Ogre3D is a popular C++ based open source 3D renderer and scene graph. It has been used to make several games including Torchlight 1 and 2, Dungeons, Ankh 2/3 and more. The 1.10 release adds several new features including the ability to target the browser via Emscripten, a better build system, new documentation, better renderers and more.
Details of the release:
- Python bindings as a component
- vastly improved GL3+/ GLES2 renderers with GL3+ now being the recommended choice on *nix systems
- Bites Component for rapid prototyping of applications
- Emscripten platform target – supporting Web Assembly & WebGL2
- improved build system, automatically fetching all required dependencies.
- A new HLMS Component implementing physically based shading
- Unified Documentation: the API docs, the manual and some Wiki pages have been merged and are now managed with Doxygen. As a consequence, the Wiki is outdated when it comes to OGRE 1.10. If you find something particularly missing, feel free to submit an additional tutorial.
Despite the amount of new features OGRE 1.10 provides the smoothest upgrade experience between OGRE releases so far. See the API/ ABI change overview for OGRE 1.7 – 1.10that is kindly provided by ABI-laboratory.
Note that some components are marked as
[BETA]. This does not mean that they are likely to crash, but that we can not give any API stability guarantees for them right now. You should expect their API to change without a deprecation period while we we iron the warts out as the Component get more exposure.
In turn for the core components, our deprecation list has grown considerably. You can keep using these APIs for now, as we intend to support them until OGRE 1.11. Speaking of which; to make OGRE releases predictable, we will switch away to a feature based to a time based release model for the 1.x branch. This means that you can expect OGRE 1.11 in April 2018.
You can read more about the release here.