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What can it do?
Lots of things! See the features page for an up-to-date list of the current features. Also, take a look at the screenshots page to see for yourself the kinds of eye candy OGRE can pump out.

Is OGRE A Game Engine?
No. OGRE can be (and indeed has been) used to make games, but OGRE is deliberately designed to provide just a world-class graphics solution; for other features like sound, networking, AI, collision, physics etc, you will need to integrate it with other libraries, something several frameworks have done, and we have a collision / physics reference integration library as an example in our distribution.

Why? Well, one reason is that not everyone who needs a 3D engine wants to make games, so we don't assume that you do - you can use OGRE for games, simulations, business applications, anything at all. Secondly, even within the games industry, requirements can vary widely; for
example a MMORPG will need a very different kind of network library than an FPS, and a flight sim will need a different kind of collision / physics system to fighting game. If OGRE included all these features, we would be enforcing a particular set of libraries on you, with an
inbuilt set of assumed requirements, and that's not good design. Instead, we provide a very integration friendly API and let YOU choose the other libraries, if you want them. Many experiened game developers have expressed their approval of this approach, because there are no
inbuilt constraints. It can be more daunting for newer users who just want to build another FPS-style game, but for those people there are a growing number of existing frameworks using OGRE which provide a complete solution using a given combo of libraries; but it's important
to realise that OGRE itself will always remain separate, flexible enough to be incorporated into any of these. The principle is of collaboration and integration with other libraries, rather than
assimilation of them, a standard tenet of component-based design.

Why should I consider using OGRE (rather than the other zillion 3D engines out there)?
Many other engines, whilst technically impressive, lack the cohesive design and the consistent documentation to allow them to be used effectively. Many of them have long features lists, but have the feel of a bunch of tech demos lashed together with twine, with no clear
vision to hold them together. Like any other software system this becomes their downfall as they become larger. Most other engines are also designed for one particular style of game or demo (e.g.
first-person shooters, terrain roamers).

OGRE is different. OGRE is design-led rather than feature-led. Every feature that goes into OGRE is considered throughly and slotted into the overall design as elegantly as possible and is always fully
documented, meaning that the features which are there always feel part of a cohesive whole. Quality is favoured over quantity, because quantity can come later - quality can never be added in retrospect. OGRE uses sound design principles learned, tried and tested many times
in commercial-grade software - the object-orientation mentioned in it's moniker is just one of those approaches - frequent use of design patterns is another. The core development team is kept deliberately small, and all of its members are veteren software engineers with many
years of real-world experience. Patches are welcomed from community, but they undergo a strict review for both quality and cohesion with the Ogre philosophy before being accepted.

OGRE does not assume what type of game or demo you want to make. It uses a flexible class hierarchy allowing you to design plugins to specialise the scene organisation approach taken to allow you to make any kind of scene you like. Want to render indoor levels fast? Fine, use the BSP/PVS plugin scene manager which has already been written. Want an outdoor landscape? Again, use another plugin scene manager. The rest of the engine continues to function exactly as before.

So the short answer is - if you favour design quality, flexibility and clear documentation, choose OGRE. You know it makes sense. ;)

Is it really free?
The Ogre source is made available under the GNU Lesser General Public License (LGPL), which basically means you can use it however you like as long as release the source for changes you make to the core engine if you distribute your product. The source to your application or to new plugins you create does not have to be released (although it would be nice if you did). See the licensing page for full licensing terms.

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Blog RSS Feed Report abuse Latest News: Masterspace Update 2.0

About Masterspace with 3 comments by MasterTechnologies on May 15th, 2013

Masterspace v2.0 has been released, introducing a new particle system implementation as well as a new sound engine. The plugin Particle Universe has been implemented, which allows for much improved particle effects for e.g. explosions and smoke. Also, new particle effects has been added for digging and production. OgreAl has been replaced by OgreOggSound and now positional 3D sound is functional. Additionally, a lot of new sound effects has been added.

For the release of v2.0 a new trailer has been created, illustrating a lot of the current features in the game. All footage in the trailer is assembled from actual gameplay and will be used as promotional material for submission to Steam Greenlight in the near future. Watch the new trailer below:


In this version, the water simulation has been reworked with a better algorithm and the simulation is now localized around the player position. This has increased the speed of the water simulation more than a factor of 10, and is now running close to real-time. Also, the bug with water disappearing over time has been fixed. Additionally, the rain implementation has been improved and the rain intensity is now changing over time, illustrated visually as a particle effect.

Some other visual changes include a lot of improved world textures, along with new models for the workbench, trading post and stone cutter. There is one new object, the plasma generator, which along with the solar panel generates thrust for spaceships. Objects providing thrust is now necessary on spaceships to allow them to move. As of this version, the collision shape and mass of the spaceship is calculated in real-time. The mounting of spaceships has also been improved.

Masterspace v2.0 Preview Masterspace v2.0 Preview

Introduced in this version is also support for scripting objectives for scenarios, as well as rewards, such as enabling the construction of additional objects. As a demonstration of this, two sample scripted scenarios are included. One of these is a simple tutorial, where objects are unlocked after achieving specific goals. The other scenario is named Armageddon, in which players are given a limited time to construct defenses to survive a meteor swarm. A settlement is randomly generated from the buildings in the player database and the goal is to save as much as possible of the cultural value of the settlement.

As usual, some bugs and crashes have also been fixed. For a complete changelog, please see below.

Download the free version here:
Masterspace v2.0

To upgrade to the full version, download and install this unlocker. Please note that you need to apply this unlocker even if you have unlocked a previous version, as the unlockers are version specific.

Changelog

New features:

  • Particle universe plugin implemented
  • A lot of new and improved particle effects
  • OgreAl replaced by OgreOggSound
  • 3D positional sound is now functional
  • A lot of new sound effects
  • Scriptable objectives in scenarios
  • New water simulation algorithm
  • Local water simulation
  • New object: Plasma generator
  • New materials: Carpet Type III, Spaceship plating, Paving stone
  • Objects increasing the thrust of spaceships may now be constructed
  • Two sample scenarios with objectives: Tutorial and Armageddon
  • Explosions are now affecting objects

Changes:

  • Increased water simulation speed
  • New textures: Graphene plating, Grass, Low grass, Sand, Stone bricks, Power distribution grid
  • New models: Stone cutter, Workbench
  • Spaceship collision shape and mass is now corrected and updated in real time
  • Rain is now visible as a particle effect
  • The lifetime of resource balls may now be restricted

Bug fixes:

  • Fixed water disappearing over time
  • Improved mounting of spaceships
  • Fixed Antman taunt animation crash
Games
Ankh

Ankh Ankh

Updated 2 days ago Released Nov 4, 2005 Single Player Point and Click

Egypt. A long, long time ago. After a forbidden party in a pyramid, young Assil gets struck by a horrible death curse. With just a few more hours to live...

Arachnophobia

Arachnophobia Arachnophobia

Updated 3 months ago Released Dec 31, 2010 Single Player Real Time Strategy

Arachnophobia is a tactical action game in a claustrophobic world in which you command a squad charged with infiltrating the corridors of warehouses infested...

Battle Tiers Invasion

Battle Tiers Invasion Battle Tiers Invasion

Updated 1 year ago Released Aug 11, 2011 Single Player Arcade

Battle Tiers Invasion is a fast paced 3D Shooter, focusing in intense action and balanced strategic game play. Based on a classic style, player vs many...

Book of Unwritten Tales

Book of Unwritten Tales Book of Unwritten Tales

Updated 1 month ago Released Mar 31, 2009 Single Player Point and Click

The point-and-click adventure „The Book of Unwritten Tales“ is a humorous homage to the RPG and fantasy genre. Playing as Wilbur, Ivo, Nate and the Critter...

Dead Man Zand

Dead Man Zand Dead Man Zand

Updated 1 month ago TBD Single Player Adventure

Dead Man Zand is a self-funded Indie game from Mountainwheel Games...

Post comment Comments  (0 - 10 of 18)
Fenimore
Fenimore Jul 14 2012, 7:34am says:

Why Not Troll Engine?

+2 votes     reply to comment
Reqieumthefallen
Reqieumthefallen Aug 14 2011, 9:19pm says:

Venetica and Garshap...

Seems like this engine hasn't gotten to be in a title to do well by reviewing standards.

Perhaps sometime soon, it'll be used for something that could be the PC equivalant (in success level) of Uncharted 2?

+2 votes     reply to comment
cobacel
cobacel Feb 16 2012, 6:43pm replied:

I dont see how those games getting bad reviews is the graphics engine's fault .
They were DECENT games , for cheap prices decent .

Plus this engine is at least free and open source , unlike the others where in unreal engine 3 you need to buy a full license tog et acces to the source code and modify the engine itself .

Pretty decent for the price : FREE and unlimited acces.

+3 votes     reply to comment
Lex1202
Lex1202 Jun 12 2011, 4:44am says:

Something is wrong with the info. Since version 1.7, the engine is on an MIT license, not GPL

+4 votes     reply to comment
x3nu
x3nu May 1 2011, 12:29pm says:

Umm, I'm not sure I follow. If your asking if there is a game engine with quality to that of gamebryo that's free, that would be no, or at least to my knowledge.

If you want to download Ogre, just go to the site.

+2 votes     reply to comment
J.Sheppard
J.Sheppard Mar 14 2011, 11:52am says:

The fact that the Ogre software ties into "speed tree" is also helpful it aids us when placing and designing our forested maps that would take a year to complete if you were doing it individually.

+2 votes     reply to comment
x3nu
x3nu Jan 26 2011, 8:50pm says:

Great engine, i've been testing it and it is capable of producing some decent graphics. Much better than irrlicht or any other open source engine out there.

+2 votes     reply to comment
Mejikojin
Mejikojin Apr 25 2011, 11:38pm replied:

How did you download and do you know any easy to use engine with the same level desing as gambryo thats free to download

+4 votes     reply to comment
TheOneandOnly
TheOneandOnly Aug 14 2010, 6:37pm says:

Looks like a very promising graphics solution for any 3D project; remarkably quick tech support from the developers too!

+2 votes     reply to comment
valatmir
valatmir Aug 1 2010, 4:23am says:

Looks like a good engine i love this engine ;)!

+3 votes     reply to comment
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Platforms
Windows, Mac, Linux
Company
Ogre Team
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Official Page
Ogre3d.org
Licence
MIT
Release Date
Released Jan 30, 2005
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