Ogrespeedgrass

New OgreSpeedTree media up

A few people asked for an OgreSpeedTree video with more varied scenes, and I’ve now uploaded one to the OgreSpeedTree section of the Torus Knot site. Just scroll down below the screenshots if you want to view the video. I have a higher resolution & better quality version (this one is H.264 at 1Kb/s) but I’ve kept this one small for now to keep my bandwidth under control. Places like Vimeo don’t allow commercial advertising, and while before I could get away with claiming it was just in-development test output shared with enthusiasts only, this is really an advertisement video so I’m hosting it myself.

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8000 trees and 2.5M blades of grass? No problem.

I’ve been crazily busy lately trying to get OgreSpeedTree to a fit state for a 1.0 release alongside other projects (such as Ogre of course), so I can really start promoting it. Being the kind of person I am, I find it hard to stop tinkering and perfecting and I can’t let something go out the door without being totally happy with it. The screenshots and videos so far have been good I think, but I’ve been polishing away and making it all just that bit better, and one element of that has been some additional optimisation.

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OgreSpeedGrass

Next in the line of OgreSpeed* products, here’s a shot of OgreSpeedGrass. It’s based on IDV’s SpeedGrass but I’ve rewritten a fair amount to make it work conveniently with Ogre, and also improved it somewhat - such as better wind effects and the completely dynamic lighting and shadowing you see there, which I think looks rather nice. OgreSpeedGrass will be bundled with a yearly support agreement for OgreSpeedTree, in the same way that the original SpeedGrass is licensed.

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