OGRE 3D 1.7 Application Development Cookbook

We as the OgreTeam are very happy to see yet another Ogre book being published by the open-source friendly online publisher PacktPub:

OGRE 3D 1.7 Application Development Cookbook

In contrast to the previously released OGRE 3D 1.7 Beginner’s Guide which aimed at teaching the basics of Ogre from scratch, this new book takes a different approach:

“This is a cookbook with over 50 recipes offering solutions to common application development problems while creating graphics using OGRE 3D, with explained sample code and screenshots added in. Each recipe teaches you about a particular feature of OGRE 3D.”
Quote by PacktPub

The book covers a multitude of different topics, such as:

  • Creation of minimal Ogre3D applications
  • Creation of Ogre plugins
  • Creation of custom Ogre Resource Managers
  • Various input methods such as mouse, keyboard and speech
  • Object and Scene management (e.g. scene loading from (Land)XML)
  • Light and Material handling
  • Various kinds of animations
  • Multimedia Integration (Video, Sound, Speech)
  • Much more, compare table of contents

More details about the book and their authors can be found directly at PacktPub: OGRE 3D 1.7 Application Development Cookbook

There is also a special deal to get both OGRE 3D books from PacktPub as a bundle with a nice discount. So if your are looking to start with Ogre3D, this might be a way to go. But even if you already have experience with our engine, the cookbook can be a good addition to extend your repertoire of techniques.

BTW: The fact that we just released Ogre 1.8, should not stop you from considering either of the two PacktPub books. With the exception of one or two recipes covering Terrain related topics, everything else will still be valid and applicable to Ogre 1.8 as well!

“Game Engine Architecture” by Jason Gregory

gameenginearchitectureWe’d like to bring to the attention of the community that the new book Game Engine Architecture has just been released, extensively covering the practical issues associated with constructing a full game engine. In the book, Ogre is frequently used as an example of how various engine components can be designed and implemented. It covers subjects from OS and foundation systems, resource management and rendering, animation, collision and physics, and all the way up to the game world object model that ties them all together.  Target audience includes amateurs learning about game development, college students taking game engineering majors or minors, junior members of industry, and even senior folks who are specialized and want to learn more about the rest of the engine.

The book is written by Jason Gregory, a veteran of the game industry, programmer at Naughty Dog, and lecturer at the University of Southern California, where he runs a game development course which also makes regular use of Ogre.  We’re very proud to be featured in the book, which is currently receiving very positive reviews on www.amazon.com, www.amazon.co.uk and www.amazon.de, and certainly recommend that you check it out!

While you’re at it, why not check out our full recommended reading list?