OGRE: Difference between revisions
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Ogre has been ported to Windows, macOS, Linux, PocketPC, Xbox, and PS3.<ref name="gamasutra"/><ref name="dspy"/> | Ogre has been ported to Windows, macOS, Linux, PocketPC, Xbox, and PS3.<ref name="gamasutra"/><ref name="dspy"/> | ||
== Functionality == | |||
OGRE is a [[C++]] class library built on a modular architecture where functionality is extended via dynamically loaded plugins.<ref>{{cite web |title=OGRE: The Core Objects |url=https://ogrecave.github.io/ogre/api/13/_the-_core-_objects.html#autotoc_md29 |access-date=2025-07-21 |website=ogrecave.github.io}}</ref> Core subsystems are implemented as plugins, allowing developers to select implementations at runtime. | |||
Essential components like the render system, image format loaders, and mesh importers are handled by this plugin system. To facilitate rapid development, the SDK integrates the [[Open Asset Import Library|Assimp]] library for comprehensive mesh loading and Dear ImGui for creating graphical user interfaces. This combination makes it straightforward to build applications for 3D data visualization and inspection. More broadly, the plugin architecture enables developers to tailor the engine's capabilities and footprint, such as using a full suite of asset importers for development tools while shipping a minimal set with the final product. | |||
In addition to its native C++ API, OGRE provides official language bindings for other programming languages, such as C#, Java, and Python. These bindings are automatically generated from the C++ source code using the [[SWIG]] tool. | |||
== History == | |||
Ogre originated around 1999 from DIMClass, a Direct3D abstraction project by developer Steve 'Sinbad' Streeting. Realizing its design could be made platform- and API-agnostic, he officially registered the Ogre project on SourceForge in February 2000. Active development began that October, leading to the first functional release for Win32 and Direct3D 7 in 2001. | |||
A major milestone was the September 2002 release (v0.99d), which established Ogre as a cross-platform engine by adding Linux support and an OpenGL renderer. This version also introduced a robust skeletal animation system, and the core development team began to expand.<ref>{{cite web |title=Brief history of OGRE |url=https://wiki.ogre3d.org/Brief%20history%20of%20OGRE |access-date=2025-07-16 |website=wiki.ogre3d.org}}</ref> | |||
Further development culminated in the release of Ogre 1.0 in February 2005. The project was subsequently featured as the SourceForge Project of the Month for March 2005.<ref>{{cite web |title=Project of the Month |url=https://sourceforge.net/blog/potm-2005-03-2/ |access-date=2025-07-16 |website=sourceforge.net}}</ref> | |||
From 2006<ref>{{cite web |title=Google Summer of Code 2006 |url=https://www.ogre3d.org/2006/05/01/google-summer-of-code-2006 |access-date=2025-07-25 |website=www.ogre3d.org}}</ref> to 2013,<ref>{{cite web |title=Ogre3D not part of Google Summer of Code 2014 |url=https://www.ogre3d.org/2014/02/25/ogre3d-sadly-not-part-of-google-summer-of-code-2014 |access-date=2025-07-25 |website=www.ogre3d.org}}</ref> the project was a regular participant as a mentoring organization in the [[Google Summer of Code]], which funded numerous student contributions to the engine's codebase. | |||
In 2010, the engine's license was changed from the [[GNU Lesser General Public License|LGPL]] to the more permissive [[MIT License]] with the release of version 1.7. Streeting reasoned that a simpler license would better grow the community and encourage voluntary contributions, rather than trying to legally compel them.<ref>{{cite web |title=My evolving view of open source licenses |url=https://www.stevestreeting.com/2009/09/15/my-evolving-view-of-open-source-licenses/ |access-date=2025-07-16 |website=stevestreeting.com}}</ref> That same year, he stepped down as project lead, citing a chronic back condition that made the required time commitment unsustainable.<ref>{{cite web |title=The spinal analysis, and what it means for OGRE |url=https://www.stevestreeting.com/2010/04/27/the-spinal-analysis-and-what-it-means-for-ogre/ |access-date=2025-07-16 |website=stevestreeting.com}}</ref> | |||
Since 2019, Ogre consists of two forks developed separately, namely Ogre (also called Ogre1), which is based on the original 1.x codebase and Ogre Next (also called Ogre2), which is based on the 2.x development efforts.<ref>{{cite web |title=Ogre Ecosystem Roundup #3 |url=https://www.ogre3d.org/2019/09/15/ogre-ecosystem-roundup-3 |access-date=2022-02-05 |website=www.ogre3d.org}}</ref> | Since 2019, Ogre consists of two forks developed separately, namely Ogre (also called Ogre1), which is based on the original 1.x codebase and Ogre Next (also called Ogre2), which is based on the 2.x development efforts.<ref>{{cite web |title=Ogre Ecosystem Roundup #3 |url=https://www.ogre3d.org/2019/09/15/ogre-ecosystem-roundup-3 |access-date=2022-02-05 |website=www.ogre3d.org}}</ref> | ||
After the 2021 release of Ogre 1.12, the project transitioned to version Ogre 13, eliminating the "1." prefix in its numbering to align more closely with semantic versioning.<ref>{{cite web |title=Ogre 13 released |url=https://www.ogre3d.org/2021/08/14/ogre-13-released |access-date=2022-07-19 |website=www.ogre3d.org}}</ref> | |||
== Games and applications == | == Games and applications == | ||
* ''[[Earth Eternal]]'' | * ''[[Earth Eternal]]'' | ||
* ''[[Gazebo simulator]]''<ref>{{Cite web |title=Gazebo |url=https://www.gazebosim.org/ |access-date=2022-04-04 |website=www.gazebosim.org}}</ref> and [[Ignition Gazebo]]<ref>{{Cite web |title=Features - Ignition |url=https://ignitionrobotics.org/features |access-date=2022-04-05 |website=ignitionrobotics.org}}</ref> | * ''[[Gazebo simulator]]''<ref>{{Cite web |title=Gazebo |url=https://www.gazebosim.org/ |access-date=2022-04-04 |website=www.gazebosim.org |archive-date=2022-04-02 |archive-url=https://web.archive.org/web/20220402055027/http://gazebosim.org/ |url-status=dead }}</ref> and [[Ignition Gazebo]]<ref>{{Cite web |title=Features - Ignition |url=https://ignitionrobotics.org/features |access-date=2022-04-05 |website=ignitionrobotics.org }}{{Dead link|date=October 2025 |bot=InternetArchiveBot }}</ref> | ||
* ''[[Hob (video game)|Hob]]'' | * ''[[Hob (video game)|Hob]]'' | ||
* ''[[Kenshi (video game)|Kenshi]]'' | * ''[[Kenshi (video game)|Kenshi]]'' | ||
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[[Category:Free software programmed in C++]] | [[Category:Free software programmed in C++]] | ||
[[Category:Video game development software]] | [[Category:Video game development software]] | ||
[[Category:Software using the MIT license]] | |||
{{graphics-software-stub}} | {{graphics-software-stub}} | ||
Latest revision as of 18:03, 30 December 2025
Template:Short description Script error: No such module "about". Script error: No such module "Infobox".Template:Template other Script error: No such module "Check for unknown parameters".Script error: No such module "Check for conflicting parameters". Script error: No such module "Portal". Object-Oriented Graphics Rendering Engine (OGRE) is a scene-oriented, real-time, open-source, 3D rendering engine.[1][2]
Ogre has been ported to Windows, macOS, Linux, PocketPC, Xbox, and PS3.[2][3]
Functionality
OGRE is a C++ class library built on a modular architecture where functionality is extended via dynamically loaded plugins.[4] Core subsystems are implemented as plugins, allowing developers to select implementations at runtime.
Essential components like the render system, image format loaders, and mesh importers are handled by this plugin system. To facilitate rapid development, the SDK integrates the Assimp library for comprehensive mesh loading and Dear ImGui for creating graphical user interfaces. This combination makes it straightforward to build applications for 3D data visualization and inspection. More broadly, the plugin architecture enables developers to tailor the engine's capabilities and footprint, such as using a full suite of asset importers for development tools while shipping a minimal set with the final product.
In addition to its native C++ API, OGRE provides official language bindings for other programming languages, such as C#, Java, and Python. These bindings are automatically generated from the C++ source code using the SWIG tool.
History
Ogre originated around 1999 from DIMClass, a Direct3D abstraction project by developer Steve 'Sinbad' Streeting. Realizing its design could be made platform- and API-agnostic, he officially registered the Ogre project on SourceForge in February 2000. Active development began that October, leading to the first functional release for Win32 and Direct3D 7 in 2001.
A major milestone was the September 2002 release (v0.99d), which established Ogre as a cross-platform engine by adding Linux support and an OpenGL renderer. This version also introduced a robust skeletal animation system, and the core development team began to expand.[5]
Further development culminated in the release of Ogre 1.0 in February 2005. The project was subsequently featured as the SourceForge Project of the Month for March 2005.[6]
From 2006[7] to 2013,[8] the project was a regular participant as a mentoring organization in the Google Summer of Code, which funded numerous student contributions to the engine's codebase.
In 2010, the engine's license was changed from the LGPL to the more permissive MIT License with the release of version 1.7. Streeting reasoned that a simpler license would better grow the community and encourage voluntary contributions, rather than trying to legally compel them.[9] That same year, he stepped down as project lead, citing a chronic back condition that made the required time commitment unsustainable.[10]
Since 2019, Ogre consists of two forks developed separately, namely Ogre (also called Ogre1), which is based on the original 1.x codebase and Ogre Next (also called Ogre2), which is based on the 2.x development efforts.[11]
After the 2021 release of Ogre 1.12, the project transitioned to version Ogre 13, eliminating the "1." prefix in its numbering to align more closely with semantic versioning.[12]
Games and applications
- Earth Eternal
- Gazebo simulator[13] and Ignition Gazebo[14]
- Hob
- Kenshi
- OpenMW (until v0.37.0)
- Rebel Galaxy
- Rebel Galaxy Outlaw
- Rigs of Rods
- Roblox (2009–2014)
- Running with Rifles
- Scrap Mechanic (until 2016)[15]
- Shadows: Heretic Kingdoms
- TROUBLESHOOTER: Abandoned Children[16]
- Torchlight[3] & Torchlight II
- Walaber's Trampoline
- World of Battles: Morningstar (2009–2012)
- Vector Thrust
- Zombie Driver[17]
References
<templatestyles src="Reflist/styles.css" />
- ↑ 12 graphics and rendering tools to make your game shine, MCV
- ↑ a b Q&A: Steve Streeting On Open Source 3D Engine OGRE 3D, Gamasutra
- ↑ a b 'Torchlight' interview off-cuts, Digital Spy
- ↑ Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1".
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- ↑ Script error: No such module "citation/CS1".
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- ↑ Script error: No such module "citation/CS1".
- ↑ Script error: No such module "citation/CS1".Script error: No such module "Unsubst".
- ↑ Script error: No such module "citation/CS1".
- ↑ Developer comment on the Steam forums Steam
- ↑ Zombie Driver: Exor's undead-squasher available through Steam now for £6.99, Games Industry
Script error: No such module "Check for unknown parameters".
External links
- Script error: No such module "Official website".Script error: No such module "Check for unknown parameters".
- Template:Trim Template:PAGENAMEBASE at MobyGames
- Template:GitHub