OGRE3D

Since 2001, OGRE has grown to become one of the most popular open-source graphics rendering engines, and has been used in a large number of production projects, in such diverse areas as games, simulators, educational software, interactive art, scientific visualisation, and others.

Features

Cross Platform Support

OGRE supports Windows (all major versions), Linux, OSX, Android, iOS, Javascript (via EMScripten), Windows Phone (Sponsored by Microsoft) and WinRT. Furthermore OGRE was ported to PS3 and Xbox360 for several titles.

Open source (MIT License)

Ogre is released under the MIT License, which is a permissive open source license. The only condition is that you distribute the license text included in our distribution with any software that uses OGRE.

i

Documentation

Learn OGRE using our community supported Wiki. Of course the OGRE team provides official documentation in form of the OGRE Manual and API documentation.

Support and community

There are several support resources that you will want to consult when you have a problem:
Forums – The primary support mechanism as the forums are populated with a large number of experienced users who are always happy to help.
Addon Forums – The primary support mechanism for the various Ogre addons maintained by the community.
Wiki – This is a repository of tutorials and reference knowledge which you should definitely consult if you need a hint.
IRC – We have an IRC channel #ogre3d on irc.freenode.net.

Ogre 2.1 FAQ

Since we often get questions about the new Ogre versions in general and more specifically about the state of Ogre 2.1, Matias took the time to prepare an FAQ article in the wiki that provides answers to the most frequently asked questions. Over time we will expand...
Read More

Ogre Progress Report: March 2016

Whoa! Last time I (Matias) posted, we had a different website 🙂 What I’ve been working on: I’ve started working on “Compute Shaders” (CS). They have been blocking future progress for far too long. They are required for modern techniques such as...
Read More

New team member: Eugene Golushkov

As many have already noticed, we have a new Ogre team member for already a few weeks now, so it is finally time to official announce this great news: Eugene Golushkov (forum account: Eugene) has joined the ranks of the core team and is currently focusing on the DX11...
Read More

Google Summer of Code Application 2016

In a few hours the deadline for organizations to apply for the Google Summer of Code 2016 will end. And of course we have submitted our application to participate again in this great project. One part of the application is an ideas list that proposes some interesting...
Read More

Ogre Steam Sales List

Getting actual sales numbers for game titles is often difficult and unfortunately, we haven’t found a magic divining rod to get those numbers (yet), but with services such as SteamSpy it is at least possible to get a rough estimate for the leading game sales...
Read More

Testimonials

Here’s a few examples of what people have been saying about OGRE:

“We are currently using Ogre3D in our naval simulator. After trying other 3d graphics engines, Ogre3D was by far the best for a good combination of qualities: clean and understandable code, excellent documentation, and a great community.

Those three characteristics make me choose it and so far, after almost a year and a half, I have never regretted that decision. Ogre3D has helped us a lot by speeding up the prototyping phase, testing new techniques for the physics algorithms really quickly, and, as part of my Argo Engine, serving really well as the presentation module.”

Alvaro Pereyra Rabanal

Independent Consultant , Peruvian Navy

“Ogre’s complete feature set, along with the very well designed and documented API made it the perfect choice for our upcoming titles. The engine enables us to use cutting edge technology without having to lay out hundreds of thousands of dollars for licensing fees which is invaluable for small teams on a tight budget. As questions on the forums are never left unanswered, the support also leaves little to be desired. And if there is still something you need which you cannot do yourself, there’s always Torus Knot Software around to help you.”

Thorsten Lange

https://www.deck13.de/, Deck13 Interactive GmbH

“Ogre is a shining beacon of open-source development. Boasting an efficient and versatile rendering engine, a clean, elegant API and a supportive community that leaves no question unanswered, Ogre offers a product which outperforms leading commercial rendering engines. Ogre has proven itself as an enabler for rapid 3D application development.”

Development Team

3DNA

When we were designing Blink 3D we knew that in order to take Web 3D to the next level we needed a high performance cutting edge graphics engine. In our search we examined and instantly discarded a number of respected graphics engines both commercial and open source.

When we looked at Ogre the bar was instantly raised, it easily fulfilled all our criteria and more. The clean, extensible, object oriented architecture was well suited to our needs. Some open source projects often consist of cryptic, un-maintainable, spaghetti code. The thing I like most about Ogre, is that I do not feel compelled to have a shower every time I touch the code.

Clive Jackson

CEO, Pelican Crossing, Inc

We use OGRE as a rendering engine to develop the webshop of the future. Imagine a real store where you can go through the courses and view the products. We are working on a prototype of a new online shop software, realising a totally new shopping experience. Thanks a lot for the library.

Philipp v. d. Born

Compredia GmbH

To the seasoned developer OGRE looks different. It is like the carbon steel knife my friend uses to cut sushi in his restaurant. Deceivingly simple, yet a very potent tool in the hands of a craftsman. A single blade, a single purpose. The Zen of 3D engines, if there ever was one.

Kai-Peter Backman

ShortHike.com

During the development of Supremacy: Four Paths to power I had the pleasure of using Ogre to create the particle effects and GUI functionality our game needed. Due to its object-oriented design, it was easy to pick up Ogre and start generating functional content quickly. For example, if you can learn how to use one type of particle generator in Ogre, you already know 90% of what you need to use all of the other types.

In addition, creating the scripts for interface components is a breeze since Ogre’s approach is clean and straight-forward. While you can (and we did) manipulate GUI components through code for advanced effects, it is easy to get GUIs up and running quickly. Ogre’s well-documented design makes it great both for prototyping and for customization of a finished product.

Vance Vagell

Supremacy: Four Paths To Power

Ogre has provided us with a solid, reliable base to build a powerful, ground-breaking, commercial platform. It provides a sufficient level of abstraction from the underlying rendersystems to provide a very simple interface balanced with the power to reach down to the hardware should it be necessary.

As an accolade to it’s stability, it has performed outstandingly in an embedded environment. The transparent portability has allowed the development under a Microsoft environment and subsequent deployment on Linux with painless ease. With constant ongoing development in a growing, and evermore supportive, community, we have visions of using this engine for many years to come.

Chris Pratt

Technical Director, AGD Design Ltd

Contact Us