Games!
By Name
By Date Added
By Last Update
By Rating
By Type
[Advanced Search]
The Linux Game Tome
 
Register
Login
News Submit a Game Forums About/FAQ

OGRE

Version: 1.6.5
Author: Steve 'sinbad' Streeting  
Category: Code Library Rate this game yourself!   Average of 6 Ratings:4.424.424.424.42

OGRE Screenshot OGRE is a scene-oriented, flexible 3D engine written in C++

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.

The Ogre source is made available under the GNU Lesser General Public License (LGPL).

License: free

Additional System Requirements:

  • SDL 1.2.4
  • Freetype v2.1.1.0
  • DevIL 1.6.7
  • zlib 1.2.3
  • zziplib 0.13.44
  • pkg-config
  • CEGui 0.4.x

Sound: Play in X: Play in Console: Multiplayer: Network Play: 3D Acceleration: Source Available:
no yes no no no yes yes


If you try this software, don't forget to come back to this page and rate it!

Submitted by Fredz on 2005-02-23.


[ Submit an update about this game ]


[Post a new comment]
Comments

[Show all 12 comment threads on one page]
[1-10] [11-12

  I love OGRE! posted by Anonymous @ 86.106.250.96 on Jan 30 2008 6:22 PM  
I think Ogre is cool! It helps me to learn trig and linear algebra. And probably in the near (2 - 4 years) future I even will be able to write a game that will blow all your brains! So, long life OGRE!
 
[Reply]

  Incredibly difficult to get going posted by Anonymous @ 217.209.29.170 on Oct 3 2007 9:15 AM  
The source tree is chaotic which makes the build difficult and I'm used to rough SVN builds. Then came the reason I wanted to try Ogre: Python scripting! It was impossible for me to get it to build without modifying some files first. When it was finally done compiling a lot of the examples didn't work or even segfaulted. The documentation on Ogre usage on Linux is sparse and the entire Ogre development seems very WIndows-oriented, especially the odd addons, like Python support.
 
[Reply]

  OGRE posted by sparky @ 82.2.135.31 on May 12 2006 2:49 PM 4444
Ogre has good documentation - that's always a good start. I've always found it a massive pain to get working properly though.

It's not me I worry about - 'a massive pain' is an evening of work at most - but if you want users to play anything based on it, you must assume they will have to suffer that pain as well.
 
[Reply]
  Re: OGRE posted by Anonymous @ 208.237.178.229 on Jul 13 2006 8:44 AM  

I have to agree. I really liked OGRE...once I got it up and running. And don't get me started on PyOGRE. Hoooollly cow, that's rough going.

I seriously think that the next few releases of OGRE and PyOGRE should both be spent on distribution. Making solid RPMs, debs, etc., testing against different distros, gccs, etc.

I don't think for a second this is trivial or can be done easily. I just think, for a 3D package as truly great as OGRE is, it needs to have a top-notch means of distributing it to match its actual function. If other games are going to expect OGRE as a dependency, those developers would hate to have their games go unplayed because someone less patient (i.e. monomanical) than me didn't get OGRE installed.

 
[Reply]
  Re: OGRE posted by umarmung @ 84.170.18.61 on Jun 6 2007 10:15 AM  
Creating and testing packages should be the job of the distributions, not the upstream developers. After all they know all details and tripwires of their distribution best. But it's always nice if upstream provides packages themselves. :)
 
[Reply]

  I agree posted by Anonymous @ 151.37.70.10 on May 11 2006 12:46 AM  
Ogre is linux compliant , and you can just check screenshots to notice that while CrystalSpace has 2-3 interesting projects, ogre has at least 8 top-graphics applications. Also OgreOde (Ode) and OpenAL are supported so while it's correct to say that Ogre it's graphic oriented, it has nothing less than CS for producing games. There are lots of examples in the package, be sure to check SkeletalAnimation or Composite (Bloom, HDR) or ParticleFX. Also there's a little free tetris as opensource, it's called YAT : you can find at http://dword.dk/ --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- also this is a patch for yat and ogre-1.2.0 : --- src/Application.cpp.orig 2005-02-21 15:27:18.000000000 +0100 +++ src/Application.cpp 2006-05-09 12:23:49.000000000 +0200 @@ -111,5 +111,5 @@ void Application::chooseSceneManager() { - mSceneManager = mRoot->getSceneManager(ST_GENERIC); + mSceneManager = mRoot->createSceneManager(ST_GENERIC); } --- src/Brick.cpp.orig 2004-10-26 16:50:14.000000000 +0200 +++ src/Brick.cpp 2006-05-09 12:24:53.000000000 +0200 @@ -39,7 +39,7 @@ // Destroy entity if (mEntity) - Application::getSingleton().getSceneManager()->removeEntity(mEntity); + Application::getSingleton().getSceneManager()->destroyEntity(mEntity); } void Brick::create(const String& name, SceneNode* parent, const Vector3& position) @@ -99,7 +99,7 @@ if (mEntity) { mSceneNode->detachObject(mEntity); - sceneManager->removeEntity(mSceneNode->getName()); + sceneManager->destroyEntity(mSceneNode->getName()); mEntity = 0; }
 
[Reply]
  Re: I agree posted by Anonymous @ 209.142.135.135 on May 18 2006 5:11 PM  
Which example shows sound? Which example shows entity behavioral models? Which example shows Ogre's OO script interface? Are you sure it has everything CS has?
 
[Reply]

  OGRE posted by Olex @ 68.18.111.36 on Nov 26 2005 8:40 AM 55555
 
[Reply]

  Ogre posted by Anonymous @ 64.82.217.40 on Oct 9 2005 12:02 AM  
Don't be fooled by these silly Crystal Space fanatics. No one who has tried to compare the two libraries so far has any real knowledge, at least not about Ogre. You can't compare CS and Ogre directly. It's apples to oranges. People have to be told time and again that Ogre's only purpose is rendering. It is -not- a game engine (CEGUI is a entirely seperate but strongly supported GUI library that can be used easily with Ogre). Ogre is very cross-platform. Windows, Mac, Linux. If you use CVS you can get the latest source and build in your environment of choice at any time. RenderSystem plugins let you render in GL, DX, XBOX (not official because of licensing, must have XDK), or whatever else you might want to write yourself. Compare the screenshots on Ogre's featured projects page and whatever Crystal Space has to offer. The only comparisons you can make are 1) rendering features 2) who's using it. So show me how CS is any better, or even as good as Ogre. Crystal Space features: http://www.devmaster.net/engines/engine_details.php?id=33 Ogre features: http://www.devmaster.net/engines/engine_details.php?id=2 Sort of off the point, but check out this demo from SIGGRAPH '05 that uses Ogre: http://graphics.ethz.ch/~brunoh/defcolstudio.html I'm not actually trying to shit on Crystal Space, but if I was going to something else than Ogre it would be OpenSceneGraph. Where's all the irrlitch fanboys? Shouldn't someone pipe up now and claim it has the title?
 
[Reply]
  Re: Ogre posted by Anonymous @ 64.82.217.40 on Oct 9 2005 12:03 AM  
Gah! That was me posting above. Sorry for that coming out as one long block, I don't know why I can't get a fucking newline in here.
 
[Reply]
  Re: Ogre posted by MathFan @ 62.179.170.52 on Nov 24 2005 4:27 AM  
use html code like <br>
 
[Reply]
  Re: Ogre posted by ayqazi @ 89.145.208.16 on Jul 18 2006 1:05 PM  
I tried CrystalSpace. I tried Ogre. I tried OpenSceneGraph. Ogre and OpenSceneGraph kick CrystalSpaces behind in terms of api user-friendliness. There was a time that you had to MANUALLY reference count pointers in CrystalSpace depending on where they were copied to (e.g. in the arguments of a function), by manually incrementing/decrementing counters - horrid. I'm sorry - but the Crystal Space API sucks. It needs to be redesigned from the ground up. Ogre and OpenSceneGraph both have the cleanest APIs I have seen in 3D engines - they heavily use design based on established design patterns, and are a joy to talk about and understand. What Crystal Space gets points for, however, is this: if you just want to develop a 3D FPS game, a lot of the work is done for you. I liked their custom clipping algorithm too. It also has lots of other things, like an isometric engine (I think that's still in development). So if one can put up with the bad API (sorry if anybody's hurt be me saying that), it's a cool engine. I personally would just go with the Quake 3 engine though - then you get an established code base to start with, and you actually get to write GAMES rather than engines :-) My two pennies.
 
[Reply]
  Re: Ogre posted by ayqazi @ 89.145.208.16 on Jul 18 2006 1:05 PM  
and sorry for the lack of newlines - blasted HappyPenguin comment formatting code!
 
[Reply]

  there is a MUCH better engine out there posted by Anonymous @ 69.29.233.56 on Oct 5 2005 11:41 AM  
Ogre3d is not very linux oriented...many utilities that have ONLY windows binaries and over the years I"ve noticed that their 'updates' were mainly for windows. You also dont have flexibility in some design of your code compared to other engiens. I'd suggest looking into: openscenegraph.org which from the VERy beginining was desgigned to be crossplatform completely. openscenegraph.org < and compare how many 'quality' games are being done with that compared to ogre3d and its laughable. there is also: delta3d.org , which has a KEWL world editor called 'STAGE', and there are plentiful tutorials for using it on their site. ogre3d can't hold a candle to delta3d/osg.
 
[Reply]
  Re: there is a MUCH better engine out th posted by michtoen @ 212.202.30.52 on Oct 5 2005 3:35 PM  
So, instead you say "great! Another open source engine with potential! It could be a bit more move to linux, please. We really need as many good software as possible. Go in with the good work!" you say what you has written... I think i speak with most of the linux community: Delete linux from your computer, troll, you are not worth to boot it.
 
[Reply]
  Re: there is a MUCH better engine out th posted by Anonymous @ 69.29.233.56 on Oct 5 2005 8:11 PM  
troll for suggesting a better engine ?. ( dont believe me TRY it yourself ) how is that being a troll ? I callz em like I seez em.
 
[Reply]
  Re: there is a MUCH better engine out th posted by Anonymous @ 137.112.148.151 on Oct 7 2005 11:03 AM  
I agree, it is very difficult to do anything at all with it for Linux. That's why I began using Crystal Space instead, though I've only used it very little it seems a lot better than OGRE(at least for the Linux support). Crystal Space BTW should turn 1.0 in a month or two..
 
[Reply]
  Re: there is a MUCH better engine out th posted by Fredz @ 82.248.129.74 on Feb 16 2006 10:25 AM 55555
Official packages for the latest version of OGRE are available for Debian/unstable and Debian/testing. If you have problems installing OGRE on other Linux distributions, have a look at the OGRE wiki. Installation should be quite straightforward.
 
[Reply]
  Re: there is a MUCH better engine out th posted by Anonymous @ 202.7.166.164 on Apr 16 2007 7:05 AM  
I don't think you deserve to speak on behalf of the Linux community. I used ogre3d and I find it very annoying to get it working with Linux.
 
[Reply]
  Re: there is a MUCH better engine out th posted by Fredz @ 82.248.129.74 on Feb 16 2006 10:47 AM 55555
Ogre3d is not very linux oriented...many utilities that have ONLY windows binaries and over the years I"ve noticed that their 'updates' were mainly for windows. [...] how many 'quality' games are being done with that compared to ogre3d and its laughable.
OGRE is very Linux oriented and well supported on this system. There are many OGRE add-on projects available for Linux too. And it has been used in several commercial projects such as Pacific Storm, Ankh, Axiomatic, Supremacy: Four Paths to Power or GRANITE®.
 
[Reply]

  OGRE posted by Anonymous @ 213.143.73.233 on Mar 2 2005 10:29 AM  
but no quality graphics opensource games done with it?
 
[Reply]
  Re: OGRE posted by Anonymous @ 68.69.188.232 on Mar 6 2005 11:59 PM  
I'd also be interested in testing this out in an Open Source game. Anyone know of any?
 
[Reply]
  Re: OGRE posted by gnalle @ 62.79.97.134 on Mar 7 2005 5:30 AM  
There is a worldforge client named ember. As far as I understand this is still work in progress (I never tried it myself) http://www.worldforge.org/dev/eng/clients/ember
 
[Reply]
  Re: OGRE posted by Anonymous @ 212.202.23.18 on Mar 7 2005 8:27 AM  
Daimonin ( http://www.daimonin.net ) will use it for the next client. They had waited for the 1.0 and preparing now coding. That should be done very fast ,because they only exchange the backend (aka client) - the game itself is done (its a mmorpg and the server will not change of course).
 
[Reply]
  Re: OGRE posted by gnalle @ 62.79.97.134 on Mar 7 2005 10:53 AM  
There is also a old racer game named DIE. But I don't think that anybody is working in it anymore http://die.sourceforge.net/
 
[Reply]
  Re: OGRE posted by TheeParanoid @ 84.56.184.127 on Oct 4 2005 10:20 AM 55555
The screenies of DIE look nice ... but binaries didn't work ... and compile fails ... seems like it doesn' like Ogre 1.0.x Another OSS OGRE Game is a Chess game available at http://www.steviedisco.co.uk/
 
[Reply]
  Re: OGRE posted by charlieg @ 86.130.196.82 on Oct 4 2005 5:13 PM 55555
I think it's fairly certain that the Vega Strike team are switching over to OGRE for rendering.
 
[Reply]
  Quality game with OGRE posted by Olex @ 68.18.111.36 on Nov 26 2005 8:39 AM 55555
The best looking and quality game seems to be this one: http://www.ogre3d.org/phpBB2/viewtopic.php?t=14476
 
[Reply]

  OGRE posted by Anonymous @ 217.230.123.8 on Mar 2 2005 3:49 AM  
how to use it? in mswindows.
 
[Reply]
  Re: OGRE posted by Anonymous @ 131.175.122.76 on Mar 7 2005 4:00 AM  
visual studio 2003. include the headers and run the exe with the dll in the same dir
 
[Reply]

  OGRE posted by garcia @ 68.105.248.63 on Feb 25 2005 10:13 PM 55555
I came out of lurking to rate this. It has been in development by many talented people for many years. This 1.0 release marks a thoroughly well-designed, well-tested, and documented graphics engine that could have a huge impact on games in general. Anyone programming 3d games should definitely check this out!!
 
[Reply]
  Re: OGRE posted by Anonymous @ 68.116.253.186 on Jul 14 2005 8:38 AM  
Why use this over Crystal Space?
 
[Reply]
  Re: OGRE posted by charlieg @ 86.130.180.127 on Jul 14 2005 9:03 AM 55555

Perhaps you should be asking that question the other way around; why use CS over OGRE?

OGRE is now stable with several 1.0.x maintainence releases out. It is well documented, and has a thiving community, lots of projects using it in diverse ways.

CS seems stuck in perpetual development (0.97->0.98 took what felt like years, and it could be another year or so before you see a 1.0 stable release). It seems to have lost momentum massively.

 
[Reply]
  Re: OGRE posted by Anonymous @ 68.116.253.186 on Jul 14 2005 9:18 AM  
So it's not useable until it hits 1.0? You do realize that there is nothing magical about that number, right? PlaneScape and the likes have seem to of put it to good use. The new renderer seems to work very well. What's the real complaint? I'm forced to ask again, why use this over CS? The reasons you gave are, well, not really of value.
 
[Reply]
  Re: OGRE posted by Anonymous @ 70.97.193.226 on Jul 14 2005 3:19 PM  
BECUAS IT IS TEH 0.02 MORE TAHN CRYTSAL SPAECE!!!
(Sorry! Couldn't resist it.)
 
[Reply]
  Re: OGRE posted by charlieg @ 81.171.255.66 on Oct 4 2005 1:49 AM 55555
When there is the amount of difference between releases that there was between 0.97 and 0.98 for CS, yes, version numbering does matter. Those two releases were poles apart.
 
[Reply]
  Re: OGRE posted by jorrit @ 134.58.179.18 on Oct 4 2005 2:24 AM  
We are now trying to do more releases regularly. Only a few weeks ago we did a pseudo-stable release. That's a release that isn't tested as heavily as a real release but we're pretty confident that it is more or less ok. Greetings,
 
[Reply]
  Re: OGRE posted by Anonymous @ 205.251.80.220 on Sep 4 2005 10:52 AM  
At the risk of being condescending, if you're really that interested in a feature comparison, why not look it up? Both projects have a website with feature lists and API documentation...there's no reason you should be lacking for an answer.
 
[Reply]
  Re: OGRE posted by Anonymous @ 68.116.253.186 on Oct 8 2005 12:18 AM  
Actually, for game development, Crystal Space seems to be much more feature rich and complete than Ogre. I know Ogre has quiet a few fan boys supporting it, but it seems Crystal Space is still far ahead. From what I can tell, if the primary purpose is game development, then you would be foolish to look at Ogre over Crystal Space...at least right now. If on the other hand, you want to render fairly static scenes, then Orgre seems to become a much stronger contender. Comments?
 
[Reply]
  Re: OGRE posted by michtoen @ 212.202.177.87 on Nov 24 2005 9:55 AM  
Simple comment: You are the fanboy here. You are posting in the ogre comments that your favorit is better.
Why a fanboy? Because you has not given even one serious technical point?
CS is "better"? Ok... Where. Tell me why CS is better. With examples. How many polys it can render? What is better coded, better to understand, etc?
We don't talk here about aliens. We talk about 2 engines where you can compare not only the performance but also every line of the open code.
So, give examples with numbers please.
It should also not THAT hard to write some comparable demos.
 
[Reply]
  Re: OGRE posted by Anonymous @ 66.169.220.62 on Nov 30 2005 7:59 AM  

"You are the fanboy here."
You seem to have an attitude problem here! The use of "fanboy" is not jab. It means it has supportors which may be blind to the merits of the other. CS also has fanboys. Shesh. To be clear, I certainly am not a "fanboy". My statements are based on my own research and investigations.

"You are posting in the ogre comments that your favorit is better."
Seems your zealotry is showing through. Your statement is 100% false and I have not said a single thing which any reasonable person can interpret as zealotry on my part. Again, your "fanboy"-zealot status is showing. You might want to keep it in check if you want to be taken seriously.

"Because you has not given even one serious technical point?"
I see, so I have to write a technical white paper to be taken seriously? Yet, according to the local OGRE zealot, my comments should be ignored. You might want to take a look in the mirror, take a pill, and figure out why you're a zealot without even bothering to look at alternatives.

"CS is "better"? Ok... Where."
Appears to be much more feature complete...as I said. Sure wish you could read. If you can't follow a conversation which is lacking technical detail, why in the world do you presume you have any hope of following a conversation which has technical detail?

"With examples. How many polys it can render? What is better coded, better to understand, etc?"
That's a great zealot response. Meanwhile, that that care about the topic at hand, easily ignore your ramblings. Simple fact is, games require more than just a raw render engine. Gasp! What a thought. How about sound? How about facilities to better support object attributes and common behaviors. How about facilities to support iso-games and side scrollers as readily as it supports first person shooters? How about support for scripting in Python? How about better cross platform support? Ready availability of cross platform tools. This is just the tip of the iceberg. Seriously, have you bothered to take a look at what CS provides? Your zealot comments clearly indicate you have not bothered and are irritated that, gasp, I have, and it conflicts with your biased view. Seriously, see if you can turn off the zealot in you and take a look at what I really said! I said, "Actually, for game development, Crystal Space seems to be much more feature rich and complete than Ogre. I know Ogre has quiet a few fan boys supporting it, but it seems Crystal Space is still far ahead. From what I can tell, if the primary purpose is game development, then you would be foolish to look at Ogre over Crystal Space...at least right now. If on the other hand, you want to render fairly static scenes, then Orgre seems to become a much stronger contender. Comments?" Any reasonable person would take it reasonably at face value. Did you? Nope! Exactly what did I say that was so bad? If you disagree...state why! State why CS is not more feature rich! I obviously was interested in an open exchange...otherwise I would not have asked for comments. Your response was to be negative and attack...taking to the position I'd somehow been insulting by using the word, "fanboy". If you want to provide real content, act mature and reasonably, fine...then reply...otherwise, you're just proving how much of an unreasonable zealot you really are!

In all seriousness, have you bothered to look for your self why I'm saying what I'm saying...or are you just looking for something to bicker about?

 
[Reply]
  Re: OGRE posted by michtoen @ 212.202.29.148 on Feb 15 2006 7:25 PM  
The problem is, that you has not understand what OGRE is and what is good for.
Ogre is a 3d engine - and ONLY a 3d engine. CS is also a 3d engine but it has alot featues what a game engine provides. Ogre don't want to be a game engine. Thats the point and that makes it valuable. Not for every game and not for every coder, true. But that was not the point. The point is, that you count bad whats the strength of ogre is: Not to have features which are not part of a pure 3d engine.
I am the project founder of Daimonin. http://www.daimonin.net and i have worked years as game programmer for money. You can believe i don't know where i talk about. Thats you problem. Just be sure we know why we need something like OGRE and not CS.
If you want a engine which provides things on the same or even better level as you mentioned (and thats a game engine): http://www.panda3d.org/
Again: All what you said it nearly senseless because you compare what can't be compared - a pure 3d engine and a mixed 3d/game engine.
Its like you say "i think a ferrari is a much worse car as my pickup, i can't even load in 1/10 of the stuff".
From that point of view - ferraries sucks.
 
[Reply]
  Re: OGRE posted by Anonymous @ 66.169.220.62 on Feb 17 2006 1:07 PM  

I call B-crap on your post. Everyone knows that CS is a render engine with a lot more. Don't want to use the "lot more", don't use it. Want to make a game? The building blocks are already there. Your post makes no sense what-so-ever.

Let's see, I have pick option 1 or option 2. Option one, I have a render engine. Option two has a render engine, plus sound, plus scripting, plus cel, plus...plus...

No one is saying that OGRE doesn't have its place. In fact, I clearly said, for mostly static scenes, OGRE probably is a better pick. What is being said, if you want to build a game, starting with 2 makes a lot more sense. Don't want to use everything that option 2 provides? Fine. Don't! See how easy that is?

You logic is badly broken and sounds like this: I can't use CS because it provides too much for me. That's bad becaues I like taking a lot more time to complete my game. What?

Nuff said.

 
[Reply]
  Re: OGRE posted by Anonymous @ 194.250.98.243 on Aug 21 2007 3:08 PM  
Yea, CS provides some "blocks", as you called them. Though the quality of the blocks is.. well, mixed. I for one, can't stand CS' API, it's just ugly, unclear and full of dirty tricks. OGRE on the other hand lacks (I'll get to that later) features other than 3D rendering (well, there's also resource manager but let's ignore it) but it does it's job extremely well. It's not average in everything, like CS, with dirty API. It's best at what it was designed for - rendering 3D.

Now from game development PoV, it's entirely up to developer and what he, or she, looks for. I, for one, like the freedom of choice. I choose libraries which are designed for specific task and handle it exceptionally well. I leave integrating those libraries to a single framework to myself because every other game needs something else and I really need to know the internals well and I need to be able to tweak things a lot. So I need OGRE for graphics, OpenAL for sound, OIS for input, Newton for physics and so on and so on. You can choose OGRE, FMOD, PhysX and Direct Input if you want, it's up to you.

Bah! But you can use only parts of CS functionality! - you'd say. Sure you can, but then why use CS in the first place? Let's all be honest, OGRE > CS in terms of API quality and rendering capabilities. Not to mention the documentation and community support. Can't compare CS and OGRE, as a whole products, directly. Just because they are not in the same category. CS is a full-blown engine and OGRE is just a 3D rendering engine. That's it.

Overall, I want more control over how things are done and more control over the tools I use - I choose OGRE & friends. You just want to build a game from bricks and you hate digging into internals, designing your own patterns - you choose CS. It's fine, we're both happy and so be it.
 
[Reply]
  Re: OGRE posted by Anonymous @ 71.15.112.90 on Nov 14 2007 1:48 PM  
The comment about the API is certainly a reasonable comment. CS's API is certainly geared toward more mature developers. That's the trade off with an advanced, highly extensible, plugin-based API. I certainly won't argue the API isn't for everyone or that parts are cumbersome. To be sure, the API can confuse and lose developers which are already struggling with C++.

Overall, I want more control over how things are done and more control over the tools I use

So how does having more options limit your control? All of those same options are possible with CS too? Just because you have a pool table doesn't mean you can't use the one at the local pub too. This same argument seems to come up all the time yet it seems to validate CS is better every time it is stated.

I find it very interesting that the largest argument against CS, time and time again, is that CS is far more capable, offering a richer set of capabilities out of the box. Said another way, it offers too many options and is too complete. I'd say that's very telling indeed. What is funny about this position is I've never understood how that a compliment for OGRE or a bad thing for CS when everyone then follows up by stating the freedom provided by CS is what they like in OGRE (paraphrasing). If that statement sounds odd to you, that's exactly how it most OGRE defenders sound to other people. Not very rational in other words.

After having said all that, the API complaint is certainly valid in the eye of the beholder; and corresponding experience with C++.

 
[Reply]
  Re: OGRE posted by Anonymous @ 213.133.193.90 on Feb 18 2006 4:42 AM  
Serious projects need stability. CS's 'pseudo-stable' release is nonsense - it's either stable or it's not. OGRE attracts people because not only is it fast and full of features, but it's very well supported, with 7 interface-stable maintenance releases over the past year as well as a separate development branch. That kind of support and parallel development takes resources and organisation, but the OGRE team have dedicated those resources because they understand that's what _serious_ developers making _real_ projects need. That's why you see more investment from companies in tech using OGRE than CS. Open source development is great, but if it means perpetually changing interfaces and a lack or organised support, it isn't worth the hassle when game development is already tough.
 
[Reply]
  Re: OGRE posted by Anonymous @ 66.169.220.62 on Feb 18 2006 8:59 AM  

This is the first reasoned response I've seen. Thank you. I would like to point out, just because a new version comes out, doesn't mean you have to upgrade. Do you buy a new car every year too? On top of that, CS for the last year has started making releases closer together, and the interfaces have stopped shifting. This means, despite no requirement to upgrade, you can if you want to.

Having said all that, your primise is based on a false enconomy. How's that? Well, by the time you add in all the extra work you spent making OGRE a game engine, you've easily invested, plus some, the time required to follow CS upgrades, when large interface changes occured. Since that doesn't happen now, the economy is even more tilted toward CS. This, of course, assumes that you want to make a game and not simply a rendered scene.

Seriously, thanks again for the reasoned and logical counter point.

 
[Reply]

News Submit a Game Forums About/FAQ

Copyright © 1999-2005 Bob Zimbinski. Feedback to staff@happypenguin.org.