OgreArticles
Articles about various Ogre topics (no code)
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If you haven't done so already, be sure to visit the Wiki Portal to read about how the wiki works. Especially the Ogre Wiki Overview page.
If you haven't done so already, be sure to visit the Wiki Portal to read about how the wiki works. Especially the Ogre Wiki Overview page.
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OGRE Articles This whole page is for indepth articles utilizing Ogre and various libraries or concepts. External links and tutorials can be found on the External Resources page. Do look there, as you may find articles related to Ogre, but are maintained off site. For articles on Art and digital content see DCC Resources. |
Table of contents
Animation
- AnimationBlender - A class implemented to blend between two animations.
- Morph animation - Explanation of how to actually get morphing to work in the engine.
- My game looks awfull using stereoscopy with NVIDIA's Vision drivers - Explanation of why graphics may be spiky with HW vertex skinning and NV's 3D stereo vision.
Application Development
- Quaternion and Rotation Primer - Contains explanations, code samples and questions.
Application Design
- Singletons - A general C++ Concept used in Ogre quite extensively.
- Architecture and Design in Games - Resources to help developers architect games as a whole
- Managing Game States with OGRE - description of a simple system for managing game states in OGRE, based on the article Managing Game States in C++
.
- RTS Sample App - This framework should provide a good starting point for a Real Time Strategy (RTS) style application. Complete with compass, minimap and picking.
- Practical Application - A practical game application from the ground up
- Simple Win32 Program - A simple win32 program that can be used as a basis for other programs .
- Threading - Does Ogre support it? Do you need it?
Input
- Using SDL Input - A way to use the SDL library to handle user input to control your Ogre project. Bypassses the need for the Ogre input system and allows for joysticks and other input devices.
Lighting
- Deferred Shading - An article explaining how to use Ogre's compositor framework and various hooks to set up alternative rendering pipelines. Based on the Deferred Shading sample.
Networking
- OpenTNL - OpenTNL Very Simple Interface
Ogre in General
- Coding and Design Philosophy - Concepts for coding with Ogre. Design issues
- In Depth Tutorials - Tutorials that explain some of Ogre's inner workings in more detail.
- Resources and ResourceManagers - Outlines in detail the process by which resources are loaded, unloaded, reloaded and destroyed.
- Manual Resource Loading - How to load your data without using Ogre's file format.
Performance
- OgreProfiler
- Optimisation checklist - Is your application running slowly?
- Intel article "How to optimize Ogre applications using Intels VTune using SIMD and Multi threading - http://intel.com/cd/ids/developer/asmo-na/eng/254761.htm?page=1
Physics
- OgreBullet - Bullet Physics wrapper for OGRE.
- OgreODE - OgreODE, an easy way to implement ODE physics with OGRE
- GettingStartedWithOde: Physics and Collisions using the Open Dynamics Engine physics and collision library.
- ODE Simulation Stability: How to reduce jitter and explosions in your ODE/OGRE simulations.
- OgreNewt: Using Newton with Ogre, via OgreNewt - a beginners guide
- NxOgre: PhysX Wrapper For OGRE
Scene Managers
- Scene Manager Overview - Choosing the best Scene Manager for your purpose
- DotScene - Questions about the .scene format and tools.
- Paging Landscape Scene Manager - PLSM2 provides very large terrains. Installation, demos and explanation.
- Game Object Oriented Framework - The Game Object Oriented Framework (GOOF) provides generic object handling functionality, extending Ogre's existing systems.
Scripting
- Scripting with LuaBind in Ogre - Setting up a Luabind + Ogre project and a simple example of using them together
- Squirrel Scripting Language - Setting up a Squirrel + Ogre project and a simple example of using them together
Sound
- OpenAL (audio) wrapper class using Ogre
- FMOD SoundManager FMOD wrapper class using Ogre
Terrain
- See PLSM2 in Scene Managers
- Ogre Compatible HeightMap System - For use with networked gameservers. Handy for headless servers that don't rely on Ogre.
Video
- Video Plugin - Video plugins
Contributors to this page: dark_sylinc
,
OgreWikiBot
,
Noman
,
manski
and
jacmoe
.
Page last modified on Thursday 12 of August, 2010 22:39:41 GMT by dark_sylinc
.
The content on this page is licensed under the terms of the Creative Commons Attribution-ShareAlike License.
As an exception, any source code contributed within the content is released into the Public Domain.
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