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Topic: OGRE Engine


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In the News (Fri 25 Dec 09)

  
  OGRE Engine - Wikipedia, the free encyclopedia
The engine is licensed under the LGPL and as a result has a very active community.
OGRE is a scene graph based engine, and with support of a wide variety of scene managers, most notably Octree, BSP and a Paging Landscape scene managers.
OGRE also has a compositing manager with a scripting language and full screen postprocessing for effects such as blooming, saturation, brightness, blurring, and noise.
en.wikipedia.org /wiki/OGRE_Engine   (780 words)

  
 3D Engine Exploration
Ogre (which stands for Object-Oriented Graphics Rendering Engine) is a relatively new 3D engine that aims to provide developers with a simple and initiative way to create applications utilising 3D hardware.
Ogre is currently nearing a version 1.0 release (the latest version was 0.99c at the time of writing), and already has an impressive feature list.
Ogre's complete API is also documented using Doxygen, and this is an invaluable reference as you move beyond the basics covered by the tutorials.
www.angelfire.com /indie/jetstream/ogre_review.htm   (584 words)

  
 The Linux Game Tome   (Site not responding. Last check: 2007-11-07)
OGRE is a scene-oriented, flexible 3D engine written in C++
Ogre and OpenSceneGraph both have the cleanest APIs I have seen in 3D engines - they heavily use design based on established design patterns, and are a joy to talk about and understand.
OGRE attracts people because not only is it fast and full of features, but it's very well supported, with 7 interface-stable maintenance releases over the past year as well as a separate development branch.
www.happypenguin.org /show?OGRE   (3218 words)

  
 OGRE: Good, bad, or ugly? - GameDev.Net Discussion Forums
Ogre has changed a lot since Aug 2003 (when I first looked at it) and is now a very capable modern rendering engine, and its free.
As far as a rendering API use goes, Ogre is a lot easier to work with than DX or OGL since Ogre takes care of the house keeping for you and allows you to work at a higher abstract level.
Even if you decide not to use Ogre and want to write your own engine, take the time to go through the headers, and source code to learn how DX and OpenGL are used to build a flexible and fast rendering engine.
www.gamedev.net /community/forums/topic.asp?topic_id=255673   (984 words)

  
 DevMaster.net - OGRE - Engine Details
OGRE (Object-Oriented Graphics Rendering Engine) is a scene-oriented, flexible 3D engine written in C++ designed to make it easier and more intuitive for developers to produce games and demos utilising 3D hardware.
OGRE certainly is one of the most promising open source engines out there and also probably the engine that collects most of the praises these days.
OGRE is not a full game engine(and that turned me away at first) but there's a lot of support for integerating other engines for other features.
www.devmaster.net /engines/engine_details.php?id=2   (4887 words)

  
 amit mathew. Ogre Mage
Also, Ogre is such a great graphics engine, and it's a shame when people pass it over because it's not a complete game engine.
Ogre Mage is an attempt to alleviate this situation.
Ogre Mage is released under the same license as Ogre, the LGPL.
www.arches.uga.edu /~agm/gamedev/ogremage.htm   (342 words)

  
 [No title]
It includes the tools that you need to create and preview high quality content to be used with the Ogre Engine, letting you to freely use your current working environment, thus not forcing to use external applications that halt the work pipeline.
The quality of the results can be greatly increased as the artist have all the ogre engine features at their disposal with instant feedback in real-time.
The material system supports creating and editing materials to be used in the ogre engine from a range of max materials or from the new included, full featured material type, the Ogre Material.
ofusion.inocentric.com /oFusion.html   (499 words)

  
 Home - OGRE 3D : Open source graphics engine
OGRE v1.2 [Dagon] represents the culmination of 5 years of continuous development, resulting in what is now regarded by many as the leading open source real time 3D rendering engine.
OGRE is packed with features to make your development life easier, whether you're making games, architectural visualisation, simulations, or anything else which requires a top-notch 3D rendering solution.
We'll carry on doing these bugfixing releases until the official release of the next major stable branch (Eihort, OGRE v1.4) which is still scheduled for the end of the year.
www.ogre3d.org   (1001 words)

  
 DevMaster.net - Axiom - Engine Details
The Axiom Engine Project is a fully object oriented game engine development effort using C# and the Microsoft.NET platform to create an easy to use, flexible, extendable, and powerful engine that allows for rapid development of games for various genres.
I have tried many commercial engines and have only found one with as advanced technology as Axiom, and that is the OGRE engine.
It is infinitely smaller then others (even the OGRE engine on which it is based) and was able to be developed and maintained by far less developers.
www.devmaster.net /engines/engine_details.php?id=81   (2612 words)

  
 3D Engine Exploration   (Site not responding. Last check: 2007-11-07)
OgreScript is an attempt to create an engine on top of Ogre which allows for a scripted sequence to be easily created and run.
I have ported the changes I made from the Scripting Engine to NeoScript back again, so this latest release is built off the Ogre engine but is now up to date with the latest code.
Also note that Ogre doesn't have an easy way to test if the mouse buttons have been pressed, so for now the space bar is used instead of the left mouse button.
www.angelfire.com /indie/jetstream/ogrescript.htm   (751 words)

  
 Irrlicht or Ogre....input please - Christian Coders Network   (Site not responding. Last check: 2007-11-07)
I wasn't meaning an engine to make a portfolio for college with Faith, I was meaning something that I could learn the guts of the game engine in.
Irrlicht and Ogre have both been used as pure rendering engines (which is pretty much what they are) and as the core rendering engine for games (which they are both decently suited for).
For example, Ogre is old and bulky (5 or 6 times the size of Irrlicht) and the input (keyboard/mouse) is poorly written.
www.christiancoders.com /cgi-bin/ubb-cgi/postdisplay.cgi?forum=Forum6&topic=000225   (2600 words)

  
 Cross-Platform Game Development for C++ Developers, Part V: OGRE 3D
OGRE (Object-Oriented Graphics Rendering Engine) is a scene-oriented, flexible 3D engine written in C++.
OGRE is the brainchild of Steve Streeting, instigator and self-styled "benign dictator of the project.
OGRE provides a set of scene managers, each of which is customized to best support a certain kind of scene.
www.developer.com /net/cplus/article.php/3547726   (1510 words)

  
 3d Engines of choice - Indiegamer Developer Discussion Boards
One nice thing in the later ogre version is that you can easily create up to 4 levels of material techniques or LOD levels for your range of system specs.
The engine is good but at the time it was still along way away from being complete.
Overly complex in some points, the engine is "mature" and can look a little bit dated (but is that a big deal to an indie?).
forums.indiegamer.com /showthread.php?t=6902   (2225 words)

  
 Ogre and Bullet Game Engine Integration at BlenderNation
Ogre is a really good piece of software which makes working with it a blast.
I’m making graphics for some Ogre based project, and as I see Ogre is able to display about 400K faces with 30 fps on my GF6600 GT in 1024×768.
One of the downside I heard about ogre was that is is only a rendering engine and doesn’t have any gamefeatures such as networking, sounds and stuff.
blendernation.com /2006/06/08/ogre-and-bullet-game-engine-integration   (1667 words)

  
 GameTutorials, LLC - need 3d engine for deformable object simulation
plus, the engine should provide me with a basic geometry manipulating tools(such as vertex picking, arcball), performance monitoring(fps, total vertex/point displayed), mathematics library is a strong plus(matrices, verlet solver, finite element).
if the engine have its physics systems or integrated with other physics library, it is a very strong plus.
basically, its full of ****(sorry, but this is how i felt after spending 100 usd for the torque engine).
www.gametutorials.com /forum/topic.asp?TOPIC_ID=12854   (474 words)

  
 Tech Tok » Ogre - an open source 3D graphics engine
Ogre - an open source 3D graphics engine
Ran across a cool, open source 3d graphics engine called Ogre.
You can download some Win32 demos to see what the engine is capable of.
tech.tnir.org /2004-10/ogre-an-open-source-3d-graphics-engine   (124 words)

  
 RakNet and Ogre3d   (Site not responding. Last check: 2007-11-07)
For example, in Ogre an object on a certain client may have a Node, which has a position.
However, that object could have a position, and you could send that message regardless of whether the you were using Ogre or not.
So it is the objects and their relationships to the rendering and networking engines that matter, not really the integration/relationship between the network engine and the rendering engine.
www.rakkarsoft.com /raknet/forum/index.php?topic=586.msg3194   (602 words)

  
 [No title]
The content exported from max is saved in different files ready to be used by the Ogre Engine and the o_scene loader.
Earlier engine versions are also supported but you are advised to upgrade to the latest releases as they include important improvements and fixes.
Produced scene files can be loaded in applications using the ogre engine with a single function call of the Scene Loader library.
www.ofusiontechnologies.com /exporter.html   (321 words)

  
 flipcode IOTD - Steve Streeting (12-06-2001)
If you don't want to, you don't have to know that OGRE is using BSPs internally for indoor rendering, just use the top-level interface which is the same for any scene manager, and just give OGRE a hint that you're going to render an indoor scene and it will do all the optimisations internally.
Ogre is a great project, not because it's a 3d engine but because the docs, diagrams, OO design are so clean.
While reading your boredom hyped plug of your engine in three years time might not bother you, I had the recent experience of doing the Google.com check on my name and found an extremly embarassing forum post done by myself (or at least my e-mail) three years ago...
www.flipcode.com /cgi-bin/fcarticles.cgi?show=3&id=63063   (1578 words)

  
 Amazon.com: Pro OGRE 3D Programming (Pro): Books: Gregory Junker   (Site not responding. Last check: 2007-11-07)
OGRE gives you an object-oriented interface to render 3D scenes independent of the implementation, such as Direct3D or OpenGL.
With its hundreds of classes, Ogre 3D might seem at first like a complicated, gigantic framework but its design is fairly simple once you understand the basic concepts.
It is definitely aimed at a newcomer to Ogre, but it can be useful even for people who have been around Ogre for a while as they might be missing a few concepts or not be familiar with a few components that they might not have used before.
www.amazon.com /Pro-OGRE-3D-Programming/dp/1590597109   (1715 words)

  
 Ogre
OGRE is a fancy Object-Oriented Graphics rendering engine.
Example OGRE project demonstrating using a nib file and a NSView for an OGRE viewport.
Example OGRE project demonstrating using a nib file and a subclass of OgreView to provide a mouse interface.
will.thimbleby.net /ogre   (449 words)

  
 3D Buzz - engine pick
One thing to note is that the Ogre engine does NOT come with any sort of sound, network, etc capabilities - you have to add this yourself - Ogre specilizes in graphics.
There is also another engine you might be interested in which can be found at www.auran.com thanx to zakkwylde.
the cube engine is ok, but is kind of behind the times.
www.3dbuzz.com /vbforum/showthread.php?p=611421   (351 words)

  
 Ragnarok   (Site not responding. Last check: 2007-11-07)
We have decided to put Ragnarok on hold, and will instead be using the work so far as the background for a new project using the upcoming OGRE engine.
We see this as a perfect opportunity to use the Ragnarok story and features that we've already planned and worked with, to make both the OGRE engine do what we need and to use the flexibility of OGRE to make Ragnarok what we really wanted it to be.
OGRE is a different engine though, and Ragnarok will make the perfect test case for building a better engine.
www.teamtnt.com /ixtc.htm   (229 words)

  
 Ogre in Blender (snailrose) - Blender Artists Forums   (Site not responding. Last check: 2007-11-07)
Charlie is making the GE system pluginable with OGRE as the first plugin, also he and Erwin will add parts of the Blender GE to OGRE so it will be a complete system.
Ogre is only a rendering engine and is not suitable for using in the game engine- you still physics, sound, entity management,...
Complex game engines that require me to script, and other manual operations really slows me down, and sometimes Excludes me because it is way more technical than it has to be.(I only learn redundant things when there is money involved, otherwise I just wait for the better mousetrap to be invented)
blenderartists.org /forum/showthread.php?t=67170   (1524 words)

  
 SteveStreeting.com
It’s running on OGRE here (the terrain is being rendered with the TerrainSceneManager), but both WindLight and Nimble are designed to be integrated into any rendering back-end so that anyone can license them to improve their environment rendering.
Also, in the time that OGRE has been around, many parts of that code have been rewritten or replaced, so KLOC isn’t that accurate (as if it ever was) as an effort metric, it’s probably a little underestimating in a project this mature.
I’ll try to resist saying I told you so, but despite the debate in my previous post, Ballmer (Microsoft) and Levy (Novell) have pretty much confirmed that much of the recent agreement between them was to a significant degree about technology patents, of which I bet a significant amount is.Net.
www.stevestreeting.com   (2784 words)

  
 Code
OGRE - a wonderful, open source, real time, 3D rendering engine surrounded by a fantastic community.
Ogre Tutorials and want to take the next step.
Once you can get Ogre up and running and you know why you would want a new framework, then this may be the next place to start.
code.adaptableit.com /code/solar   (354 words)

  
 Wounded Badger Interactive - News
It seems to me that the forum method could be included in the main line OGRE code because you have to select a seperate adapter to enable it, but I am not on the OGRE team.
I still really like OGRE, but I am getting a bit frustrated with the differences in the way OGRE handles shaders and the example shader stuff I am trying to use.
OGRE's native GUI support is sparse, but I am starting the work to bring the J5 GUI system (the one used in "Game Development with Lua") over to the OGRE engine.
www.woundedbadger.com /2005_10_01_archive.html   (653 words)

  
 Would you pay for an ogre powered engine?
If the engine was around for a given time and shown that it evolves further (as OGRE does the same and I await that an OGRE based engine keeps up to OGRE milestones), then I would buy it, if the price is ok.
As the engine would only be a "usability layer" to OGRE and a physics engine, I won't pay 80$ as all used technology is opensource.
You created engines for a affordable hobbiest language, so don't await that people pay once again the same as for the language just for a 3D engine, that won't happen.
www.blitzbasic.com /Community/posts.php?topic=58031   (2970 words)

  
 [No title]
It gives the user full control over the ogre material creation, providing access to all ogre material parameters, and put the gpu shader power at the users disposal.
Current scenes that contains max materials can upgrade to Ogre Materials automatically, while keeping those materials to be used by the max viewports and renderer, all this in a transparent way to the user.
It is implemented in a very friendly way, it will work side-by-side with a max material, using this material as a child material for the max viewports and the max renderer, while the root ogre material for the ogre viewport and for the export process.
ofusion.inocentric.com /materials.html   (319 words)

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