Horde3D

Next-Generation Graphics Engine
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PostPosted: 11.04.2008, 23:19 
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Joined: 10.09.2006, 15:52
Posts: 1217
Might be that's coming a bit at a surprise for you since the last major release was less than two weeks ago, but we are very close to the release of 1.0.0 Beta1. University courses are beginning next week and we wanted our students to work with a stable version of Horde. So I was working like crazy the past days to get the promised features finished. I'm happy to announce that now we have occlusion culling, API based render-to-texture, stereo rendering, sorting of nodes (by distance and state changes) and software skinning along with the usual smaller improvements. Stay tuned... :)


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PostPosted: 12.04.2008, 11:56 
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Joined: 22.11.2007, 17:05
Posts: 707
Location: Boston, MA
Spectacular! You do work fast.

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Tristam MacDonald - [swiftcoding]


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PostPosted: 12.04.2008, 19:33 
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Joined: 10.09.2006, 15:52
Posts: 1217
I'm happy to announce that Horde3D 1.0 Beta1 is out now! :)

As promised, the project has moved to sourceforge now and we have also set up the svn.

I hope you all like the new release which makes Horde basically feature-complete for the moment :)

BTW, an important notice: I will be on a journey in the next weeks and probably be offline most of the time. So don't wonder if I can't be around in the forums so much.


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PostPosted: 12.04.2008, 21:50 
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Joined: 19.11.2007, 19:35
Posts: 218
Wow, that was a quick turn around. Congratulations.


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PostPosted: 13.04.2008, 11:21 
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Joined: 26.03.2008, 02:58
Posts: 160
Great news! Kudos.

Good luck on your journey.

On the wiki side, i am finishing a set of styles that should make the wiki really shine, and very easy to use. I am going to start porting the documentation to the wiki once the new styles are in.


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PostPosted: 15.04.2008, 20:22 
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Joined: 15.04.2008, 00:33
Posts: 15
A cohort of students using Horde is bound to be good for development too.


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