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.
Hyper Ultra Astronautics is now officially ready and version 1.0.0 is available for download in Itch.io:
The suggested price is 5 EUR/USD, but you are free to pay whatever you think the game is worth.
Following major features made it to this version:
It has been a long road, like with most of my games. The development started with a prototype in late 2015 and the game has been in open alpha/beta testing for three years. I can't say that I have actively worked on the project all that time, there have been a lot of pauses, both short and long. After all these years it feels good to finish another game project!
One of the distractions from actual development was a bar-top arcade cabinet that I built for the game:
I'm really happy with the result. It does get cramped with three grown men shouting and playing, but it turned out that this game is a perfect fit for arcades.
Although Hyper Ultra Astronautics has now been deemed ready, I will still be fixing bugs and probably even add some new features to it later on.
Here is some footage of the survival game mode in action:
Here's one known bug in the current version. It's kind of ironic that this is the result of setting the number of power-ups to "none":
And before anyone asks if the game is on Steam, the answer is no. At least for now. I thought about releasing on Steam too, but at this point it doesn't seem worth it. As far as I know, Steam does not support any kind of pay-what-you-want pricing, so I would have to set a fixed price on Steam while the game can be downloaded for free on Itch.io.
For more information on the game, visit game's official web page: Fractilegames.com
No articles were found matching the criteria specified. We suggest you try the article list with no filter applied, to browse all available. Post article and help us achieve our mission of showcasing the best content from all developers. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.
Open Source role-playing game engine for Taleworlds' Mount & Blade Series written in C# using Ogre3d Engine
Hyper Ultra Astronautics is a local multiplayer space arena shoot'em up with co-op and competitive game modes for 1-16 players. Run the game on almost...
Fast pace cellshading flying action. Soar the skies as you take on the most vicious enemies above the ground. Experience an airborne adventure in an all...
A free-roaming squad based RPG. Focusing on open-ended gameplay features rather than a linear story. Be a trader, a thief, a rebel, a mercenary, a business...
Agressors: Ancient Rome is a historical 4X turn-based strategy game.
Play all the ROBLOX clients. From 2006 to 2017! (Multiplayer coming soon) Original game by Erik Cassel and David Bazooka
Lockdown Protocol is a score-oriented shooter/platformer game with built-in level editor and multiplayer support.
Stardust Colonies is a unique sci-fi RTS where you colonize and defeat alien planets. Micro-manage actions and emotions of your minions so that your race...
Shadows: Heretic Kingdoms is the next chapter in the Heretic Kingdoms saga and takes place 20 years after the events of Kult: Heretic Kingdoms. It’s...
Welcome to the machine-filled creative paradise of Scrap Mechanic, a multiplayer survival game with imagination and ingenuity at its core. Scrap Mechanic...
No games were found matching the criteria specified. We suggest you try the game list with no filter applied, to browse all available. Add game and help us achieve our mission of showcasing the best content from all developers. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.