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OGRE 1.6.0 released!

Posted: Tue Nov 04, 2008 8:26 pm
by 1337
Today, there's been an new official stable release of OGRE: v1.6.0
See: http://www.ogre3d.org/

Posted: Tue Nov 04, 2008 9:13 pm
by beni
can we build Orxonox with it?

Posted: Tue Nov 04, 2008 9:17 pm
by 1337
beni wrote:can we build Orxonox with it?
I'm guessing we can't. But the adjustments would be minimal I suppose.

Once I can find some time I will look into it. Maybe we can support both in order to test version 1.6 because updating before 1.6.1 or even 1.6.2 really isn't recommended for the default choice.

Posted: Tue Nov 04, 2008 9:41 pm
by greenman
I agree with you.
We should be able to build orxonox with 1.6.x and keep support for 1.4.x for some months, because most distributions will probably take some time until they declare 1.6 as stable and take it into their repository

Posted: Wed Nov 05, 2008 12:16 am
by beni
Agree completely with you guys. The strength of most open source applications is its compatibility with many systems and libraries.

Orxonox should be compatible with all the repositories out there, but of course also with the newest versions.

About the new Ogre: Which new feature or change has the biggest impact on Orxonox? Can we support something new or will Orxonox run faster or better with this version?

Posted: Wed Nov 05, 2008 12:20 am
by 1337
When looking at the list, I must honestly say that I don't even understand half of it. But what I can say:
- "New more powerful script compilers": Might give us better ways to design overlays and combine it with our XML loading.
- "New background loading options": Afaik merely one more option when multithreading plus a few enhancements, but surely a good thing for us
- "Custom memory allocator support": I've seen the work getting done in June/August, but I don't quite understand what it is for except better debugging support and memory leak tracking.