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?

Download
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.

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.

Happy New Year and then some more…

January 5th, 2013

First of all:

We as the Ogre3D Team wish each and every one a healthy, happy and successful year 2013!

We are a looking forward to see more great projects based upon our beloved engine and we definitely have some interesting times ahead of us. So let’s start marching.

That being said, we have two things we want to draw your attention to:

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Ogre3D moves to JIRA!

December 19th, 2012

As some of you folks already noticed we closed our Mantis tracker some days ago and we now completed our move to JIRA. It will from now on serve as our single point of contact for everything related to bug tickets, feature requests and patch handling.

You can find it here: Ogre3D @ JIRA

All open tickets from Mantis have been transferred and the team already started to adopt the new tool.

In order to report a bug you will need to quickly set up an account there, which is a necessary step to ensure that we have some contact information to get back to you in case of further needed clarification regarding tickets you created, as well as preventing hoax tickets. Even if you don’t have anything to report at the moment, setting up an account offers some perks such as the possibility to watch (aka subscribe to) specific tickets that you are interested in and then get notifications once they are updated.

There is also another area that we want to improve in our change/contribution process: From now on we would ask everyone who would like to contribute to the Ogre3D code base, to do so by providing a pull request on BitBucket rather than submitting patches in the form of files.More information on how to do so can be found on the updated “Submit Patch” page.

The reason for that is the increased efficiency and time-saving thanks to an easier merge process. In rare cases we might accept a contribution provided via the old approach, but we’d really appreciate if everyone could lighten the burden on the team by providing pull request instead. Thanks a lot!

We are looking forward to see you on JIRA and engage with the team there to drive Ogre3D forward!

In case you have any ideas or suggestions on how to further improve our processes as well as the usage of JIRA, let us know!