quite of few of you have asked what the exact state of Ogre 1.9 is, when the GSoC projects will be merged in, etc.
We now internally formulated the following plan and will try to stick to it to the best of our abilities...or more importantly to the best of our available time.
First the milestones, then the explanations:
- 13th. Oct.: Release Ogre 1.9 RC 2 (v1-9-0RC2) w/o GSoC
- 10th. Nov.: Release Ogre 1.9 as "stable" & start Ogre 1.10
- 31th. Dec.: Release Ogre 1.10 as RC1
A: There have been some API-breaking changes between RC1 and now and in general quite some fixes, so that we feel we need another RC to let the version mature a bit. Also this approach gives us a bit of time to squash some remaining bugs for 1.9. With that task we also need your help So please take a look at our JIRA tracker and check where you can help to investigate or provide feedback and prioritize the tickets. And of course: Each pull request helps .
Q: Why are the GSoC 2013 projects not included in Ogre 1.9 and what is Ogre 1.10?
A: We thought about that but then decided against it, since that would delay 1.9 further and would potentially bring in some unforeseen instabilities. Instead we opted to create a previously unplanned version inbetween now and Ogre 2.0, namely Ogre 1.10 (version name will be announced soon ). That version will include the first three GSoC projects: OpenGL3+, DirectX11 as well as Progressive Mesh improvements. The other two projects (Ogre 2.0 redesign and ResourceSystem redesign) will be merged into Ogre 2.0 since they represent major (API) changes.
Q: When will the GSoC projects be merged in?
A: See answer above.
Q: When will Ogre 1.10 be released?
A: We are currently planning with a release date somewhere between the years, but we might also push that further into 2014 if we well that it is not yet stable enough. However, the GSoC projects are already in good shape, so we'll see...
Q: When will Ogre 2.0 be released?
A: This is still open. Paralelly to merging the first three GSoC projects into Ogre 1.10, we will start with merging the other two into the Ogre 2.0 branch. But is yet to early to predict when all those changes are integrated and we are back to the same functionality level we are now at, but with heavily improved performance / cleanup up APIs / additional flexibility...and when those things become thoroughly tested and stabilized. But we aim to setup a basic Ogre 2.0 branch soon to get it going (in fact we already have such a branch for quite a while).
Update (2013-10-14): Ogre 1.9 RC2 released & Ogre 1.10 announcement