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 Progress Report: December 2016
Merry XMas! if you don't celebrate it, good wishes anyway! It's been 9 months since our last progress report. We think it's time for a new one! Oh boy. So much has been done and still in the works. Metal Support In case you didn't notice: Ogre 2.1 now runs on...
Ogre 2.1 FAQ
Since we often get questions about the new Ogre versions in general and more specifically about the state of Ogre 2.1, Matias took the time to prepare an FAQ article in the wiki that provides answers to the most frequently asked questions. Over time we will expand...
Ogre Progress Report: March 2016
Whoa! Last time I (Matias) posted, we had a different website 🙂 What I've been working on: I've started working on "Compute Shaders" (CS). They have been blocking future progress for far too long. They are required for modern techniques such as Forward+ and come in...
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.