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.
following the last post about what is going on around Ogre, here is another update. Ogre-next project split So lets put first things first; Ogre v1 and Ogre v2 are not only different versions of Ogre, but rather separate projects. Now officially. While this sounds...
Last time I mentioned we were working on PCC / VCT Hybrid (PCC = Parallax Corrected Cubemaps, VCT = Voxel Cone Tracing). I just implemented storing depth into the alpha channel, which is used to improve the quality of the hybrid. Because we often use RGBA8 cubemaps,...
Over the last couple months we have been working on Voxel Cone Tracing (VCT), a Global Illumination solution. Voxel Cone Tracing could be seen as an approximated version of ray marching. The scene is voxelized and three voxels are generated, containing albedo, normals...
Forums – The primary support mechanism as the forums are populated with a large number of experienced users who are always happy to help.
Wiki – This is a repository of tutorials and reference knowledge which you should definitely consult if you need a hint.
Gitter– We have an channel on gitter.
Here’s a few examples of what people have been saying about OGRE:
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.”
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.
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.
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.