google has just released the list with this year’s GoogleSummerOfCode accepted student projects. So it is time for us to welcome the following students on board at Ogre this year:

  • Andrei Radu (andrei_radu) – mentored by Noam Gat (Noman) – will implementing several modern illumination techniques, that are either related to, or benefit from deferred shading. Most of these have been used in several shipped games, while a couple are still considered ‘bleeding edge’.
  • John Soklaski (mysterycoder) – mentored by Mattan Furst (Mattan Furst) – will work on Dual Quaternion Skinning which addresses problems commonly associated with the linear blend skinning of animations such as skin collapsing. This technique utilizes dual numbers to extend quaternions to represent both rotation and translation. This allows for an efficient representation of the transformations and for application of low-cost linear blending.
  • Riley Adams (Praetorian) – mentored by Assaf Raman (Assaf Raman) – will build a visual unit testing framework. Traditional unit testing doesn’t help much in a context like OGRE, given the sheer size and heavy dependence on graphics API’s. The best way of doing tests without needing significant modifications or mock rendersystems, appears to be a visual solution, wherein test screenshots are compared between builds.
  • Martin Holas (kuxv) – mentored by Steve Streeting (sinbad) – will implement Terrain paging improvements to the Ogre::Terrain component. The project will bring new paging strategy which will try to be more accurate using actual terrain shape visibility from camera.

A big thank you to everyone who applied for a slot this year, but unfortunately had to be turned down. We only have a limited number of spots assigned by Google as well as only a limited number of possible mentors that can pull off the task. Nontheless, we are very grateful for all the great ideas you chipped in and the good discussions that took place. And of course: You are still very, very welcome to tackle your idea, even if not as a GSoC project. Anything from simple patches to huge code base additions are most certainly welcome all the time! If you have any question, feel free to contact us…and apply again next year.

Another big thank you goes out to our mentors who have offered (again) to share their time and expertise to support the projects as good as they can to make it another successful GSoC year for Ogre!

So thanks to all that are involved and best of luck to all participating students!

Ogre News #7

Here are the summarized most notable events of the last two weeks:

  • Open Beta of the Ogre powered game Dynastica announced, including a new trailer
  • iPhone/iPad app called Mini Countryman published in the Apple App Store
  • Oogst announced that Proun is almost finished and published some proof screenshots
  • a nice little 3D version of Check called Checkers was released
  • new release of Gorilla, the a 2D and 3D Overlay replacement system by betajaen, with new shader based materials to increase compatibility with iOS and other graphics API
  • Vertigo, a new fast paced arcade game has been released to the public

Regarding Google Summer of Code 2011: Ogre has been accepted as a participating organization and the submission period has ended. We are now internally reviewing the applications and will we decide which proposed student projects we can mentor and support. Expect to hear more on this soon.

Ogre News #6

Plenty of new things have happened in the last two weeks:

  • Rattus in the Addon Forums has ported Betajaen’s Gorilla to MOGRE.
  • OpenSpace 3D has been updated to version 0.2.4a
  • AlexisFire has shown a video of his graduation project Crash.
  • Jacmoe has posted his Ogre AppWizards for KDevelop 4.x (Linux).
  • Brian emailed us to show off GritEngine, a GameEngine and Toolset to create open worlds using Ogre.
  • the_enemy uploaded a new video of Summoning Wars
  • Oogst has posted an interesting topic about a new shadow system called “Smooth 2.5D Area Light Shadows”
  • GantZ has released his first playable version of his new game “Uncover”
  • Some new screenshots of SimNation have been released
  • Ogre Team member masterfalcon has posted some of his work for Vertex Array Object (VAO) support for OpenGL ES 1.1 and 2.0.
  • CrazyDog has released a multitude of screenshots of the projects Land of Poems (or Necrophillia Hell) and QWOW and released his older project Hiperbolia.
  • So0os has spent his spare time porting Ogre to the Playstation 3 and the Commodore 64.
  • Finally our very own Betajaen has released his new project: “AmiOgre” a port of Ogre to the Amiga computer.

Google Summer of Code for Ogre is still progressing with some promising proposals. Feel free to add yours, or if you have something small which you want to add to or fix in Ogre now – submit a papercut.