{"id":112352,"date":"2020-04-27T14:51:36","date_gmt":"2020-04-27T14:51:36","guid":{"rendered":"http:\/\/gamefromscratch.com\/post.aspx?id=faf3254c-2223-4fc0-93a1-596df3a81048"},"modified":"2020-04-27T14:51:36","modified_gmt":"2020-04-27T14:51:36","slug":"ogre-2-1-baldur-released","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2020\/04\/27\/ogre-2-1-baldur-released\/","title":{"rendered":"Ogre 2.1 Baldur Released"},"content":{"rendered":"<p>The long running open source C++ framework <a href=\"https:\/\/www.ogre3d.org\/#\">Ogre<\/a> just released Ogre 2.1 Baldur.&nbsp; Performance optimizations, a new compositor and shading system and more top the list of features.<\/p>\n<p>Highlight features from the <a href=\"https:\/\/www.ogre3d.org\/2020\/04\/26\/ogre-2-1-baldur-released\">release announcement<\/a>:<\/p>\n<blockquote>\n<ul>\n<li><a href=\"https:\/ogrecave.github.io\/ogre-next\/api\/2.1\/hlms.html\">Hlms<\/a> (High Level Material System) to generate shaders automatically. Replaces RTSS and manual shaders <\/li>\n<li>PBS \u2013 Physically Based Shading <\/li>\n<li><a href=\"https:\/\/ogrecave.github.io\/ogre-next\/api\/2.1\/compositor.html\">New Compositor<\/a>. More flexible, faster and powerful <\/li>\n<li>Refactored Ogre 1.x to increase performance by several factors; using cache friendly techniques (Data Oriented Design), SIMD instructions, AZDO (Approaching Zero Driver Overhead), auto instancing, and multithreading <\/li>\n<li>Windows Vista\/7\/8\/10 support, macOS via Metal and OpenGL, iOS via Metal, Linux via OpenGL <\/li>\n<li>Many new features: Area lights, Parallax Corrected Cubemaps, Forward Clustered lights, HDR, Exponential Shadowmaps and more<\/li>\n<\/ul>\n<\/blockquote>\n<p>Ogre is open source under the MIT license and available <a href=\"https:\/\/github.com\/OGRECave\/ogre\">here on GitHub<\/a>.&nbsp; Learn more about Ogre and the 2.1 release in the <a href=\"https:\/\/youtu.be\/9-nAhXom_ag\">video<\/a> below.<\/p>\n<p align=\"center\"><iframe loading=\"lazy\" width=\"853\" height=\"480\" src=\"https:\/\/www.youtube.com\/embed\/9-nAhXom_ag\" frameborder=\"0\" allowfullscreen allow=\"accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture\">[embedded content]<\/iframe><\/p>\n<p class=\"under\"> <span class=\"categories\"><a href=\"https:\/\/www.gamefromscratch.com\/category\/GameDev-News.aspx\">GameDev News<\/a><\/span> <span class=\"tags\"><a href=\"https:\/\/www.gamefromscratch.com\/?tag=\/CPP\" rel=\"tag\">CPP<\/a> <a href=\"https:\/\/www.gamefromscratch.com\/?tag=\/3D\" rel=\"tag\">3D<\/a><\/span> <\/p>\n<hr>\n<p> <!--\n<script type=\"text\/javascript\"><!- - google_ad_client = \"ca-pub-5156240514307514\"; \/* GFS 720 Post above Comments *\/ google_ad_slot = \"5626844176\"; google_ad_width = 728; google_ad_height = 90; \/\/- ->\n<\/script>\n--><\/p>\n","protected":false},"excerpt":{"rendered":"<p>The long running open source C++ framework Ogre just released Ogre 2.1 Baldur.&nbsp; Performance optimizations, a new compositor and shading system and more top the list of features. Highlight features from the release announcement: Hlms (High Level Material System) to generate shaders automatically. Replaces RTSS and manual shaders PBS \u2013 Physically Based Shading New Compositor. [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[71],"tags":[72],"class_list":["post-112352","post","type-post","status-publish","format-standard","hentry","category-game-development","tag-gamedev-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/112352","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=112352"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/112352\/revisions"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=112352"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=112352"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=112352"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}