Which GUI should I use for MOGRE?


18-12-2012 11:40:51

First off, please excuse my bad english, I'm still a learning student and I'm also pretty new to Ogre / Mogre;)
As the title says, I'm looking for the perfect GUI, I've already found the link (http://www.ogre3d.org/tikiwiki/tiki-ind ... on+of+GUIs) to the comparison of "all" freeware GUIs, but I'm not sure which one I should use. The two GUIs which look interesting to me, are CEGUI and MYGUI, as both offer some good tutorials for beginners and they have the most things checked^^. So far I had massive problems configuring MYGUI and CEGUI doesn't offer a C# wrapper.

So my question: Which GUI would you recommend me? It should really be one, that offers a C# wrapper, because I'm not really familiar with C++. Me and my group want to create a simple horror game and I'm supposed to create the GUI (the menu and the ingame menu).

Thx for all your help,


18-01-2013 01:23:27

I don't know if my post will give you any help, but I decided to register to this board to answer your question anyway.
I'm in a similar situation as you are, because recently I've started a MOGRE project and I had to collect addons that I'll use. I started using Miyagi, as it's suggested for MOGRE, and I'd probably stick with it if a lightning of obvious idea didn't strike me.

The idea is simple: the ultimate GUI engine of all time is HTML/CSS/JavaScript! Think of it: we're all webdevelopers at some point, so chances are we already know the technology behind the webdesign and we know it very well. What's more, there are tons of examples regarding the aforementioned languages and every possible question has been already answered. What's even better - there are tons of free, reusable code and art that are ready for use.

I don't want to sound offensive to all the great developers of Miyagi, MyGUI, CEGUI and similar engines, but I think they cannot compete anymore with the web and its technologies. Every great game GUI I can think of can be done easily with HTML, CSS and JavaScript. And in (M)OGRE it doesn't need to be flat, as you can make a texture out of a webpage.

So, I have switched from Miyagi to Berkelium-sharp (it's based on Chromium - an engine that's the heart of Google Chrome). I'm still researching it, but I think I'll have fully functional HTML-based GUI Manager pretty soon (Berkelium already works for me). If you'd like to try it out, there are two great tutorials that'll get you started: http://www.ogre3d.org/tikiwiki/tiki-ind ... ntegration and http://www.ogre3d.org/tikiwiki/tiki-ind ... Tutorial+6

The alternative is Awesomium and Navi, though they are developed under a slightly more restricted license. But I believe Berkelium will be more than sufficient, since I'm not really seeking any advanced API - I just need a web browser engine implemented in my game!

Please note: I'm probably highly biased, since I'm a professional, everyday webdeveloper. Maybe more experienced MOGRE or .NET developers will have some better ideas.

EDIT: I'm not sure if I'll have the time to polish my code, but I'd like to make it public when it's finished, so everyone can see how to integrate MOGRE with Berkelium in an example.


18-01-2013 07:43:35

There is a wrapper for berklium as well now to make some things easier but it's still in the c++ world so would need wrapping



18-01-2013 09:09:03

I tried both myGUI and Miyagi with Mogre 1.7.4 and I didn't manage to integrated myGUI to my project.
I advise you Miyagi, it is to my mind the easiest to build and to use.


09-06-2013 17:34:00

I thought I'd put in a plug for WPF, since it doesn't seem to be on any of the wiki pages listing GUIs:

http://www.ogre3d.org/tikiwiki/Mogre+an ... F_in_Mogre


18-06-2013 14:28:53

I always used MyGUI with Mogre - it may not be the easiest to set up, but once it works, it's a very powerful GUI system and the editor rocks. You can find code samples in my old repositories, they worked very well, but I have no idea if they are still valid for more recent MyGUI versions.


18-11-2013 08:30:24

Hi Zakor,

It seems that i have the same problem than you to integrate MyGui with mogre 1.7.4. Have you resolved it and if yes how.



20-11-2013 18:52:52

Long time ago I created a wiki page about MyGUI with Mogre, which also contains useful links.

I always used MyGUI with Mogre - it may not be the easiest to set up, but once it works, it's a very powerful GUI system and the editor rocks. You can find code samples in my old repositories, they worked very well, but I have no idea if they are still valid for more recent MyGUI versions.
Do you mean your repository EngineDeps?


21-11-2013 09:20:09

To compile MyGui,i used http://www.ogre3d.org/tikiwiki/Mogre+MyGUI+wrapper informations. But, as we could not use MyGui, we use now Miyagi GUI. I compiled it with Mogre 1.7.4. It seems to work fine. The only thing is that i can't found the media ressources to test the Miyagi exemples (if you know where i can found them...) . Just for information, I recompiled Mogre with mogre builder. Mogre is compiled with .Net 4.0, but MOIS is compiled by default in .net 4.5 and the version of mogre is 1.7.4 (not 1.8....).
Thanks for your answer and for your great job for mogre


21-11-2013 13:08:47

I found the media files quickly by the links on the Miyagi page of the Ogre wiki.

Download the file Miyagi-1.2.0-examples.zip on the Miyagi project page, which includes the media files:

The current source code repository you find here:


21-11-2013 14:21:52

Thanks. All my examples work fine


21-11-2013 16:30:47

I see you work with Miyagi.
If you have improvement ideas for the Miyagi page in the Ogre wiki, it would be nice if you edit the page.


18-12-2013 13:09:46

I have the binaries to use Myagi with mogre 1.7.4 (and bulletsharp 2.82 too) (x86). If is there a place to upload, i can give them.


09-01-2014 07:21:53

You can upload it to a file hoster and give us the link.
After I got the file, I can upload your binary bundle to file download section of our Mogre repository and to the BulletSharp wiki page.

By the way:
Did you include the improvement of user meharin to create a Bullet Shape from an Ogre Mesh?
(repository, forum topic)


11-01-2014 16:43:08


I uploaded my binaries on app box. But i need a mail adress to give you access.

I didn't need to modify mogrebuilder to compile the binaries.
I just need to recompile MOIS with .Net 4.0.
For x64 binaries, see http://www.ogre3d.org/addonforums/viewtopic.php?f=8&t=30113
Nota : With bulletsharp x64, it' seems to have à bug with constraints. I' ve contacted BulletSharp.