There’s a new 3D engine database in town, and this one looks very professional indeed. It includes a huge list of engines (commercial, open-source and otherwise), is really well presented, allowing users to review and rate the engines they find there. OGRE is listed, and is doing pretty darned well in the ratings, which obviously I’m very happy about. We’ve been in the top 10 (based on user ratings) consistently since it was opened, and as of the time of writing we’re at #2, above most commercial engines and second only to Source.
I plan to release the 0.14.1 maintenance release of Ogre tomorrow - I got some time last week to work through some patches, and there are quite a few fixes that can be had from this and other updates over the past couple of months. Contract work is going well, I cracked a particular challenge that I’ve been building up to for a few weeks, and which I was a little apprehensive about being able to pull off well - but in the end after a few u-turns, experiments and late nights, it all worked out nicely and I’m really quite chuffed with the result now.
I was lucky enough to get a copy of GPU Gems for my birthday a couple of days ago, and it’s got some really nice articles in it. It’s tiny bit nVidia-biased (understandably, since many of the people writing for it were from nVidia), but not anywhere near as much as it could have been. The main issue is that nVidia cards do some automatic depthmap trickery (in shadowmaps) which ATI cards don’t do, so those chapters would need to be scrutinised more closely for compatibility issues, but otherwise it’s pretty generic stuff.
Just a quick update to crow about a couple of things 😀Firstly, I’ve booked my place at GDC Europe. I’ve never been to one before, so it’s quite exciting for me. I’ll be taking the Ogre banners with me, of course, and talking to anyone who will listen. 😀 Secondly, I just bought myself a new laptop. A rather beefy Vaio VGN-A197VP, which I picked mainly because the 17″ XBlack screen is to die for, and it has a Radeon Mobility 9700 so I can run pixel shaders 2.
Things are a little quiet here, I know - that’s mainly because I can’t post many details of the work I’m doing right now for contractual reasons. What I can say (which you should noticed from CVS) is that the standard terrain manager is now even better than it was - faster and better looking. I’m going to add a few things to my TODO since there are some things that need looking into for Ogre 0.
No, I’m not dead. I took a bit of an OGRE break after 0.14 to avoid some serious burnout, but now I’m back. I am, however, doing a spot of contract work in my spare time now for a talented US startup (who shall remain nameless until such time as they want some free publicity ;), so that’s currently got a lot of my attention, although some of the work will benefit Ogre too.
Finally! After some nasty last-minute problems because of some dodgy Direct3D shenanigans on ‘old’ nVidia cards, and subsequently some serious hair-pulling, swearing and late nights, the latest OGRE release is out. Pop over to http://www.ogre3d.org, there are updated precompiled demos as well as the source code, and new builds of the tools. I’m going to lie down for a bit.
I decided to put in a workaround for the older nVidia cards under Direct3D since they don’t seem to be capable of doing infinite projection on that API. I also have to provide alternative vertex programs since the standard ones extrude to infinity which of course leads to dark cap clipping and ugly artefacts. I suppose I could just have made them fall back on software extrusion, but I felt there were enough people with a GF3/4 to justify doing an alternate vertex program.
I had the 0.14 release all zipped up and ready to go, with a nice new shadow demo, then I hear that the GeForce4 Ti can’t seem to handle the infinite camera projection in Direct3D! I get reports of inverted cameras and black screens. Yet it works fine in GL, and D3D9 works fine on all of my cards here (I don’t have a Ti, but I have an FX and 2 pretty diverse ATIs).
I really shouldn’t have spoken so soon. Today (well, yesterday now since it’s 3am) didn’t go anywhere near as well as Monday; I polished off the new shadows section in the manual alright, but then I decided I would try to create myself a normal mapped model for use in the shadow demo. A few hours later I was still tinkering with Melody (nVidia’s normal mapper) and swearing at the 3DS format for not supporting vertex normals.