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.



Ogre ecosystem roundup #9

After the last ecosystem updates were part of the release announcements, we pick up the tradition of making a dedicated post about what is going on around Ogre. Ogre 14.2.6 release The Ogre 14.2 release got 6th point release which is fully binary compatible with...

Ogre 14 User Survey Results

Between January 20th and February 25th, we gathered 54 responses. Among these, only one person mentioned using the pip package, whereas the ogre-python package was downloaded 3000 times. Although the findings are informative, they may not accurately reflect the...

Ogre 14.2 released

Ogre 14.2.0 was just released. This release contains some significant bug-fixes and feature additions, which we will discuss in more detail below. We recommend all users of the 14.x branch to update. For a full overview of the changes, see the changelog. ImGui based...

Cross Platform and Cross Language

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

Furthermore, OGRE comes with Bindings for Python, Java and C# out of the box to account for different coding needs.

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.



Learn OGRE using our series of introducatary Tutorials. 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.
Gitter – We have an channel on gitter.
Wiki – This is a repository of tutorials and reference knowledge which you should definitely consult if you need a hint.


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, 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


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

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