Re: What happend with Ogre?
Posted: Tue Nov 18, 2014 11:36 am
We did a reverse lookup of the ip, it appeared that there were sites that sounded like porn on the host.
Support and community hang-out spot for Ogre3D
I can't believe the bitbucket link is blocked!?lonewolff wrote:Unfortunately as Kojack pointed out, every one of those links are blocked in Australia.
Any alternate links?
Here is a rar of a couple of dark_sylink's blogs that might interest you (I hope he does not mind ). I have left out all performance stuff, even though one of the main focuses of Ogre 2.0 is performance, and yes it is faster, MUCH faster . Also the other major part is the new compositor system, but as I said before you should look at the porting notes from the bitbucket repo for that. There is also a load of other stuff which what has been improved/fixed, eg texture shadow mapping.lonewolff wrote:Unfortunately as Kojack pointed out, every one of those links are blocked in Australia.
Any alternate links? Or can the contents be posted on a thread here on the forums?
I wasn't even aware we had Internet censoring here in Australia. Go figure.
You would be surprised how many artists I've heard that like PU's flexibility, that, quoting "surpasses the features and what I can do with some very, very expensive particle system packages [for the movie industry]"spookyboo wrote:I've seen a lot of tools, but none of them reaches a very high level of professionalism (including particle universe, which basically is a bit 'crappy').
Thanks! I wanted to do the same. I dislike the less page views (ad revenue! it's very low anyway...), but I believe knowledge should be accesible for everyoneal2950 wrote:Here is a rar of a couple of dark_sylink's blogs that might interest you (I hope he does not mind )
yes it does..., how ever i think Sinbads vision was building an eco system in which ogre will be a fundmental base for other more user oriented software....Sinbad's decision of not focusing on tools (that has usually been left for others to do) is something that I never liked, and now is showing.
you dont want to open source your engine, or?al2950 wrote:Various places, although reading the whole of dark_sylinc blog gives the majority, but I would specifically read;lonewolff wrote:Where does one get there hands on Ogre 2?
Is there a page that shows how it works and how it differs from 1.x?
http://yosoygames.com.ar/wp/2013/07/ogr ... 3x-faster/
http://yosoygames.com.ar/wp/2014/05/a-g ... 2-0-final/
I would also give the porting manual a read, specifically the part about the compositor;
https://bitbucket.org/sinbad/ogre/src/6 ... dt?at=v2-0
Its not as bad as you might think. I guess it really depends how you designed your engine. I ported my engine within a day, albeit with some bugs! However that does not include porting the 3rd party libs I use.Thyrion wrote:. porting the ogre code to 2.0 seems like a pita ...
https://bitbucket.org/sinbad/ogre/src/6 ... e/?at=v2-0 ?lonewolff wrote:Awesome info.
Is there a downloadable alpha/beta of Ogre 2.0 yet?
That is probably a good thing.areay wrote:I had another though about the waning attraction of Ogre to newbies.
Seems that many people who want to make games are doing so, not for the love of it, but instead for the lucrative wealth that making games can provide. They want to make an "Angry Flappy Bird Saga" clone, and they don't care how they do it. They don't want to learn the art of making games, they want to get rich quick by cloning whatever the last big hit was and then dumping it into Steam/AppleStore/whatever within a few weeks of something *going viral*. You don't use Ogre for making a game quickly, we all know this.
Hmmm, good old bitbucket, drops the connection everytime.Thyrion wrote:https://bitbucket.org/sinbad/ogre/src/6 ... e/?at=v2-0 ?lonewolff wrote:Awesome info.
Is there a downloadable alpha/beta of Ogre 2.0 yet?
You need only 136MB if you don't go for the whole repository, but just the latest 2.0 branch: https://bitbucket.org/sinbad/ogre/get/v2-0.tar.bz2lonewolff wrote:Last attempt got me 176 MB of the way there. Now it is starting from scratch again.
The updated CppSharp project probably needs another check over before using swig as it gives a more correct binding. As i recollect templates were the problem last time it was checked.Herb wrote: 1. Supported cross-platform port of Ogre3D to C#. I was thinking about experimenting with SWIG for this, as I've done this for a few small libraries in the past. Maybe it could be a way to do it easier...and it would work cross platform.
Oh we've had some, but it's mostly gone now. We've only had to ban people for behaviour a few times over the last 8+ years that I've had insider knowledge of it.lonewolff wrote:Since joining this forum, I can't say that I have ever seen troll-ish behaviour or 'blowouts'. In fact, I hadn't been part of another forum (except for gamedev.net) until only a year or so ago. It was an eye opener. The amount of abuse you get from trolls on these 'pre-fabricated' game engine sites is ridiculous. You show something cool that you have created and are proud of and you get abused to all hell as everyone else 'knows better'.
So, sounds like they need more work for cross-platform. But, I'm not saying SWIG is there either. Sounds like from my initial look at PyOgre (which at one point used SWIG), they had to tweak SWIG interface classes to all the Ogre classes one by one dealing with oddities.Work-in-progress support for STL (C++/CLI only)
I think good looking pictures what can be done, shiny new features and good FPS attract more than anything else ...Herb wrote: @Thyrion - I think the C# thing is that more people know it and can program in more confidently than C++. I'm not saying it's better, it's not, but I'm finding that many colleges are teaching C++ less and less these days. My point was if a working wrapper was up and working with the latest branches, it might attract more people to Ogre for the reasons I just mentioned.