Open-source ogre Game Engine

Source: Internet
Author: User

Ogre engine Official Website: http://www.ogre3d.org/

 

About ogre (translation from http://www.ogre3d.org/index.php? Option = com_content & task = view & id = 19 & Itemid = 79)

 

1. What is ogre?

 

Ogre (object-oriented Graphics Rendering Engine, namely, object-oriented Graphics Rendering Engine) is a scenario-oriented and flexible 3D engine developed using C ++, it aims to make it easier and more direct for developers to develop applications using hardware-accelerated 3D graphics systems. This class library hides all the details of the underlying system library (such as direct3d and OpenGL) and provides an interface based on world objects and other intuitive classes.

 

[Note: In English, ogre is intended to be a zombie, a monster, or a ghost. Therefore, its logo is a monster.]

 

2. What can it do?

 

Can do a lot! You can refer to the update list of the current feature on the feature page. You can also see how good it is through screenshots on the website.

 

3. Is ogre a game engine?

 

No. Ogre can (in fact) be used to develop games, but ogre is designed to provide only one world-class graphics solution. For other features, such: sound Effects, networks, artificial intelligence, collision detection, physics, and other subsystems, You need to integrate them into ogre. Among these subsystems, there are already some mature libraries to choose from, in the released SDK, we have an example of a collision/physical reference integration library.

 

Why is ogre not a game engine? One of the reasons is that not everyone who needs a 3D engine wants to use it to play games. We do not assume that you want to use Ogre for game development, simulation, commercial applications, or other purposes. Second, the demand in the gaming industry is quite extensive. Taking the massive multiplayer online role playing game (MMORPG) as an example, compared with the first person shooting (FPS, that is: first-person shooting) games require different types of network libraries. For example, a fighting game requires different types of collision/physical systems. If Ogre includes all of these features, you will be forced to use a set of targeted Libraries under a series of built-in assumptions, which will not be a good design. Instead, we provide a very friendly API for integrating other libraries. Many experienced game developers have proved this because there are no built-in restrictions. This may make new users who just want to create another type of FPS game even more frustrated, but for these people, there are already a large number of existing comprehensive libraries that use ogre to provide a complete solution. However, you need to understand that the Ogre itself is always sufficiently independent and flexible, so that it can be integrated with any other database. The principle of "collaboration and integration with other libraries, rather than implementing them" is the standard principle for component-oriented design.

 

4. Why is Ogre recommended?

 

Other engines, although technically impressive, cannot be effectively used due to lack of cohesion design and consistency documentation. Many of them have a long list of features, but the lack of clear ideas to integrate them gives people the feeling of bundling these technologies with twines. Like other software systems, when they become larger, that is, when they decline. Most other engines are also designed to work in a particular type of game (for example, FPS ).

 

Ogre is different. The ogre design concept is "design-oriented", rather than "feature-oriented ". Every feature added to ogre is well-thought-out, so that it is as elegant as possible, and ensures that the document is consistent and detailed, so that people feel that this feature is integrated with the whole world. Quality is better than quantity, because quantity can be subsequently increased, but quality cannot be added later. Ogre adopts well-developed design principles that have been repeatedly tested, learned, and verified in commercial software (the object-oriented mentioned in the Ogre name is only one of these practices, other frequently used design patterns ). We consciously keep the core development team small-scale. All the members of the team are software engineers with many years of development experience. Welcome fromCommunityBut before they are accepted, they must be strictly reviewed to meet ogre quality and cohesion design requirements.

 

Ogre does not assume that you want to make a certain type of game or demo. It uses a flexible class hierarchy that allows you to develop specific scenario management plug-ins for any of your favorite scenarios. Want to quickly render indoor scenes in layers? Well, you can use the existing BSP (Binary space partition, that is, binary space split)/PVS (possible visible set, that is, visible set) Scenario Management plug-in. What about outdoor devices? You can also use other Scenario Management plug-ins. The rest of the engine continues to run correctly as before.

 

Therefore, a short answer is: If you like design with high quality, flexibility, and clear documentation, select ogre and you will know that it makes sense.

 

5. Is it really free?

 

OgreSource codeFollow the lgpl (GNU lesser General Public License, I .e., GNU wide General Public License [1]), which basically means you can use it for free, however, when you modify the kernel engine and release it, you mustCodePublish together. However, you do not need to publish the source code of the created application or new plug-ins. For all terms of the agreement, refer to the authorization page.

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