{"id":92948,"date":"2019-05-02T13:32:45","date_gmt":"2019-05-02T13:32:45","guid":{"rendered":"http:\/\/gamefromscratch.com\/post.aspx?id=ff91ddaf-347a-4217-85f6-3ab7326336ef"},"modified":"2019-05-02T13:32:45","modified_gmt":"2019-05-02T13:32:45","slug":"ogre-1-12-released","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2019\/05\/02\/ogre-1-12-released\/","title":{"rendered":"OGRE 1.12 Released"},"content":{"rendered":"<p>OGRE, Object-oriented Graphics Rendering Engine, an open source MIT licensed 3D renderer just released version 1.12 after almost a year in development.&nbsp; The release is heavily focused on internal rearchitecting for future development.<\/p>\n<p>Key features from the <a href=\"https:\/\/www.ogre3d.org\/2019\/05\/01\/ogre3d-1-12-released\">1.12 release<\/a>:<\/p>\n<blockquote>\n<ul>\n<li><code>#include<\/code> directive supported for GLSL shaders <\/li>\n<li><code>PF_DEPTH<\/code> support for shadows with the RTSS and the Terrain component <\/li>\n<li>RTSS 3.0: vastly improved internal API and refactored shader library <\/li>\n<li>Per pixel-shading on D3D11\/ GL3+\/ GLES2 by default (via RTSS) <\/li>\n<li>The GL3+ RenderSystem is now used for rendering the <a href=\"https:\/\/ogrecave.github.io\/ogre\/vtests1.12\/TestResults_GL.html\">reference Test images<\/a><\/li>\n<li>More precise timings for built-in profiler and support for external profiling via <a href=\"https:\/\/github.com\/Celtoys\/Remotery#remotery\">Remotery<\/a><\/li>\n<li>unified API for fixed-function pipeline and shaders <\/li>\n<li>NEON intrinsics for OptimizedMath on ARM (Android) <\/li>\n<li>Stable Material library (Media\/) that you can reference in your projects <\/li>\n<li>the MSVC SDK now also includes the Python and Java components <\/li>\n<li>support for loading 1.7 style terrains (aka \u201cterrain.cfg\u201d)<\/li>\n<\/ul>\n<\/blockquote>\n<p>You can learn more about the release in the New and Noteworthy document <a href=\"https:\/\/github.com\/OGRECave\/ogre\/blob\/master\/Docs\/1.12-Notes.md\">available here<\/a>.&nbsp; Additionally the source code for OGRE is available <a href=\"https:\/\/github.com\/OGRECave\/ogre\">here on GitHub<\/a>.&nbsp; The book mentioned in the video below that covers OGRE for game engine development is <a href=\"https:\/\/amzn.to\/2Y2mbbm\">Game Engine Architecture<\/a>.<\/p>\n<p align=\"center\">[youtube https:\/\/www.youtube.com\/watch?v=hZQFHX5cq8c&#038;w=853&#038;h=480]<\/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=\/3D\" rel=\"tag\">3D<\/a> <a href=\"https:\/\/www.gamefromscratch.com\/?tag=\/CPP\" rel=\"tag\">CPP<\/a><\/span> <\/p>\n<hr>\n","protected":false},"excerpt":{"rendered":"<p>OGRE, Object-oriented Graphics Rendering Engine, an open source MIT licensed 3D renderer just released version 1.12 after almost a year in development.&nbsp; The release is heavily focused on internal rearchitecting for future development. Key features from the 1.12 release: #include directive supported for GLSL shaders PF_DEPTH support for shadows with the RTSS and the Terrain [&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-92948","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\/92948","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=92948"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/92948\/revisions"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=92948"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=92948"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=92948"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}