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. You can read what other people have said about it, and it's free, so why not try it out?

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Ogre 3D 1.7 Beginners Guide makes it super easy for you to make your own monsters, spaceship shooters, weapons, enemies, and more! This book will teach you to develop 3D applications that are exciting and interesting and if used correctly can result in stunning games and simulations. You will start from the very beginning and then work your way up to complex scenes and stunning effects.

Ogre3D 1.9 released as ‘stable’!

November 24th, 2013

Good news! We finally tagged the Ogre 1.9 branch as ‘stable‘, making it the new current and recommended version. We would advise you to update wherever possible, to benefit from all the fixes and improvements that made their way into the new release.

Right now, we don’t have any published SDKs yet, since we still rely on team and community members to help with the building and packaging process and that takes some time of course (we have it on our list to automate that process, but so far there always were more pressing topics to tackle ;) ). But I have already heard that Windows SDKs are well underway and I expect the other ones to surface soon as well. We will update the download page as they become available and also try to update the announcement thread in the forums.

For an outline of the changes, have a look at the collected Ogre 1.9 change log in the wiki and at our JIRA tracker for all tickets fixed/solved by 1.9.

So what’s next? We are already working on Ogre 1.10 which will contain the changes from three of our five GSoC 2013 projects (details in the planning thread). In parallel, the work on the revamped Ogre 2.0 will continue as well…we’ve also got a related news post upcoming that will support those efforts. But as usual, we heavily rely on you as he community to support us with JIRA tickets, tracking down bugs and creating patches and adding new features. So chime in, whenever possible. Thanks!

BTW: With the release of Ogre 1.9 and the start of development for Ogre 1.10, we took the opportunity to get back to properly using the ‘default‘ branch, meaning Ogre 1.9 has been merged into it as well as Ogre 1.10 (which then was closed off), so ‘default‘ is once again our bleeding edge for development and preparation of Ogre 1.10. Please use it as the target for all pull-requests unless they are specifically meant for either Ogre 1.9 (only bug fixes) or Ogre 2.0.

“Coherent UI” integration with Ogre3D

November 24th, 2013

Some days ago, we have been informed that the guys behind “Coherent:Labs” have released an Ogre3D integration of their CoherentUI solution. This cross-platform solution can be used to handle a wide variety of tasks from complex user interfaces to in-game browsing and in-game shopping systems, to installers and social integration.

With the new integration, Ogre3D joins the list of supported rendering engines that also features other big players such as Unity3D or CryEngine3.

For more details about the UI library, check out their website and read their announcement blog post. Below is the video from that blog post with their R&D head showcasing the new integration from a coding perspective. If you are looking for a new UI solution, give it a try!

 

Ogre 1.9 RC2 released & Ogre 1.10 announcement

October 14th, 2013

Good news! We have just added the v1-9-0RC2 tag (commit) to our repository, indicating that we reached our RC2 milestone. Within the next four weeks we will fix any potential major bugs and will then release it on the the 10th November as “stable” to become the new de-jure Ogre version.

Note: As outlined in this version planning thread, we did not include any results of our GSoC 2013 projects in Ogre 1.9 yet, to not delay it any further. This merge will partially happen in the new version Ogre 1.10 and the rest of it in Ogre 2.0 (see the thread for more details and the reasoning behind it).

Since the Ogre 1.10 branch has now been created (commit), we can also officially share its name: Ogre 1.10 aka “Xalafu”. JIRA has been updated to reflect the new branches and versions as well.

NeoAxis 3D Engine 2.0 Announced, Now with Free Edition

September 12th, 2013

The Ogre3D base game engine “NeoAxis” has just released its version 2.0 and we happily relay their announcement here. See the changes below, especially what new options are available from a license perspective.

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NoesisGUI + Ogre Support released in v1.0

August 3rd, 2013

After three years development and one year of private beta testing, version 1.0 of NoesisGUI has now been released.

Some of the main features include:

  • Vector based
  • GPU accelerated
  • Based on XAML
  • Multithreaded architecture
  • Animation
  • 3D projection
  • Skinning
  • Efficient workflow
  • C++ API (mono for Unity3D)

In collaboration with the OGre3D, especially Murat Sari, an Ogre binding compatible with the new NoesisGUI version is available as well.

For more details and links, see the official NoesisGUI announcement: NoesisGUI Company News Jun2013

 

Ogre3D project: Void Destroyer – now on Steam Greenlight and Kickstarter

May 31st, 2013

Hey Ogre3D community,

many of you might already have seen that promising project in our forums, but nonetheless we think it deserves an extra spot here as well.

Void Destroyer – a space simulation with real time strategy elements (inspired by the classics). Manage planets and build space stations, setup trade routes, build ships and command them to defend yourself from attacking pirates and aliens. Play with a mouse or joystick. Take command of your ship directly or let the ship crew do the work for you while you manage the battle from the tactical screen.

Today the game was launched on Steam Greenlight and a Kickstarter campaign was started to fund the game art. So have a look and give it a try, and if you like it and want to help, consider backing the project.

All the links you need:

Ogre3D’s GSoC 2013 projects/students announced!

May 27th, 2013

Finally, it’s that time of the year, when we can happily announce our GSoC students! And with great pride we can tell you that this year we were awarded five slots by Google to fill with motivated and talented folks to help us make Ogre3D even better :) .

So here are the five students and their projects (in no particular order):

We would like to welcome everybody to chime in the discussions and closely follow the projects, especially in the planning phase at the beginning. So please post your ideas / comments in the respective threads and perhaps even subscribe to the ones you are most interested in to make sure that you don’t miss any updates or discussions.

With that being said, it is time to get started. Best of luck and happy coding :) !

Ogre 1.9 RC1 is here!

April 21st, 2013

Good news!
Some days ago we finally tagged our official source code repository with “v1-9-0RC1” which of course means to we reached a development state that we consider feature-complete for Ogre 1.9. As usual we first release a Release Candidate (RC) version that – if no major issues are found or any upcoming issues were fixed – will be declared final/stable and then become the official current Ogre version. So please: Wherever possible switch to the new version to give it a try and report any issues you find to our Ogre JIRA tracker so that we as the team can tackle them.

The download section has been updated to point to the newly created Ogre 1.9 RC1 SDKs that can be downloaded by those that do not want to build the new version from source themselves. Otherwise, as usual follow these instructions (you need to grab the source directly from our BitBucket repository since we did not prepare any source bundles yet).

Lastly, the mandatory changelog. We will just list some of the major points here, the detailed list can of course as usual be found in the wiki.

Changelog highlights:

  • New LOD Volume Rendering Component with LOD from GSoC 2012
  • Terrain Improvements from GSoC 2012
  • Android platform support
  • Windows Phone 8 platform support
  • Windows Metro / WinRT support
  • OpenGL3+ Render System (still experimental and under heavy development)
  • Improvements to all Render Systems, e.g. DirectX11 from GSoC 2012
  • multitude of bug fixes

What’s next?
With Ogre 1.9 out of the way we can now focus on the upcoming, major release Ogre 2.0 which will entail a lot of internal core optimizations to get Ogre’s speed up to the levels to be able to compete with other rendering engines. Quite a bit of profiling and brainstorming was already done to get us started. One other big step in that direction will of course be this year’s Google Summer of Code where we will concentrate on those areas (for additional topic proposals see this topic list the dev team compiled). If you want to help, just join into the discussion. We are glad about all the support we can get!

Ogre3D’s guest post on “Sourceforge Projects of the Week”

April 17th, 2013

As Ogre3D had been selected as one of the “Sourceforge Projects of the Week” we were given the opportunity to write a guest post on their blog, and of course we could not pass on that. So head over there, to have a look, especially at the part “what is going on right now” for some Ogre3D news:

→ Guest Post: Ogre3D – a quick overview

As part of it, we also created a new collage showcasing some of the eye-candy powered by Ogre. Hope you like it!

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Great looking 3D medical simulation made with Ogre3D

January 10th, 2013

We are very happy that for a change we are able to showcase you a non-gaming application powered by Ogre3D, and a really good looking as well.

It is called Anomalous Medical of the same name company and – as the name suggests – a medical simulation. More exactly it is a medial framework based around the human head, meaning that it offers a very detailed and anatomically correct model of a human head that you can move around, look into and examine in various other ways. What makes it a framework is the fact that partners as well as Anomalous Medical can now create a wide variety of apps (covering dental issues, nerve blocks, certain muscles areas, etc.) that can be loaded in to deal with specific medial situations and defects. The whole idea behind this product:

Our apps and simulations are designed to assist 21st century medical professionals to save time, to enhance the image of their practice and, most important, to better communicate with patients.

The base application is free for everyone.  Only the medical apps as well as certain advanced editor features have to be bought in their store. For more information, download links and additional images, please check out their website.