OGRE

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OGRE
OGRE-logo.gif
Developer: Ogre Development Team
Latest Release: Version 1.7.3
Platform: Windows, Linux, MacOSX
Graphics: DirectX, OpenGL
Physics: Plug-In
Network: No
Scripting: Built-In, Plugins
Sound: No
License: LGPL, OUL (OGRE unrestricted License)
Website: OGRE 3D

Contents

Description

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OGRE (Object-Oriented Graphics Rendering Engine) is a scene-oriented and flexible 3D engine. It is completely written in C++ and designed to provide a simple access to 3D programming. OGRE is able to use Direct3D and OpenGL as its renderer and supports DX7 and DX9 rendering. Ogre is a 3d rendering library only. It is completely seperated from game specific dependencies. For integration with a game framework see the Yake Game Framework..

History

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A brief history of OGRE, and its milestones:

1999ish 
Sinbad realises that his 'DIMClass' project, a project to make an easy to use object-oriented Direct3D library, has become so abstracted that it really doesn't need to be based on Direct3D any more. Begins planning a more ambitious library which could be API and platform independent.
February 25 2000 
Sourceforge project registered, OGRE name coined. No development starts due to other commitments but much pondering occurs.
October 2000 
Full-on design starts, refactoring of DIMClass begins.
December 2000 
Major design pieces are in place.
February 2001 
First platform manager complete (Win32), D3D7 is now the first rendersystem
February 2001 
OGRE becomes completely dynamically loaded, rendersystems & platform managers as plugins
April 1 2001 
Made an important design decision to separate the class hierarchies of spatial structures (SceneNode) and scene contents (MovableObject) and join them through attachment to reduce dependencies and improve flexibility
May 2001 
Entity / SubEntity / Mesh / SubMesh system created
July 3 2001 
Ogre 0.6 released
January 14 2002 
Controllers introduced
Feb 2002 
cearny joins the core team
March 2002 
Ogre 0.98b - Material scripts make their first appearance. ROAM landscape engine appears (later dropped in favour of geomipmapping). Billboards. First time STLport is required because of increased STL compliance.
April 2002 
temas joins the core team
June 2002 
Ogre 0.99b - Particle systems and misc stuff
September 2002
Ogre 0.99d - Linux support, OpenGL renderer, skeletal animation, Milkshape exporter, Codec structures
October 2002 
janders joins the core team
October 2002 
Ogre 0.99e - XMLConverter appears, octree scene manager appears, D3D8 renderer, spline animation interpolation, font rendering via Freetype
December 2002
Mesh LOD, Geomipmapping terrain, stencil operations
January 2003
First release of Blender exporter
Feb 2003
Ogre 0.10.0 (version reformatted) - 3DS Max exporter, D3D9 renderer
Mid 2003
cearny & janders leave project (inactive)
June 2003
Ogre 0.11.0 - SceneQuery added, ODE collision demonstrated in BspCollision, Maya and Wings exporters, lots of small enhancements
May 2003
_mental_ joins the core team
September 2003
Ogre 0.12.0 - hardware buffer interfaces, vertex declarations, complete geometry system overhaul. First time we branched the codebase into 'maintenance' and 'development' branches
January 2004
Ogre 0.13.0 - major material overhaul, vertex & pixel shader support for assembler (D3D & GL), Cg and HLSL, XCode support
May 2004
Ogre 0.14.0 - shadows, hardware skinning, projective texturing
July 2004
wumpus joins the core team
October 2004
Ogre 0.15.0 - binary mesh format made more flexible, GLSL support, Radian/Degree classes,
February 2005
Ogre v1.0.0 Final Released - resource system overhaul, hardware pixel buffers, HDR, CEGui, XSI exporter
March 2005
Ogre is 'Project of the Month' on Sourceforge
July 2005
Jeff 'nfz' Doyle joins the OGRE Team
November 4 2005
Ankh is released as the first commercial product using Ogre
May 7 2006
Ogre 1.2 "Dagon" is officially released

Features

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Productivity features:

Platform & 3D API support:

Material / Shader support:

Meshes:

Animation:

Scene Features:

Special Effects:

Misc features:

Tutorials and Source Code

View OGRE Tutorials

Community Help

GUITutorial info.gifHaving problems? Try asking our community on the forums! Don't forget to check the engines' forums! OGRE 3D forums

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