[ franticnick @ 04.05.2006. 10:57 ] @
Izasao je "Pacific Storm" playable demo: www.buka.com/sadm_files/PS_eng_Demo.exe (~300MB). Ovo je vec druga komercijalna igra koja je radjena u Ogre3D rendering enginu (www.ogre3d.org).

Kome je 300MB previse za download, moze da pogleda screenshotove na: www.ogre3d.org/index.php?set_a...=55&include=view_album.php

ili www.pacificstorm.net/gallery/

[ franticnick @ 06.05.2006. 09:08 ] @
Citat:

...OGRE was accepted as a mentoring organisation for the Google Summer of Code 2006. Basically, Google pays students to work on open-source projects over their summer holiday, and we supervise them (and get a little money into the bargain too). They ran it last year too but it was a much smaller affair, this year there are a lot more organisations involved. Google has pretty deep pockets now, and it’s great to see them doing things like this - in 2005 they laid out more than $2m on it...


Ogre se nasao na prestiznoj listi "Google Summer of Code 2006" (code.google.com/soc/). Za rezultat se moze ocekivati mnogo kvalitetnih Ogre alata/pluginova u skoroj buducnosti. Vise informacijama o projektima na Ogre forumu: www.ogre3d.org/phpBB2/viewforu...fc9ef3eb2766e34e028663e0227231

[ Filip Strugar @ 06.05.2006. 10:23 ] @
Vrlo zanimljivo! Da li znas mozda (da ne kopam sada) kakva je tacno OGRE licenc - ako uradis igru na bazi OGRE-a, pretpostavljam da mora biti pod istom licencom - open source itd?
Pretpostavljam da je onda source "Pacific Storm"-a public?
[ reject @ 06.05.2006. 11:26 ] @
Ne bih rekao, posto su iza njih stali Buka entertainment, koji su veoma ozbiljni
(barem sam tako ranije zakljucio iz razgovora sa njima), tako da mislim da nista
od public koda.
Mislim da sa svim open-source ekipama mozes da se dogovoris da za svoj komercijalni
proizvod koji je baziran na njihovom free proizvodu ne moras da ostavis kod da bude
public, posto se niko para ne gadi. :)
[ franticnick @ 06.05.2006. 11:49 ] @
Citat:
Filip Strugar: Vrlo zanimljivo! Da li znas mozda (da ne kopam sada) kakva je tacno OGRE licenc - ako uradis igru na bazi OGRE-a, pretpostavljam da mora biti pod istom licencom - open source itd?
Pretpostavljam da je onda source "Pacific Storm"-a public?


Ne, "Pacific Storm" nije open source. Ima dosta komercijalnih igara koje koriste Ogre3D i naravno samim tim sto su komercijala nisu public. Za sada su najvece "Pacific Storm" i Ankh (www.ankh-game.de) koja je dobila nagradu "Bestes Spiel 2005" (najbolja nemacka igra za 2005.)

Lista poznatijih projekata: www.ogre3d.org/index.php?set_a...=55&include=view_album.php

Ogre3D je pod LGPL licencom, cak se cini da su je jos i oslabili. U "Pacific Stormu" i "Ankhu" koriscenje Ogre-a se jedino moze utvrditi ako se pogleda instalacioni folder. Nikakav Ogre logo ili nesto slicno se ne vidi prilikom pokretanja igre.

Ipak, ljudi iz Ankh-a (i vecine timova koji koriste Ogre) uzvracaju na taj nacin sto na Ogre forumu daju objasnjenja kako su uradili neki efekat, ogranizovali scene manager i sl. Inace je Ogre zajednica neverovatno jaka i dobronamerna.

Sam Ogre-ov tim je pazlivo izabran i nije veliki (uvek se drzi na nivou od najvise 5 ljudi). Rezultat toga je cist, jasan i dobro organizovan code.

Wiki: www.ogre3d.org/wiki/index.php/Main_Page
API: www.ogre3d.org/docs/api/html/hierarchy.html

U svakom slucaju, preporuka za sve koji bi da kupe neki komercijalni engine (ili jos gore, pisu sami from scratch:) je da prvo pogledaju Ogre3D.

Evo sta kazu na Ogre-ovom na sajtu o licenci:

Citat:

Ogre is licensed under the GNU Lesser Public License (LGPL). This basically means that you can get the full source code for nothing, nada, zip. There is such a thing as a free lunch.

Under the LGPL you may use Ogre for any purpose you wish, as long as you:

1. Release any modifications to the OGRE source back to the community
2. Pass on the source to Ogre with all the copyrights intact
3. Make it clear where you have customised it.

The above is a precis, please read the full license agreement before downloading any source.
I realise the license is complicated, so lets extract a couple of the most important points out of it:

1. Because OGRE is dynamically linked, anything you use it in is not a derived work and thus you can license your own software under any license you choose; the LGPL does not 'infect' your software.
2. If you choose to change this, and make OGRE statically linked (we don't support this, but it's possible), your work becomes a derived work of OGRE and is covered by the LGPL too. You must either release your source, or include linkable object files of your work if you do this, so it's not recommended.
3. The license mentions 'inlining' as potentially making the software using it a derived work; however this is mostly an issue for libraries which mostly comprise headers, like template libraries. Inlining in OGRE is entirely for performance and is a small part of the whole, and therefore any inlining of OGRE headers does not constitute a derived work (so point 1 still applies).

If you use Ogre it would be nice if you would display the Ogre logo somewhere in your application (start up or shutdown) for a few seconds. This splash-screen is displayed on the standard Ogre configuration dialog anyway, so if you use that you don't need to do anything extra. The logo is included in the download archive as Samples\Media\ogrelogo.png. You don't have to do this under the conditions of the LGPL, but it would be appreciated.
Using OGRE for commercial projects

Commercial products can be made using Ogre with no limitations other than the ones listed above.

Previously OGRE was licensed under the GPL which required you to release the source code to all of your project (not just the modifications you made to OGRE) which put some people off using it. We had intended to release OGRE under a commercial license in parallel with the GPL for closed-source projects (to give people an incentive to try to use the GPL) but the reality of dealing with all the contractual / legal issues, coupled with the fact that we're all doing this in our spare time eventually convinced us to just license under the LGPL instead.

[ Filip Strugar @ 06.05.2006. 11:53 ] @
Citat:
reject: Ne bih rekao, posto su iza njih stali Buka entertainment, koji su veoma ozbiljni
(barem sam tako ranije zakljucio iz razgovora sa njima), tako da mislim da nista
od public koda.
Mislim da sa svim open-source ekipama mozes da se dogovoris da za svoj komercijalni
proizvod koji je baziran na njihovom free proizvodu ne moras da ostavis kod da bude
public, posto se niko para ne gadi. :)


Ne bih ni ja rekao da je tako - ako je nesto opensource onda je licenca uglavnom takva da ti daje da koristis sve sto je uradjeno, ali zauzvrat trazi od tebe da svaka tvoja nadogradnja bude public, i naravno garantuje ti da svaka nadogradnja na tvoju nadogradnju takodje jeste public. Samim tim tu nije samo core ekipa ljudi nego je rec i o velikom broju entuzijasta sa strane ciji je trud otisao u taj projekat, i samim tim ta vrsta komercijalizacije koju navodis nije moguca jer to projekat nije necije vlasnistvo pa da moze da ga proda.

Razume se, moze postojati i druga vrsta licence ali to onda nije opensource - a to je ono sto me zanima kod ovog projekta - kakva je to stvarno licenca?

Da ne bi razglabali ovako napamet, bolje da sacekamo da se javi neko ko stvarno zna, ili da se bacimo na citanje licenci :)
[ franticnick @ 06.05.2006. 12:09 ] @
Citat:
Filip Strugar: Ne bih ni ja rekao da je tako - ako je nesto opensource onda je licenca uglavnom takva da ti daje da koristis sve sto je uradjeno, ali zauzvrat trazi od tebe da svaka tvoja nadogradnja bude public, i naravno garantuje ti da svaka nadogradnja na tvoju nadogradnju takodje jeste public. Samim tim tu nije samo core ekipa ljudi nego je rec i o velikom broju entuzijasta sa strane ciji je trud otisao u taj projekat, i samim tim ta vrsta komercijalizacije koju navodis nije moguca jer to projekat nije necije vlasnistvo pa da moze da ga proda.

Razume se, moze postojati i druga vrsta licence ali to onda nije opensource - a to je ono sto me zanima kod ovog projekta - kakva je to stvarno licenca?

Da ne bi razglabali ovako napamet, bolje da sacekamo da se javi neko ko stvarno zna, ili da se bacimo na citanje licenci :)


Ako se menja sam Ogre3D code onda se to mora vratiti u comunity. Ako se Ogre "extenduje" pomocu plugin-ova (mnogo bolja varijanta) onda ti plaginovi ne moraju da budu public. Vec su najavljeni neki komercijalni scene manageri (kao pluginovi).

Mala je verovatnoca da ce nekom zatrebati menjanje samog Ogre source-a. Veliki broj stvari se u Ogreu moze izmeniti uz pomoc plugin sistema, tako da niko ne bi trebao da bude zabrinut zbog ovoga.
[ tosa @ 06.05.2006. 13:45 ] @
GPL licenca zahteva da se svaka izmena na kodu objavi, isto važi i za aplikaciju koja koristi GPL software.
LGPL je, čini mi se, blaža varijanta u tom smislu što nema potrebe da se objavljuje kod. L stoji za "lesser".
Koliko se sećam Ogre ima i komercijalnu licencu koja košta $50.000 ili tako nešto. Za te pare sigurno niko neće
želeti još da objavljuje i svoj kod.

Sve ovo na stranu, mislim da je Ogre feature-creep engine.
[ Filip Strugar @ 06.05.2006. 18:42 ] @
E ovaj thread je milina citati - brdo korisnih informacija sa malo spam-a :)

Citat:
tosa: Sve ovo na stranu, mislim da je Ogre feature-creep engine.


Na sta mislis tacno? Svako budzi svoj feature bez neke globalne organizacije pa je prebudzeno ili...?
[ franticnick @ 06.05.2006. 19:36 ] @
Citat:
tosa: GPL licenca zahteva da se svaka izmena na kodu objavi, isto važi i za aplikaciju koja koristi GPL software.
LGPL je, cini mi se, blaža varijanta u tom smislu što nema potrebe da se objavljuje kod. L stoji za "lesser".
Koliko se secam Ogre ima i komercijalnu licencu koja košta $50.000 ili tako nešto. Za te pare sigurno niko nece
želeti još da objavljuje i svoj kod.


Ovo za $50.000 mislim da nije tacno. Koliko sam pratio pisanije Steve Streeting-a (www.stevestreeting.com) inace krivca za postojanje Ogre-a takva vrsta komercijalizacije nije u opticaju. Imao je neku ideju da se naprave verzije Ogre-a za XboX i PS2/3 koje bi trebalo (i moralo zbog nekih MS i Sony licenci) da budu komercijalne, ali mislim da se od toga za sada odustalo. Kako stoje stvari za sada dobija nesto para od SoftImage-e za razvijanje Ogre-Mesh exportera za XSI. Takodje namerava da napravi i poseban scene-manager (plugin) za Ogre koji bi takodje bio komercijalan. I naravno, nesto para stize i od Googla za njihov "Summer of Code 2006.".


Citat:
Sve ovo na stranu, mislim da je Ogre feature-creep engine.


Ovo nikako ne stoji. Voleo bih da cujem potkrepljenje za ovu tvrdnju.

Citat:

Features:

Productivity features

* Simple, easy to use OO interface designed to minimise the effort required to render 3D scenes, and to be independent of 3D implementation i.e. Direct3D/OpenGL.
* Extensible example framework makes getting your application running is quick and simple
* Common requirements like render state management, spatial culling, dealing with transparency are done for you automatically saving you valuable time
* Clean, uncluttered design and full documentation of all engine classes
* Proven, stable engine used in several commercial products

Platform & 3D API support

* Direct3D and OpenGL support
* Windows (all major versions), Linux and Mac OSX support
* Builds on Visual C++ and Code::Blocks on Windows
* Builds on gcc 3+ on Linux / Mac OSX (using XCode)

Material / Shader support

* Powerful material declaration language allows you to maintain material assets outside of your code
* Supports vertex and fragment programs (shaders), both low-level programs written in assembler, and high-level programs written in Cg, DirectX9 HLSL, or GLSL and provides automatic support for many commonly bound constant parameters like worldview matrices, light state information, object space eye position etc
* Supports the complete range of fixed function operations such as multitexture and multipass blending, texture coordinate generation and modification, independent colour and alpha operations for non-programmable hardware or for lower cost materials
* Multiple pass effects, with pass iteration if required for the closest 'n' lights
* Support for multiple material techniques means you can design in alternative effects for a wide range of cards and OGRE automatically uses the best one supported
* Material LOD support; your materials can reduce in cost as the objects using them get further away
* Load textures from PNG, JPEG, TGA, BMP or DDS files, including unusual formats like 1D textures, volumetric textures, cubemaps and compressed textures (DXT/S3TC)
* Textures can be provided and updated in realtime by plugins, for example a video feed
* Easy to use projective texturing support

Meshes

* Flexible mesh data formats accepted, separation of the concepts of vertex buffers, index buffers, vertex declarations and buffer mappings
* Biquadric Bezier patches for curved surfaces
* Progressive meshes (LOD), manual or automatically generated
* Static geometry batcher

Animation

* Sophisticated skeletal animation support
o blending of multiple animations with variable weights
o variable/multiple bone weight skinning
o software and hardware-accelerated skinning pipelines with intelligent buffer sharing
o manual bone control
o Configurable interpolation modes, accuracy vs speed tradeoffs
* Flexible shape animation support
o Morph animation for legacy applications where you wish to perform simple linear blends between shape snapshots
o Pose animation for modern shape animation, allowing you to blend many poses at variable weights along a timeline, for example expression / mouth shapes to perform facial animation
o Both techniques can be implemented in hardware and software depending on hardware support
* Animation of SceneNodes for camera paths and similar techniques, using spline interpolation where needed
* Generic animation tracks can accept pluggable object adaptors to enable you to animate any parameter of any object over time

Scene Features

* Highly customisable, flexible scene management, not tied to any single scene type. Use predefined classes for scene organisation if they suit or plug in your own subclass to gain full control over the scene organisation
* Several example plugins demonstrate various ways of handling the scene specific to a particular type of layout (e.g. BSP, Octree)
* Hierarchical scene graph; nodes allow objects to be attached to each other and follow each others movements, articulated structures etc
* Multiple shadow rendering techniques, both modulative and additive techniques, stencil and texture based, each highly configurable and taking full advantage of any hardware acceleration available.
* Scene querying features

Special Effects

* Compositor system, allowing for full-screen postprocessing effects to be defined easily, via scripts if desired
* Particle Systems, including easily extensible emitters, affectors and renderers (customisable through plugins). Systems can be defined in text scripts for easy tweaking. Automatic use of particle pooling for maximum performance
* Support for skyboxes, skyplanes and skydomes, very easy to use
* Billboarding for sprite graphics
* Ribbon trails
* Transparent objects automatically managed (rendering order & depth buffer settings all set up for you)

Misc features

* Common resource infrastructure for memory management and loading from archives (ZIP, PK3)
* Flexible plugin architecture allows engine to be extended without recompilation
* 'Controllers' allow you to easily organise derived values between objects e.g. changing the colour of a ship based on shields left
* Debugging memory manager for identifying memory leaks
* ReferenceAppLayer provides an example of how to combine OGRE with other libraries, for example ODE for collision & physics
* XMLConverter to convert efficient runtime binary formats to/from XML for interchange or editing


Meni licno je najbolji feature to sto je kod toliko cisto i intuitivno pisan.

[ franticnick @ 10.05.2006. 12:25 ] @
Neki kinezi rade racing igru u Ogre3D-u. Poslali su skreenshotove na:

http://www.ogre3d.org/phpBB2/viewtopic.php?t=20324
[ franticnick @ 15.05.2006. 09:26 ] @
Izgleda da su "Ankh" i "Pacific Storm" bili samo uvod u primeni Ogre3D u komercijalnim igrama.

Na E3 je prikazana "Alliance - The Silent War" koja po kvalitetu (sudeci po screenshotovima) ostavlja svoje prethodnike daleko iza sebe.

Screenshotovi i movies se mogu pogledati na sajtu: www.alliancethegame.com







[Ovu poruku je menjao franticnick dana 15.05.2006. u 11:14 GMT+1]

[Ovu poruku je menjao franticnick dana 15.05.2006. u 11:14 GMT+1]
[ tosa @ 15.05.2006. 10:43 ] @
Ne mogu a da ne primetim sličnost naslova ove igre i nove domaće “Alliance: Future Combat".
Domaća izgleda bolje ;)
[ reject @ 15.05.2006. 11:17 ] @
Ne bih bas rekao. :)
[ bkaradzic @ 16.05.2006. 02:55 ] @
Citat:
Alliance: Future Combat
Alliance: The Secret War

Hm, neko je nekome maznuo trejdmark.
Gledam sada GameYus-ov sajt i nigde nisu napomenuli ni autorska prava ni trejdmark za AFC ili WOS. Posle će im biti krivo... ;)
[ reject @ 16.05.2006. 06:57 ] @
Mislim da zbog slicnosti imena Gameyus moze samo da profitira. :)
[ std::geek @ 16.05.2006. 22:24 ] @
Citat:
franticnick: Izgleda da su "Ankh" i "Pacific Storm" bili samo uvod u primeni Ogre3D u komercijalnim igrama.

Na E3 je prikazana "Alliance - The Silent War" koja po kvalitetu (sudeci po screenshotovima) ostavlja svoje prethodnike daleko iza sebe.


A gde se moze pronaci informacija o tome da ova igra koristi Ogre?
[ franticnick @ 17.05.2006. 08:52 ] @
Citat:
std::geek: A gde se moze pronaci informacija o tome da ova igra koristi Ogre?


Na blogu Steve Streeting-a (autor Ogre-a): www.stevestreeting.com

Blog je od 13. Maja pod naslovom "Farewell, jaw" (prepoznacete screenshot iz igre:)
[ franticnick @ 17.05.2006. 09:18 ] @
Evo bas sam malo prelistao po Ogre forumu u potrazi za informacijama o ovoj igri. Evo sta kaze Sinbad (Steve Streeting):

Citat:
sinbad

They've built a lot of tech on top, most notably some pretty awesome shaders. We will undoubtedly get an entry in the docs (meeting the LGPL requirements) when the game ships, I trust these guys. I've known about those terrain lighting shots for approaching 2 years now (I was involved in the original implementation - don't ask me any implementation details because I can't tell you, lets just say it rocks) and just couldn't post anything about it because of an NDA. This is the first I've seen of Alliance though.

There's no link to OGRE on the site for 2 reasons I think - firstly it would probably jarr on what is a slick site, and secondly when you're looking for a publisher it may complicate things. That's also why I've made no announcement about this on the OGRE site or put it in the featured projects, until I've had the nod that they're happy to have that (I haven't heard from them since before E3, they're probably mad-busy right now). They've been keeping this under their hat for a long time and so have I, but once the site went live I just couldn't bear not to mention it on my blog. I'd burst!


Ceo topic je na: www.ogre3d.org/phpBB2/viewtopic.php?t=20455
[ franticnick @ 31.05.2006. 17:48 ] @
Mozda nekoga zanima, ove godine treba da izadje knjiga za Ogre3D: www.apress.com/book/bookDisplay.html?bID=10159

[ tosa @ 02.06.2006. 16:12 ] @
Zanimljivo je da i knjiga nije "open source", tj. besplatna. Eto jednog načina da se (bedno) zaradi...
[ franticnick @ 04.07.2006. 23:24 ] @
Evo sta napravise studenti uz pomoc Ogre-a.











Demo se moze skinuti sa: http://www.ogre3d.org/phpBB2/viewtopic.php?p=159241#159241


[ franticnick @ 24.08.2006. 19:46 ] @
"Pacific Storm" gone gold:

www.pacificstorm.net/en/index.php
[ PavleBgd @ 25.08.2006. 00:20 ] @
Kako dinamicki promeniti teksturu objektu-meshu (eksportovan iz 3d editora preko XML fajla pa konvertovan OgreXMLConverterom)?
Da li je postoji neki metod ili klasa u Ogre3d kojim je moguce dinamicki generisati teksturu (iz bmp ili jpeg fajla) pa je potom koristiti na objektu?
[ franticnick @ 25.08.2006. 23:01 ] @

Digital-Tutors publishes DVD training for XSI and OGRE

www.digitaltutors.com/store/product.php?productid=1761

Vest skinuta sa:

http://www.ogre3d.org/index.ph...k=view&id=391&Itemid=2
[ franticnick @ 25.08.2006. 23:28 ] @
Citat:
PavleBgd: Kako dinamicki promeniti teksturu objektu-meshu (eksportovan iz 3d editora preko XML fajla pa konvertovan OgreXMLConverterom)?
Da li je postoji neki metod ili klasa u Ogre3d kojim je moguce dinamicki generisati teksturu (iz bmp ili jpeg fajla) pa je potom koristiti na objektu?


1.
Citat:
void Ogre::Entity::setMaterialName(const String &name)

Sets the material to use for the whole of this entity.

Remarks:
This is a shortcut method to set all the materials for all subentities of this entity. Only use this method is you want to set the same material for all subentities or if you know there is only one. Otherwise call getSubEntity() and call the same method on the individual SubEntity.

Materijali imaju informaciju o teksturi (i mnogo cemu jos) i definisu se preko skripti (www.ogre3d.org/docs/manual/manual_14.html#SEC23) ili dinamicki.

Ovaj tutorijal mnogo toga objasnjava: http://artis.imag.fr/Membres/X.../resources/ogre/tutorial4.html

2. www.ogre3d.org/wiki/index.php/Creating_dynamic_textures

Sve sto moze iz scripta moze i dinamicki iz koda. Moj ti je savet da ipak koristis script gde god je to moguce.

Korisni linkovi:

www.ogre3d.org/wiki/index.php/Main_Page

www.ogre3d.org/wiki/index.php/Ogre_Tutorials
www.ogre3d.org/wiki/index.php/CodeSnippits
www.ogre3d.org/wiki/index.php/External_Links
...

PS
Ako imas jos pitanja oko Ogre3D programiranja otvori novu temu da ne bi ovde isli u off-topic.

Pozdrav.
[ franticnick @ 20.09.2006. 08:58 ] @
Steve Streeting napusta "day job" i posvecuje se podrsci za Ogre3D:

www.stevestreeting.com/?p=390

Lepa vest za sve korisnike ovog engine-a. Ko je pratio Sinbadov blog mora priznati da je faca! :)
[ tosa @ 20.09.2006. 09:07 ] @
Izgleda da se neće baš posvetiti Ogre-u u potpunosti, mora od nečega da se živi :)
Citat:
So what will I be doing? Will I be working on Ogre 100% full time? Probably not - I’m guessing my Ogre commitment will be around the same, maybe slightly more since I’ll probably still do some extra work in spare time.

[ franticnick @ 29.09.2006. 18:08 ] @

Evo jos jedne igre koja dolazi: (Heretic Kingdoms: Reluctant Hero) http://3dpeople.de/actweb/

Naravno Ogre3D je rendering engine.
[ bkaradzic @ 29.09.2006. 18:32 ] @
Hej franticnick, kada će neka vest o domaćoj komercijalnoj igri koja koristi Ogre3D? ;)
[ franticnick @ 02.10.2006. 08:48 ] @
Citat:
bkaradzic: Hej franticnick, kada će neka vest o domaćoj komercijalnoj igri koja koristi Ogre3D? ;)


Izgleda da nece skoro ;) Sad sam silom prilika zaokupljen Javom i SQL-om tako da ce igra morati da saceka...
[ franticnick @ 09.10.2006. 17:45 ] @
Jos jedna: http://www.ogre3d.org/phpBB2/v...p;postorder=asc&highlight=
[ bkaradzic @ 09.10.2006. 19:23 ] @
Juče sam prelistao Linux Format magazin i primetio sam da ima seriju članaka o pravljenju igre sa Ogre3D...
[ franticnick @ 10.10.2006. 09:00 ] @

I knjiga je izasla, pa ako neko hoce da kupi:

http://www.apress.com/book/bookDisplay.html?bID=10159
http://www.amazon.co.uk/gp/exp...d_lpo_ase/202-4659490-9263014? (UK)
http://www.amazon.com/dp/15905...adid=1PZC52A4EJ41N587H54Z&
[ franticnick @ 13.10.2006. 17:27 ] @
Evo je jedna Ogre3D casual igrica:

screenshots: http://www.ogre3d.org/phpBB2/viewtopic.php?t=25005
instalacija: http://www.kadam.fr/jeux/scum/Scum1.0en.msi

[ franticnick @ 19.10.2006. 23:03 ] @
BGParty 2007 Invitation by TimeScratchers:

http://www.pouet.net/prod.php?which=26786 (site)
ftp://ftp.untergrund.net/users...6/BgParty2007Inv%20by%20TS.rar (demo download)

Momci su napravili demo uz pomoc Ogrea. Nije lose kao demonstracija nekih od mogucnosti.

Vise na forumu:

http://www.ogre3d.org/phpBB2/viewtopic.php?t=25244
[ franticnick @ 04.12.2006. 20:14 ] @
Steve Streeting je odnedavno napustio day job i u potpunosti se posvetio Ogre3D-u. Uspesno vodi konsultantrsku (Ogre3D) firmu "torus knot" i evo kako izgleda njegov skorasnji contract job:














text:
http://www.stevestreeting.com/?p=432

video:
http://www.windwardmark.net/videos/nimble/nimble_preview_640.avi

[ Filip Strugar @ 05.12.2006. 16:44 ] @
Wow :)
[ franticnick @ 18.12.2006. 22:37 ] @
Evo porta Ogre3D-a na PocketPC: http://www.manifestgames.com/

FPS nije bas fantastican, ali ipak je to samo PocketPC.
[ franticnick @ 28.12.2006. 22:05 ] @
Evo jos jedne zavrsene: "The Ugly Prince Duckling"






vise informacija na sajtu: www.hca.eu
[ franticnick @ 12.02.2007. 23:29 ] @
Izasla je nova verzija Ogre3D-a (1.4.0RC1 - Eihort, www.ogre3d.org) a novine su:

Citat:

Enhancements since the Dagon branch:

* SSE/SSE2/SIMD improves performance in several areas
o Software animation
o Batch concatenation of affine matrices
o Shadow volume routines
o Aligned memory allocator & CPUID detection
* Shader enhancements
o Parameter system rewritten and enhanced, particularly improves support for GLSL arrays but also allows more optimal parameter binding and more efficient memory usage
o preprocessor_definitions option supported in HLSL/GLSL to create variant shaders based on same source (Cg already supported this through compile_arguments param)
o column_major_matrices option in HLSL to alolow you to pack parameters differently
o 'unified' program definitions allow you to use one program as an alias for others for simpler cross-platform support
o GLSL 1.2 (GL 2.1) supported allowing non-square matrices
o GLSL now binds tangent, binormal, blendWeights and blendIndices to extended attributes (see the manual)
o Added many new auto-bindings including:
+ spotlight_params
+ 'array' versions of light auto-bindings (light_position_object_space_array, light_diffuse_colour_array, etc)
+ Fixed-function surface reflectance passthoughs (surface_ambient_colour, surface_diffuse_colour, etc)
+ texture_size, inverse_texture_size and packed_texture_size
* Lighting and shadowing
o You can now integrate texture shadows directly into your primary material pipeline, rather than them being rendered as separate shadow receiver passes
o 'content_type shadow' added to texture unit to auto-bind shadow textures into your materials and use them in integrated rendering
o New light iteration parameters to give extra flexibility when doing integrated lighting / shadowing - iteration per_n_lights and start_light
o More texture shadow projection options through ShadowCameraSetup subclasses allow improved fidelity on texture shadows:
+ Plane optimal
+ Uniform focused
+ LiSPSM
o Depth-shadowmapping example, with percentage-closest filtering for antialiased, self-shadowing effects using texture shadows
o Bounding boxes of objects visible from each camera in the last frame are now recorded, which can be used to adjust custom shadow camera setups. See SceneManager::getVisibilityABBForCam and SceneManager::getShadowCastersAABForLight
o Customisable Light Finding
+ Now you can more directly influence how OGRE picks lights to use against your renderable objects
+ Default is still 'n nearest' but you can alter that to prioritise certain lights or any other custom reordering
* Mesh enhancements
o Triangles in the edge list now grouped by vertex set - use MeshUpgrader to take advantage of performance enhancement, old files will still load but suffer a load-time reorganisation cost
o Default placement for tangents is now the tangent semantic rather than a texture coord. The latter was used in the past to support SM1 shaders, and is still an option, but the default is now the SM2 friendly version
o Submeshes can now have optional 'extremity points' stored with them to allow submeshes to be sorted with respect to each other in the case of transparency.
* Animation
o Skeleton::_mergeSkeletonAnimations added to merge animations from multiple skeletons
o Added option to Skeleton::optimiseAllAnimations which only destroys node tracks which have identity keyframes only for all animations.
o Several runtime and memory footprint optimisations
* Math optimisations
o Added specially optimised functions to dealing with affine matrices, all world / view transforms now have to be affine transforms (they were assumed so before anyway).
* Material enhancements
o mipmap_bias supported on texture_unit
o texture attribute allows you to specify a desired pixel format separate from the format of the loaded texture
o depth bias now supports slope-scale biasing as well as fixed biasing
o serialising a material is now simpler, there is no need to call addConstantDefinition et al to make sure program params are recorded for export
o quieter logging when including GPU programs which target a rendersystem which is not loaded
o shader compilation errors now dealt with more gracefully
* Texture enhancements
o You can now describe the desired pixel format to be used instead of the original image format when loading a texture
o You can now set the preferred bit depth for integer and float pixel formats respectively, for example loading 128-bit float textures as 64-bit for performance
* Vertex Texture support (SM3.0)
* Shader-based Instancing (SM2.0+)
* Particle system enhancements
o Particle System now supports emitted emitters (to create effects such as fireworks more realistically).
o Particle system renderer now has optional callback when particle(s) being emitted, moved, expired or cleared.
* ManualObject enhancements
o ManualObject now allows you to update its contents more efficiently provided the structure does not alter
o ManualObject can be used to render 2D elements by using an infinite AABB and telling it to use identity view and projection matrices
* Background loading
o Queue the loading of resources in a background thread
o Register your own thread or use automatic background queue manager
o Simple queued notification callbacks in primary thread so user doesn't have to think in a thread-safe manner
o Advanced users can perform other tasks (like scene graph setup) in a separate thread if they're careful about locking
* Static Linking official support
o Build targets for linking everything statically into one executable, including plugins
o Be aware of LGPL license conditions on derived works, or consider the OGRE Unrestricted License
* Unicode support on Font and Overlays
* WindowEventUtilities introduced
o Allows subscription to window events on auto-created windows
o Allows access to message pump for externally created windows
* RenderWindow::getCustomAttribute and related features unified across platforms
* Build / dependency changes:
o Image routines replaced - FreeImage + custom DDS codec now used
o SDL platform removed on Linux
o PlatformManager removed, all classes now referenced / created direct
o CEGui 0.5 supported
o Input removed from core, now using OIS in samples
o Windows-specific:
+ All dependencies are now statically linked to OgreMain, no dependency DLLs
+ All plugins & rendersystems now use the naming convention _d for debug
+ All library files now found in ogrenew/lib rather than distributed in subfolders
* Exception changes
o Ogre::Exception now subclasses from std::exception and implements what()
o All error codes now result in a separate subclass of Ogre::Exception being thrown so you can catch particular types, e.g. RenderingAPIException and InvalidParametersException
o OgreGuard / OgreUnGuard and stack tracing option have been removed

[ franticnick @ 16.03.2007. 13:06 ] @
Jos jedna igra koja koristi Ogre3D: www.creative-patterns.com/spip...rique27&lang=fr&Game=1





[ franticnick @ 04.06.2007. 13:43 ] @
Sta se moze napraviti za 7 nedelja...






Video: http://www.youtube.com/watch?v=Lov8MzIwApM

Download (WinXP): http://student.gamemaker.nu/~j...et%20of%20Time%20Installer.msi

Izvor: http://www.ogre3d.org/phpBB2/viewtopic.php?t=32744
[ franticnick @ 05.07.2007. 23:12 ] @
"Jack Keane", jos jedna komercijalna Ogre3D igra: http://www.jackkeane.com/index.php?id=7&L=2



[ franticnick @ 09.07.2007. 22:30 ] @
Intervju sa Steve Streeting-om (autorom Ogre3D-a):

http://www.gamasutra.com/php-bin/news_index.php?story=14581
[ franticnick @ 25.07.2007. 15:50 ] @
"Live Interior 3D" http://www.belightsoft.com/products/liveinterior/overview.php (Ogre3D v1.2.5)






[ franticnick @ 21.09.2007. 22:10 ] @
MOTORM4X "All Terrain Drivin'"

Site: http://www.theeasyco.com/projects.html



[ PavleBgd @ 27.09.2007. 19:36 ] @
MOTORM4X izgleda odlicno. Da li ima vise informacija o ovom projektu, tehnickim detaljima?
[ franticnick @ 28.09.2007. 14:40 ] @
Ima topic na: http://www.ogre3d.org/phpBB2/v...&postorder=asc&start=0

Evo jos screenshotova:




[ franticnick @ 18.10.2007. 14:52 ] @
Manji projekat, ali vredi pogledati:


youtube: http://www.youtube.com/watch?v...8BF&index=0&playnext=1

website: http://www.g-boot.com/
download: http://www.g-boot.com/index.ph...d=0&func=fileinfo&id=2

Topic na Ogre3D forumu: http://www.ogre3d.org/phpBB2/viewtopic.php?t=36445
[ franticnick @ 08.11.2007. 10:00 ] @

MOTORM4X 2 videa:

Scene video:
http://www.youtube.com/watch?v=SsoQl5UOrm4

Physics video:
http://www.youtube.com/watch?v=Nnc4wV2Xkxc
[ franticnick @ 08.01.2008. 22:43 ] @
"Incredible Sims" (serious game): http://incrediblesims.com/





link na topic: http://www.ogre3d.org/phpBB2/viewtopic.php?t=38347
[ Mitrović Srđan @ 08.01.2008. 23:25 ] @
WOW covece u sta je narastao ogre3d.
Drago mi je kad vidim kakve se igre prave uz pomoc njega
danas.
[ markozelenovic @ 11.01.2008. 18:12 ] @
cim se usavrsim na C++ prelazim Ogre
[ markozelenovic @ 14.01.2008. 12:17 ] @
thunder wheels stvarno odlicno ilgleda...
[ franticnick @ 07.04.2008. 10:27 ] @
Citat:

... At the Intel Developer Forum in Shanghai Intel showed off their ‘Smoke’ demo which they designed for the 4-core (2 HT threads per core) Nehalem processor, which includes Havok physics and a lot of fire simulation. They chose to use Ogre for the rendering ...

Video 1: (http://www.tgdaily.com/content/view/36758/135)
Video 2: (http://www.tgdaily.com/content/view/36726/135/)


Izvor: http://www.stevestreeting.com/?p=773
[ tosa @ 07.04.2008. 10:56 ] @
Prilično neubedljiv demo sa kontradiktornostima koji deluje kao deo hajpa oko Larabee projekta.
Ako već toliko pričaju o ukidanju potreba za 3D čipovima, zašto ga koriste za demo?
Nadam se, i pored ovakvog nastupa, uspeti da naprave nešto interesantno i stvarno nas prebace
u softverski rendering posle godina ograničavajućih grafičkih čipova ali nešto nisam siguran
da će izaći kao pobednici iz te trke.

Takođe, reći da je "Intel" koristio Ogre je malo preterano, budući da se radi o jednom zaposlenom u firmi eventualno nekolicini.
Ali neka se Stiv Striting raduje
[ Crazy shadow @ 07.04.2008. 14:44 ] @
Odlicno izgleda..
[ franticnick @ 11.04.2008. 13:35 ] @
Novi game engine baziran na Ogre3D-u: http://www.devcellsoftware.com

Topic na Ogre3D forumu: http://www.ogre3d.org/phpBB2/viewtopic.php?t=40550
[ franticnick @ 04.06.2008. 23:30 ] @
Novi MOTORM4X screenshotovi:

www.theeasyco.com/view_full.ph...content/gallery/ac_06_1024.jpg
www.theeasyco.com/view_full.ph...content/gallery/ac_12_1024.jpg
www.theeasyco.com/view_full.ph...content/gallery/mb_07_1024.jpg
www.theeasyco.com/view_full.ph...content/gallery/mb_06_1024.jpg

Races video preview:
http://www.youtube.com/watch?v=AdUN1Q2ei5U

MOTORM4X site: http://www.theeasyco.com/
[ franticnick @ 05.08.2008. 19:40 ] @
"Book of Unwritten Tales" (planned to be released in early 2009.)





Studio: "KING Art"
[ Ne citaj @ 30.08.2008. 16:39 ] @
Interesuje me nekoliko stvari.Hteo bi da se malo ozbiljnije bacim na ogre, jer sam probao dosta razlicitih engina i iskreno, ogre mi najbolje "lezi" u tastaturi :).Pa me interesuje koliko je zapravo velika domaca ogre zajednica?Do sada sam upoznao najvise dva coveka koja su nekada davno koristila ogre, ali nigde nisam nasao da neko i dan danas koristi ovaj engine.Da li barem ovde ima neko ko koristi ovaj engine?Dobro bi mi doslo par saveta za pocetak :D
[ franticnick @ 31.08.2008. 22:22 ] @
Citat:
Ne citaj: Interesuje me nekoliko stvari.Hteo bi da se malo ozbiljnije bacim na ogre, jer sam probao dosta razlicitih engina i iskreno, ogre mi najbolje "lezi" u tastaturi :).Pa me interesuje koliko je zapravo velika domaca ogre zajednica?Do sada sam upoznao najvise dva coveka koja su nekada davno koristila ogre, ali nigde nisam nasao da neko i dan danas koristi ovaj engine.Da li barem ovde ima neko ko koristi ovaj engine?Dobro bi mi doslo par saveta za pocetak :D


Ja sam ga korisito dosta intezivno pre jedno 2 godine. Tada (kao verovatno ni sada) u Srbiji nije bilo puno ljudi zainteresovanih da koristi neki open-source projekat. Ako si resio da se ozbiljno pozabavis Ogre-om moj ti je savet da se drzis oficijalnog sajta i redovno pratis forum: http://www.ogre3d.org/phpBB2/ Tu mozes naci gotovo sve sto te zanima.

[ PavleBgd @ 15.03.2009. 15:06 ] @
Promena LGPL licence vezano za staticko linkovanje

http://www.ogre3d.org/2009/03/...ded-static-linking-now-simpler
[ dmn @ 18.12.2009. 15:04 ] @
http://www.zombiedriver.com
[ franticnick @ 19.12.2009. 10:11 ] @
http://torchlight.perfectworld.com/
[ franticnick @ 19.12.2009. 10:19 ] @
Vezano za pricu o licenci. Od nove verzije Ogre3D-a (v1.7) prelazi se na novu licencu (MIT License) koja omogucava da izmene u Ogre3D engine-u ne moraju da se salju nazad zajednici. Za vise detalja: OGRE Will Switch To The MIT License from 1.7