Well, we’re still planning on getting Eihort out of the door in time for the end of the year, although judging by previous experience there may be some small amount of last-minute slippage 😉 The majority of the headline features are done, what remains is either already in progress, partly done or at least well understood, or could wait until the next stable if we got into a fix. On my current immediate TODO is (this isn’t everything on the list, but it’s for the next few weeks):
Well, a month after punters were getting their hands on it, I finally got my couple of free copies of Pro OGRE 3D Programming (Well, a month after punters were getting their hands on it, I finally got my couple of free copies of Pro OGRE 3D Programming ( | Amazon.com). An unfortunate administrative oversight had led to them not being sent when they originally should have been, but luckily a quick email to Apress last week sorted that out, and they successfully completed their journey over the Atlantic and then the English Channel this morning.
Well, this week is the start of my new working life proper, and whilst I’ve had to spend a bit of time sorting out admin type things, I’ve been trying to polish off a feature I’ve had in my head for a couple of weeks before I get stuck into a client project tomorrow. Ogre’s always had some pretty cool real time lighting and shadowing features, not least of which was 4 dynamic shadow techniques (2 stencil and 2 texture based), with a ton of configuration options and, in particular with texture shadows, lots of opportunity to do funky shader-type things.
Well, yesterday was my last day at work. Officially I’m still employed until the 31st, but I had some holiday I hadn’t taken so yesterday marked the occasion of my leaving. It was a whirlwind of mixed feelings - excitement at cutting loose to do something new, relief at being able to leave at a good time on a postive note (project wise), sadness at leaving behind people whom I’ve very much enjoyed working with, trepidation as it sinks in that I have no regular paycheck to rely on any more.
Well, I finished fighting with GL over creating GPU resources in the background last night (edit: note that D3D9 was already working some time ago). Contexts in GL are local to the thread, and although you can exchange them between threads you can only activate a context on one thread at a time. This of course meant I needed an additional context for the background loading thread, and so to make that as clean as possible across platforms (since Win32 and GLX have different context creating schemes) I enhanced the context abstraction classes and their use in Ogre to allow them to be simply cloned.
Shame it’s not summer anymore of course 😉 But it’s nice to have a momento of the Summer of Code anyway. Over the weekend a mentor summit was held at Google HQ, which I unfortunately couldn’t attend because of my existing bookings and the fact that it takes in excess of 14 hours each way. Still, 2 representatives from the Ogre project were due to go (reimpell and xavier), hope to hear from them how it went soon.
It’s been a bit of a mixed bag of a week so far. I heard that Pacific Storm has hit the shelves in North America and Ankh - Heart of Osiris has gone gold, adding to the list of real, tangible commercial products out there using OGRE. That’s definitely a good thing. On the negative side the professional insurance quotes came back in a form that can only be described as ‘stratospheric’.
Ok, this is far more fun, and indeed far sicker fun, than should really be allowed. RealMatter is a new project using Ogre which simulates fracturing soft bodies rather quickly and in a very disturbing manner. The paper covering the technique will be at Siggraph 2007, but you can play with it now, or watch the streaming video on their site. See that zombie on the right hand side? Well, when the demo began, he was in one piece.
I just noticed that last month the main OGRE website passed the 100,000 unique visitors mark. We’ve been hanging around the 90-95,000 mark for a while so it’s good to get into 7 figures finally. That’s unique IPs by the way, pageviews were well over 2 million and hits well over 10 million. That’s a pretty significant milestone. Even taking into account people with dynamic IP addresses, given that most dynamic IPs don’t change that often and that they are somewhat balanced by people sharing IPs through corporate firewalls, that’s still approximately 100,000 people interested in OGRE.
I’ve been thinking a bit about copyright issues lately, and how things will develop from here what with bandwidth spiralling ever higher and more and more collaboration / self-publishing websites like YouTube becoming popular. We had a fairly threatening email recently from a company (who shall remain nameless) who was understandably upset that one of our forum users had posted a modified version of a shader from their product in our forums, and their license agreement prohibited that.