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!"
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.
Slashdot: Where people pretend to be twice as smart as they really are by behaving like children.
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++.
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
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..
--- "End Of Line" - MCP
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.
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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