I really can’t believe the Deathmatch Manager site is still up :-o. I abandoned the project more than seven years ago now and Telefragged still host it - the download links even still work! I’m back working on the threading again now that the new Dagon stable release is out the door, the latest addition being to allow the application using OGRE to use its own thread to drive the background process rather than OGRE always starting its own (which is still the default).
I’ve already posted about this on the main OGRE website, but I’ll plug it here too - Greg’s book “Pro OGRE 3D Programming” is out on the 25th! I should be getting my grubby mitts on a copy relatively soon after the publication date I hope. Well done Greg for getting the book done, I’m sure it will help a lot of people, and having a real, honest-to-God, dead-tree-derivative product from a good publisher on the shelves with the OGRE name on it is certainly good for our publicity too.
I took a very large step today, one which I’ve been considering doing for over 2 years but due to various factors have not done until now - I handed in my notice to quit my day job, effective from the end of October. From November, I’m going to be working full time for Torus Knot Software Ltd, the company I formed in 2004. Yeah, it’s a pretty big deal.
Domestic post alert! 😉 I know some people reading this wanted to see how the renovations to our lounge & dining room finally turned out, as (among other things) we got the 1930’s oak parquet floor repaired and refinished, so here are the final shots. Turned out pretty well in the end, and although it burned through a fair amount of cash it would have been a lot more had we not had help from family & friends, so thanks to them.
I’m taking a break right now, which is why my quotient of inane ramblings has decreased at faster rate than the national average, both here and via all other electronic channels. We hadn’t arranged a ‘proper’ holiday this year, which was down to a number of uncertainty factors running the gamut of work, Ogre, and home improvements - we almost booked something a few times, but then something else came up - repairs needing doing, opportunity to go to Siggraph, work deadlines changing, etc etc.
The only paper games magazine I get anymore is Edge, mostly because it covers all formats and takes a very mature & sophisticated approach to games. This month I was reading through it and to my surprise I noticed that their ‘Internet Game of the Month’ was The Blob - a game based on OGRE. I guess I shouldn’t have been that surprised - The Blob is a really fun game and a superb piece of work from Oogst and his compatriots (they’ve had a mention in major French gaming mag ‘Joystick’, got an award at GameTunnel and probably more), but I guess I still haven’t got over seeing stuff I’ve contributed to popping up unexpectedly in the ‘real’ world.
I use a fair amount of scrap paper. It’s no secret that I like it to brainstorm on, write todo notes, message myself if I wake up in the middle of the night suddenly and inexplicably knowing what that bug I was bashing my head against into the early hours was caused by, making paper planes, that kind of thing. For most of these things, I don’t think I could use an electronic replacement.
You might have seen this on the OGRE forums, but Digital-Tutors has released a new DVD which covers using XSI to create game characters, using OGRE as the target engine. It’s on their front page right now in fact, nice banner. I’ve never actually used one of their DVDs before, but they had a pretty big presence at Siggraph when I was there, and were running a whole load of XSI tutorials over at the Softimage booth, which I You might have seen this on the OGRE forums, but Digital-Tutors has released a new DVD which covers using XSI to create game characters, using OGRE as the target engine.
I decided today to release the work I’d done on project ‘Kadath’ under the GPL - and now that the code is freely available you can see I’d planned to call it ‘World Minion’, to represent that it scuttled around doing all the dirty work for you 😉 What it basically does is take any completely generic polygon soup and turns it into a structured level, based on the technique described in this paper.