[NEWS] Ogre News #8

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OgreNewsBot
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[NEWS] Ogre News #8

Post by OgreNewsBot »

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
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Re: [NEWS] Ogre News #8

Post by JDX_John »

Unity builds are now possible for Ogre
Can someone explain what this means please? Unity the Linux windowing system or some other meaning... 'Unity' is quite widely used :)
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Re: [NEWS] Ogre News #8

Post by CABAListic »

JDX_John
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Re: [NEWS] Ogre News #8

Post by JDX_John »

Interesting, thanks. This really only speeds up linking though surely - compiling C++ code maxes out my cores (all of them with a multi-thread compile) but linking drops CPU to virtually zero.

I wonder how useful UB is on a SSD-based system?
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Re: [NEWS] Ogre News #8

Post by CABAListic »

No, it speeds up compilation. Linking doesn't change much.
That your cores are maxed out doesn't mean you can't speed it up ;) If the cores are used for the wrong tasks...
Just try it. Speed-up is usually around 50-60%.
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Re: [NEWS] Ogre News #8

Post by betajaen »

I use Unity build on NxOgre.

Before it took around a minute to compile NxOgre, now it takes about 3-5 seconds. It's a neat little hack that makes a world of a difference, IMHO.
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Re: [NEWS] Ogre News #8

Post by JDX_John »

Hmm, weird. If a file takes 1s to compile (a fair average) it's hard to see the file-access time is significant. But if it works, great :) I still want a SSD though!
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Re: [NEWS] Ogre News #8

Post by CABAListic »

The problem is more that header files keep getting read and parsed again when they are included in 100 compile units as opposed to just a few.
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Re: [NEWS] Ogre News #8

Post by JDX_John »

Ah, obvious. :oops:
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Re: [NEWS] Ogre News #8

Post by jacmoe »

Dear News Bot:
You spelled Garshasp wrong! :(

It's 'Garshasp' not 'Garshaps'. :)

Thank you.
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Re: [NEWS] Ogre News #8

Post by betajaen »

Whoops, I'll reboot OgreNewsBot next time I see him.
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Re: [NEWS] Ogre News #8

Post by spacegaier »

betajaen wrote:Whoops, I'll reboot OgreNewsBot next time I see him.
Seems as if I met him before you, since it fixed it.
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Re: [NEWS] Ogre News #8

Post by betajaen »

Time traveling again?