The code is in the "ogre" branch in the Git repository for now. It'll be merged to master when it doesn't crash quite as much as now, but it's still a bit too early for that. Although it works alright most of the time, there are occasional scary things like bugged vertices in meshes and Ogre aborting mysteriously when rendering stuff. Some of the bugs could be rather nasty, but let's hope that I'll be able to figure them out without too much pain.
Feature wise, the new engine isn't far from the old one. The user interface, model, material, shader and particle systems are roughly as capable, though some script changes are required before everything can be rendered. Animations work in principle, but the deformations are quite awful without dual quaternions. There's also an incomplete implementation of shadow casting, which the old engine didn't have.
I'll be posting updates here whenever I get something noteworthy done. If someone wants to exchange tips, give pointers to useful source code snippets, or badmouth Ogre, feel at home here.
