The roadmap to 1.9 and 2.0

Discussion area about developing with Ogre2 branches (2.1, 2.2 and beyond)
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Re: The roadmap to 1.9 and 2.0

Post by Transporter » Fri Aug 17, 2012 12:49 pm

Klaim wrote:If I remember correctly this have been discussed several times and the main argument was that some compiler warnings are different between compilers and when you fix one it add a warning to the other or something.

I don't know if it's a solvable problem. I guess it is because most warning I see are conversion warnings.
There are two ways to handle this problem:
  1. Fix the code. You can use preprocessor macros to support multiple compiler setups.
  2. Disable the warnings in cmake. You can add the commands in cmake compiler specific, too.
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Re: The roadmap to 1.9 and 2.0

Post by Klaim » Fri Aug 17, 2012 4:06 pm

See the related discussions.
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Re: The roadmap to 1.9 and 2.0

Post by PhilipLB » Mon Sep 17, 2012 11:46 pm

Maybe it would be worth it for 2.0 to throw away the current scripting system and go for something more flexible like Lua?
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Re: The roadmap to 1.9 and 2.0

Post by Klaim » Mon Sep 17, 2012 11:50 pm

I remember it have been discussed before but I don't remember why it was rejected. If my memory is correct, it was in a discussion about the "new" (not so new now) script compiler.
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Re: The roadmap to 1.9 and 2.0

Post by TheSHEEEP » Wed Sep 19, 2012 9:52 am

Do you mean for material scripts, etc?

I think the current scripting is already fine, as it is rather simple and material files can be edited by artists without actual scripting experience. And Ogre already is pretty demanding on artists, as there is no one official toolkit with official support.
The current scripts are more definition files (like a config xml file) than they are really scripting something (like in Python or Lua).

I mean, I'm a huge fan of scripting (and LuaJIT is incredibly fast, btw.), but switching from a definition-style script to an actual scripting script may make the system more flexible, but also harder to use for non-programmers.
Which would require even better toolkits for material export. Which the Ogre team can't really offer (not enough manpower). It would also force third party tool (like OgreMax) developers to implement the chosen scripting language.

Of course, we could re-write the material script files to use Lua (like this), but that would mean switching just for the sake of using Lua (or Python or whatever).

So, yeah, I'm not fully convinced of that idea ;)
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Re: The roadmap to 1.9 and 2.0

Post by PhilipLB » Wed Sep 19, 2012 9:58 am

There is a material editor in the Repo. What's its state? I can't compile it currently as I don't have all the deps installed and I'm a bit lazy here. :) Maybe offering a compiled download on ogre3d.org here would be good? Just a bunch of popular platforms (Windows 32bit, Windows 64bit, OSX, maybe Linux?).
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Re: The roadmap to 1.9 and 2.0

Post by bstone » Wed Sep 19, 2012 10:37 am

Yeah, scripting just for the sake of scripting is not a sensible target. And I'm pretty sure that the superb features of the current Ogre scripts (e.g. the item-level inheritance) would look cumbersome in LUA if implemented at all.
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Re: The roadmap to 1.9 and 2.0

Post by Klaim » Wed Sep 19, 2012 10:45 am

I think the best that the Ogre Team could do (and that is clearly not a priority nor a request from myself) would be to just make sure that the scripting system have it's front-end separated from it's backend in a way allowing people to implement their own interpreter if they wish (using another scripting language for example.
This would go in the same direction than changes (planned?) for ResourceManager, but in a far far less important way.

I guess someone wanting scripting instead of material file would make a big patch to allow this, right? :twisted:
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Re: The roadmap to 1.9 and 2.0

Post by CABAListic » Wed Sep 19, 2012 10:49 am

Given that materials can be created programmatically, you can implement an arbitrary scripting system without any changes to Ogre core. The only thing to do would be to make Ogre's script system optional (i.e. move to a separate component/plugin), which isn't hard to do and is on my todo list.
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Re: The roadmap to 1.9 and 2.0

Post by Klaim » Wed Sep 19, 2012 10:51 am

Now that you say that it seems obvious. O__O
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Re: The roadmap to 1.9 and 2.0

Post by spacegaier » Thu Dec 20, 2012 12:23 pm

I split the Math discussion into a separate thread: http://www.ogre3d.org/forums/viewtopic. ... 32#p471332
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Re: The roadmap to 1.9 and 2.0

Post by rozn » Tue Feb 12, 2013 3:46 pm

How is the status on the WinRT and WP8 port? Windows Phone 8 SDK has been released for awhile now.
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Re: The roadmap to 1.9 and 2.0

Post by spacegaier » Tue Feb 12, 2013 4:35 pm

Source code is in the official repository and can be used. Guides and further info can be found here in the forums as well as in the source repository (there are some explanatory text files IIRC).
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Re: The roadmap to 1.9 and 2.0

Post by Fred50 » Mon Feb 18, 2013 12:59 am

Please hurry the forums is dead. I think most people are using game engines now like UDK, CE3 and Unity.
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Re: The roadmap to 1.9 and 2.0

Post by spacegaier » Mon Feb 18, 2013 1:36 am

Fred50 wrote:Please hurry the forums is dead. I think most people are using game engines now like UDK, CE3 and Unity.
Wait, what? Both our forums are online and active. So no clue what you are talking about?!

And that second part doesn't hold up as much as you seem to think...not to mention that that is simply a bad comparison since rendering engine != game engine.
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Re: The roadmap to 1.9 and 2.0

Post by Kojack » Mon Feb 18, 2013 9:37 am

Hurrying is not a good thing for a serious software project.

1.9 is near release candidate stage, but 2.0 is probably well over a year away at the earliest.
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Re: The roadmap to 1.9 and 2.0

Post by Xavyiy » Mon Feb 18, 2013 10:06 am

Fred50 wrote:Please hurry the forums is dead. I think most people are using game engines now like UDK, CE3 and Unity.
Dunno if the forum is dead or not, but the coding activity level is one of the highest of the last couple of years. In both, Ogre 1.9 and 2.0 (https://bitbucket.org/dark_sylinc/ogremathtest/src !).
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Re: The roadmap to 1.9 and 2.0

Post by AshMcConnell » Mon Feb 18, 2013 10:12 am

I am very excited with the new developments in Ogre. I think it's a very exciting time. The changes for 2.0 look fantastic and a huge amount of hard work by the guys!
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Re: The roadmap to 1.9 and 2.0

Post by Transporter » Mon Feb 18, 2013 8:24 pm

Here is a good target to reach for v2:
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Re: The roadmap to 1.9 and 2.0

Post by Xavyiy » Mon Feb 18, 2013 11:03 pm

Transporter wrote:Here is a good target to reach for v2:
Challenge accepted! Here I start my attempt!
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Re: The roadmap to 1.9 and 2.0

Post by Kojack » Mon Feb 18, 2013 11:38 pm

Here is a good target to reach for v2:
If we could reverse engineer the UNG format, then we could "borrow" their art assets and shaders. :)

The terrain textures are exposed (dds files, 16 x 16 terrain tiles, each is 512x512 dxt5, plus a low detail 2048x2048 dds for the entire terrain, but I don't know the format of the height map data (although now I'm curious, it's been a while since I reverse engineered a terrain format (last one was Just Cause 2).


But yeah, we need some cool demos like that.
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Re: The roadmap to 1.9 and 2.0

Post by madmarx » Sun Feb 24, 2013 4:23 pm

It's funny that I was not impressed by this Unigine demo from a programming point of view. Its mostly shader work. I like the clouds and the dust particles, and that's all.
I hope a static scene like that is not the aim for v2 :roll: .
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Re: The roadmap to 1.9 and 2.0

Post by Lee04 » Tue Mar 19, 2013 5:37 pm

immutable state objects in dx11 and opengl are they in placed and used now ogre by default?
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