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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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Hello everyone!

Firstly, we would like to share some great news with you - our game made it into the TOP 100 indie games released this year. We want to thank you and ask for your support to try to get into the TOP 10... we don't expect to win but being in the TOP 10 would be really amazing...

VoteIndieDB

Now, back to the point - the release of our Imperiums: Troy DLC is yet another big milestone for us, and we hope that you already tried your hand on it and had fun.
However, the development of Imperiums does not stop here. We have many great ideas for the future, so let’s lift the veil a little.

We might take a short break before the year is out, a bit of quiet time with families and friends, but starting with the new year we want to rev up our engines again and jump right into the development of the next DLC.
It will be a detailed map comparable in size with the main campaign map of Imperiums: Greek Wars. Although we already have the idea worked out, we want to hold off on its announcement a while yet, probably till the end of January, just to give ourselves some breathing time. But we are confident that you won’t be disappointed and that the wait will be worth it.

SteamWhatsInTheKube2

However, creating a new campaign map is only part of our plan. We want to keep improving and expanding the game core itself, and so you can look forward to a number of smaller as well as major improvements and changes. And this is were you can take the wheel yourself and steer development where you feel it will benefit the game the most, or what you think will be the most fun.

With every update cycle, which should be not more than a month, we plan to make a poll on which feature or mechanic should be improved/upgraded/added for the next update. There is a new channel on our Discord called "Next feature poll" dedicated just to this.
The poll will be open for about a week after which we’ll check the results and the option with highest vote count will be selected for the next update. The new poll will always be announced both on Steam in an article and of course via the notification system on Discord.

You can also add your two cents to the discussion and list any suggestions for improvements that aren’t in the list. Feel free to share your ideas with us on the Steam forum in the Suggestions section, as well. We’ll give every opinion and idea due consideration.

4455e514da0cdcaeaad25805f61b6346

So, which of these will be your choice nr. 1 in the first poll?

  1. Implementation of full 2D View - A new game setting in the Graphics tab allows you to switch to the fully featured 2D mod. Apart from pleasing all of the players who prefer this option over 3D or Topview, it should also make a considerable impact on the performance of low-end PCs.
  2. Shipyards affecting Food production - The function of a shipyard will be extended as it becomes a port for fishermen as well, and so it will increase Food production around the harbor.
  3. Plague contagion – The spread of the disease will be a multiturn event, affecting cities in waves and not all at once. This will give players a chance to make efforts to slow the spread by building appropriate improvements in their cities. The epidemic could also start among soldiers, not only in cities.
  4. Conversion of Knowledge to Influence - When a player reaches the end of the Technology Tree, part of their Knowledge resource will be automatically converted into Influence, while the rest will be kept as Knowledge for possible trading deals.

We think that all these changes will greatly improve the game and make it more fun, so we are truly curious which you select. However, should your choice not make the cut at first, don’t worry, it might be added to the one of the next polls.

All this however doesn’t mean no other changes and improvements will be forthcoming. We have an extensive feature wishlist and we plan to implement the most desired changes as we progress towards the next DLC.

We wish you all a happy and peaceful holiday season.

P.S. If you would like to give us a Christmas gift, tell your friends about the game, share a word about it on forums, or write about your gaming experience in a review on Steam.

Thank you for your continuing support!

Yours,
Kube Games team.

The Imperiums: Troy DLC is out and for FREE!

The Imperiums: Troy DLC is out and for FREE!

Imperiums: Greek Wars

Return to the walls of Troy with our new DLC Imperiums: Troy. The scene for the greatest of ancient battles is set, waiting for you to lead your men onto...

Imperiums: Greek Wars will launch on July 30!

Imperiums: Greek Wars will launch on July 30!

Imperiums: Greek Wars

Finally, the waiting is over! Imperiums: Greek Wars is ready to launch on July 30.

Imperiums: Greek Wars dev blog IV

Imperiums: Greek Wars dev blog IV

Imperiums: Greek Wars

In our next dev blog we reveal more details about wise men and how they can serve your political purposes; joint military campaigns and how to destroy...

Imperiums: Greek Wars dev blog III.

Imperiums: Greek Wars dev blog III.

Imperiums: Greek Wars

We continue our blog about the features and mechanics of Imperiums: Greek Wars, the historical 4X/grand strategy. Today, we talk about generals behind...

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Comments  (0 - 10 of 19)
Forsete
Forsete

This page is awfully devoid of Shrek memes.

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Fenimore
Fenimore

Why Not Troll Engine?

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TheUnabridgedGamer
TheUnabridgedGamer

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?

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koburamoe
koburamoe

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.

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Lex1202
Lex1202

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

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x3nu
x3nu

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.

Reply Good karma Bad karma+2 votes
J.Sheppard
J.Sheppard

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.

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x3nu
x3nu

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.

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Mejikojin
Mejikojin

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

Reply Good karma Bad karma+4 votes
TheOneandOnly
TheOneandOnly

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

Reply Good karma Bad karma+2 votes
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