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.
Today we want to present another Game highlight of Ogre3D based games. This time: Spellheart We asked the team behind the game if they could share some insights into the Ogre3D usage and how the game was built in general, and Robin was kind enough to provide...
Some of you who follow me on Twitter or its Ogre thread may be aware of it. But if you don't: We added Vulkan support! And with it, Android support came along! The vast majority of features and samples are already working, but there are some missing pieces (see Github...
This is a maintenance release. Efforts to port from 2.2.3 to 2.2.4 should be minimum. For a full list of changes see the Github release Source and SDK is in the download page. Discussion in forum thread.
Cross Platform and Cross Language
Furthermore, OGRE comes with Bindings for Python, Java and C# out of the box to account for different coding needs.
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:
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.