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OGRE 1.0 Released

Amit Mathew writes "The OGRE (Object-oriented Graphics Rendering Engine) team released version 1.0 (Azathoth). OGRE is currently the premiere open source graphics engine and is used in several commercial projects and hundreds of academic and hobbyist projects. OGRE has an active user community and features advanced shader support, multiple shadow techniques, and much more!"

35 comments

  1. Interesting.... by GreyWolf3000 · · Score: 4, Interesting

    Any popular FOSS games developed with OGRE out there? I bet this speeds development enough that there are already some pretty interesteng games to play.

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    1. Re:Interesting.... by Random+Guru+42 · · Score: 4, Informative

      I'm not sure about FOSS games, but I'm sure that they're out there. However, one of the IGF finalists, Supremacy, uses OGRE for the graphics end of things.

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    2. Re:Interesting.... by Wizarth · · Score: 4, Informative

      Ogre Projects
      List of projects that use Ogre, including quite a few games, some being OSS, some being commericial.

    3. Re:Interesting.... by Anonymous Coward · · Score: 0

      For the love of God, please stop using the acronym "FOSS". Let it die already.

    4. Re:Interesting.... by KrackHouse · · Score: 1

      We're just about to release version 1 of our open source driving simulator which is using OGRE. It currently compiles in Linux but we need a little help making it compile in Windows and on the Mac.

      Any takers?

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  2. There are also Python bindings for Ogre by Clay_Culver · · Score: 5, Interesting

    Just fyi, there are also Python bindings for Ogre. Here is the current thread in the forums that pretains to the Python version. The Python bindings for Ogre are getting more mature with every release. Pretty soon there will be a serious alternative to PyGame and PyOpenGL. Since Ogre is a 3D engine (as opposed to PyGame's 2D), and operates on a much higher level than PyOpenGL, creating 3D games in Python are now much easier to do. Especially considering Ogre is VERY fast, and the Python bindings push all of the 3D work onto C++.

  3. Dedicated Ogre User by Wizarth · · Score: 5, Insightful

    As some-one working on a OSS project who went looking for 3D implementations, OGRE is the one I chose. Great community, great design. Provides lots of features, but doesn't sacrifice speed. Options for when you want them, defaults that get the job done.

    Great work Sinbad, temas, wumpus, _mental_, and every-one else in the community.

    PeterNewman

    1. Re:Dedicated Ogre User by flich · · Score: 2, Interesting

      Ogre3D has probably some of the greatest support around. The community is great, theres some bad eggs in a group though (so bewarn). Yet its the greatest open source 3d engine I have seen. As I agree with Peter, it is a great.

      As along with Peter, good job Sinbad, temas, wumpus, and finally _mental_. Also those that work on other projects using ogre3d and are publishing them.

      Well anyways theres my 5 words or how many words there is.

  4. Torque (2D) by Anonymous Coward · · Score: 2, Informative

    While not open source, Garagegames recently released the Early Adoptors version of Torque 2D for which you get the source to.
    (Torque is the engine used for Tribes 1/2)

    It makes making cheap little (or large!) 2D games a snap.

    1. Re:Torque (2D) by kyhwana · · Score: 2, Informative

      I beleive that T2D costs $100 for the indie license, which is still a good price considering what you get.

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    2. Re:Torque (2D) by WinterSolstice · · Score: 1

      Personally, I like Torque a lot better. Nicer Mac support, nicer toolkit.

      Cheap, easy. Also, they have a LOT of support.

      -WS

      --
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    3. Re:Torque (2D) by kyhwana · · Score: 1

      Runs in linux too!

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  5. Oh man, I thought this was going to... by Slashdot+Junky · · Score: 2, Funny

    Oh man, I thought this was going to be related to the old Steve Jackson Games "Ogre".

    http://www.sjgames.com/ogre/

    Later,
    -Slashdot Junky

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    1. Re:Oh man, I thought this was going to... by Cthefuture · · Score: 1

      Heh, that's what I thought the first time I heard about OGRE (what seems like) several years ago.

      It's decent engine. It was not quite dynamic enough for what I was looking for at the time, but looked good as a game engine.

      And of course the following is a good resource for people interested in 3D engines:
      DevMaster

      and no one should forget the great (but long dead; bring it back!) 3D engine list.

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    2. Re:Oh man, I thought this was going to... by afabbro · · Score: 1
      Me, too. I saw the headline and I thought Microgames! Woo-hoo!

      Still waiting for a computer adaptation of Car Wars and Iranian Hostage Rescue.

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    3. Re:Oh man, I thought this was going to... by Slashdot+Junky · · Score: 1

      I think I had/have OGRE for my Atari 800XL.

      -Slashdot Junky

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    4. Re:Oh man, I thought this was going to... by Cthefuture · · Score: 1

      I still have that the C64 Autodual game. :)

      What I would really like to see is a modern Interstate '76 game with an even more Car Wars-like feel. I would like more detail concerning the car design and game types than I76 had. Armor and weapons placement and all that. And I would like to see Cars Wars style game modes (arena fighting, racing, etc.).

      Interstate '76 was an awesome game (not to be confused with Interstate '82 which was a piece of crap).

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  6. High quality middleware is the best hope by Goosey · · Score: 5, Insightful

    I have been a happy user since I discovered OGRE 4-5 months ago. The amount it has improved in that short time is simply astounding, and when I entered it was hands-down the best Open Source rendering engine.

    My opinion is that it is ultra-high-quality middleware like OGRE where I find OSS's best chance at making penetration into the games industry. Fully OSS games simply have a profit-model problem, but there are very obvious benefits for a company electing to use OSS middleware. Just look at OpenAL for an example: it is used in many high profile games (Unreal Tournament 2004 anyone?).

    The benefits are just too numerous. Cost is either saved developing an engine internally or licensing a high-priced engine from ID/Valve/Epic. The real benefit will come after one company takes the step and a high-profile game is released using OGRE. My reasoning is that any developement studio that uses it is likely to make some patches and improvements, that will peak the interest of another company, who will do the same. As more comapanies start using it as their middleware, more patches and improvements are added, causing more developers to take interested, causing more improvements. It is a snowball effect.

    There is no reason it OGRE could not be ported to run on console systems as well. Once that snowball gets rolling this is the next logical step, and the snowball will keep rolling. Result? Open source produces the next Renderware, and this time it can't be purchased by EA.

    THAT is the greatest strength of OSS, to be middleware. At least in my humble opinion.. ;)

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    1. Re:High quality middleware is the best hope by Anonymous Coward · · Score: 1, Informative

      that will peak the interest of another company

      "pique".

  7. Ogre has competition by Anonymous Coward · · Score: 3, Interesting

    I'd like to suggest that OpenSceneGraph would give Ogre a run for its money. They're about on par, with plusses and minuses on each side.

    Note that OpenSceneGraph is very different from OpenSG, which is not a gaming 3D SG at all.

  8. Jeez, I got all excited... by dghcasp · · Score: 1

    I thought this post was about the wargame OGRE that I used to play with the other geeks in junior high back in the early 80's...

    1. Re:Jeez, I got all excited... by daeley · · Score: 1

      Yeah, me too. Bastards, messing with my nostalgia. ;) Remember the GEV expansion?

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    2. Re:Jeez, I got all excited... by steve_streeting · · Score: 1

      Google would seem to think we're a more common use of the term 'OGRE' now ;) http://www.google.com/search?q=OGRE

  9. Re: 3D Engine List by some+guy+I+know · · Score: 1

    Here is a slightly more updated version of the list.
    I agree that it would be great if someone picked up the reins on this.

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  10. question by Anonymous Coward · · Score: 0

    Is this part of an upgrade to Skinny Puppy?

  11. Interesting acronym by mikeage · · Score: 4, Funny

    OGRE? Shouldn't it be OOGRE? Of course, this just begs for a successor: OOGLE (Object Oriented Graphics Leering Engine) - for modeling those CGI naked chicks

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    1. Re:Interesting acronym by Grab · · Score: 3, Funny

      But then someone decides OOGLE needs to handle male and female bodies. Et voila, we have the Generic Object Oriented Graphics Leering Engine. Time to get us a website to put this on. Oh damn...

      Grab.

    2. Re:Interesting acronym by ArsonSmith · · Score: 1

      Wont work cause they couldn't make a gnome version of it. The names already taken.

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    3. Re:Interesting acronym by convolvatron · · Score: 1

      the precursor to vrml was actually called weboogl,
      which just rolls off the tongue

  12. diff OGRE vtk? by 4of12 · · Score: 1

    Can someone who knows say how OGRE compares and contrasts with vtk as a 3D engine?

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  13. They don't understand licensing though by emarkp · · Score: 2, Informative

    Ogre is licensed under the GNU Lesser Public License (LGPL). This basically means that you can get the full source code for nothing, nada, zip. There is such a thing as a free lunch.

    Under the LGPL you may use Ogre for any purpose you wish, as long as you:

    • Release any modifications to the OGRE source back to the community
    • Pass on the source to Ogre with all the copyrights intact
    • Make it clear where you have customised it.

    The above is a precis, please read the full license agreement before downloading any source.

    Whereas the actual LGPL includes:
    You must make sure that they, too, receive or can get the source code. If you link a program with the library, you must provide complete object files to the recipients so that they can relink them with the library, after making changes to the library and recompiling it. And you must show them these terms so they know their rights.

    So as long as you don't mind shipping all the object code to your commercial program, you can use the library. Sure they tell you to read the full license, but only after failing to neglect the most onerous part.

    1. Re:They don't understand licensing though by emarkp · · Score: 1

      Oops. ^neglect^mention

    2. Re:They don't understand licensing though by arkanes · · Score: 1

      You're actually quoting from the header of the LGPL, and not from the actual terms of the license. In any case, the concern there is only if you're statically linking (dynamic linking doesn't present a problem, because replacing the library will affect all applications using it). This is a well known characteristic of the LGPL - it requires that end users be able to replace the LGPLed library. Section 6b of the GPL has the relevant legalese.

    3. Re:They don't understand licensing though by p3d0 · · Score: 1

      "failing to neglect"?

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    4. Re:They don't understand licensing though by steve_streeting · · Score: 2, Informative

      Precisely, which is why OGRE is completely dynamically linked. We do in fact know our licenses, thank you.