OGRE
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 applications
utilising hardware-accelerated 3D graphics.
The class library abstracts all the details of using the
underlying system libraries like Direct3D and OpenGL and provides an
interface based on world objects and other intuitive classes.
Whilst OGRE is not a game engine it can be used to make games.
OGRE is simply a top class rendering engine. OGRE can be
used to create games, simulations, business applications,
anything you want.
OGRE has a very active and vocal community. It has been used
in a number of open source games including Rigs
of Rods, Shadow Run - Awaken, Trinity Reign, as well
as commercial games such as Ankh, Jack
Keane, Venetica and Torchlight.
OGRE
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License
MIT License
Developer
Brian Johnstone, Assaf Raman, Holger Frydrych, Dave
Rogers, Noam Gat, Nir Hasson, Steve Streeting
Website
www.ogre3d.org
Requirements
OpenGL 1.2.1 or higher
Graphics card: Nvidia Geforce 2 or higher, ATI Radeon 7500 or higher
Support:
Manual,
FAQ,
Tutorials,
Articles,
Wiki,
Forums,
Mailing
List, SourceForge
Project Page, API Reference
Selected
Reviews:
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Features include:
- Extensible example framework makes getting your application
running is quick and simple
- Common requirements like render state management, spatial
culling, dealing with transparency are done for you automatically
saving you valuable time
- Clean, uncluttered design and full documentation of all
engine classes
- Proven, stable engine used in several commercial products
- Direct3D and OpenGL support
- Powerful material declaration language allows you to
maintain material assets outside of your code
- Supports vertex and fragment programs (shaders), both
low-level programs written in assembler, and high-level programs
written in Cg, DirectX9 HLSL, or GLSL and provides automatic support
for many commonly bound constant parameters like worldview matrices,
light state information, object space eye position etc
- Supports the complete range of fixed function operations
such as multitexture and multipass blending, texture coordinate
generation and modification, independent colour and alpha operations
for non-programmable hardware or for lower cost materials
- Multiple pass effects, with pass iteration if required for
the closest ‘n’ lights
- Support for multiple material techniques means you can
design in alternative effects for a wide range of cards and OGRE
automatically uses the best one supported
- Material LOD support; your materials can reduce in cost as
the objects using them get further away
- Load textures from PNG, JPEG, TGA, BMP or DDS files,
including unusual formats like 1D textures, volumetric textures,
cubemaps and compressed textures (DXT/S3TC)
- Textures can be provided and updated in realtime by
plugins, for example a video feed
- Easy to use projective texturing support
- Sophisticated skeletal animation support
- blending of multiple animations with variable weights
- variable/multiple bone weight skinning
- software and hardware-accelerated skinning pipelines
with intelligent buffer sharing
- manual bone control
- Configurable interpolation modes, accuracy vs speed
tradeoffs
- Flexible shape animation support
- Morph animation for legacy applications where you wish
to perform simple linear blends between shape snapshots
- Pose animation for modern shape animation, allowing you
to blend many poses at variable weights along a timeline, for example
expression / mouth shapes to perform facial animation
- Both techniques can be implemented in hardware and
software depending on hardware support
- Animation of SceneNodes for camera paths and similar
techniques, using spline interpolation where needed
- Generic animation tracks can accept pluggable object
adaptors to enable you to animate any parameter of any object over time
- Highly customisable, flexible scene management, not tied to
any single scene type. Use predefined classes for scene organisation if
they suit or plug in your own subclass to gain full control over the
scene organisation
- Several example plugins demonstrate various ways of
handling the scene specific to a particular type of layout (e.g. BSP,
Octree)
- Hierarchical scene graph; nodes allow objects to be
attached to each other and follow each others movements, articulated
structures etc
- Multiple shadow rendering techniques, both modulative and
additive techniques, stencil and texture based, each highly
configurable and taking full advantage of any hardware acceleration
available.
- Scene querying features

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Last Updated Saturday, May 19 2012 @ 10:31 AM EDT |