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[News] Ogre Progress Report June 2015

Posted: Wed Jul 08, 2015 6:35 pm
by spacegaier
It has been quite a bit longer than planned since the last progress report, but a new one was finally released now...with new shiny screenshots, so check it out! And thanks to Matias as usual.

Direct link: http://www.ogre3d.org/2015/07/08/ogre-p ... -june-2015

Re: [News] Ogre Progress Report June 2015

Posted: Thu Jul 09, 2015 6:43 am
by cybereality
Great news!

Re: [News] Ogre Progress Report June 2015

Posted: Tue Jul 14, 2015 9:05 am
by madmarx
Thank you!

Re: [News] Ogre Progress Report June 2015

Posted: Fri Jul 17, 2015 10:17 am
by mkultra333
What of ogre 1.10? I basically need Ogre Original plus (working) DX11. Waiting for at least an RC.

Re: [News] Ogre Progress Report June 2015

Posted: Tue Jul 28, 2015 4:20 am
by mkultra333
So... Ogre 1.10? Any plans for a RC or anything? Anyone?

Re: [News] Ogre Progress Report June 2015

Posted: Wed Aug 05, 2015 4:03 am
by xelfe
mkultra333 wrote:So... Ogre 1.10? Any plans for a RC or anything? Anyone?
Yeah the way that Ogre team is taking is not clear. Should we expect to get 1.10, 2.0 or 2.1 as release ? It's look like you're working on the triple in the same time.

Re: [News] Ogre Progress Report June 2015

Posted: Tue Sep 01, 2015 10:46 pm
by dark_sylinc
xelfe wrote:Yeah the way that Ogre team is taking is not clear. Should we expect to get 1.10, 2.0 or 2.1 as release ? It's look like you're working on the triple in the same time.
A little late reply, but for the record:

I, dark_sylinc/Matias, am working on the 2.1 branch exclusively. I care very little about 1.x branches anymore. However other team members still work on 1.10 regularly due to it being integral to their business (large code bases built on 1.x), hence it's still being maintained to enhance a few features while having the broadest compatibility (since 1.10 supports really old HW).
Another of the members has begun to slowly adopt 2.1 and away from 1.10.

The 2.0 branch sits in the middle between 1.10 and 2.1. It's only a good branch for exclusively doing the following:
  • Porting to 2.1 from 1.x branches in small increments because it is still very similar to 1.10. The biggest change is the Compositor. Porting to 2.0 first lets you test whether you're in good track, check the compositor code, the small scene management differences, before moving on to the greater change that are introduced with 2.1.
  • You're close to finishing your product and you're having trouble with performance. Ogre 2.0 is much faster at frustum culling and updating the SceneNodes, also has a smaller memory footprint for Entities and Nodes. If you're having performance issues in those areas, Ogre 2.0 is great to get a speed boost.
So basically the team is working on two branches at the same time, not three. Ogre 2.0 is regularly being merged with Ogre 1.10; so anything 1.10 gets, 2.0 gets it after a while. Only when it comes to 2.0-specific bugs I touch that branch (which happens rarely)

Re: [News] Ogre Progress Report June 2015

Posted: Sat Dec 19, 2015 1:11 pm
by FrameFever
It is possible to get a last Progress Report of Ogre till the end of the year?
I am totally not aware in which state OGRE right now is. It is finished and stable? Things like that...