Since 2001, OGRE has evolved into the premier modular C++ rendering backend for custom engine development. Today, it is the trusted foundation for high-performance applications in industrial robotics, scientific visualization, and specialized games. By handling the complexities of modern rendering, scene management, and animation, OGRE empowers you to build robust C++ and Python applications without the architectural constraints of an all-in-one game engine.
News
Ogre ecosystem roundup #5
following the last post about what is going on around Ogre, here is another update. Ogre 1.12.7 point release The 1.12.7 point release kept its focus on integration. Notably, it ships the new Metal RenderSystem, that was discussed in a previous post. Also there are...
Ogre 2.2.2 Cerberus Released!
This is a maintenance release. Efforts to port from 2.2.1 to 2.2.2 should be minimum. Notable additions are: Stable PSSM shadows technique added. Use this feature with 'num_stable_splits 1' in compositor scripts when defining the shadow node. Stable PSSM shadows tend...
Metal RenderSystem in Ogre 1.12
The Metal RenderSystem backport from Ogre-next, that I talked about in the last round-up, now has landed in the master branch and will be available with Ogre 1.12.7. See the screenshot below for the SampleBrowser running on Metal Sample Browser running with Metal on...
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.
Documentation
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.
Testimonials
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.