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 games and demos utilising 3D hardware. 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.
|Linux, OSX, Android, iOS|
Index Of Contents
- What's New? A summary of the new and altered features in this release.
- Building the core OGRE libraries
If you're using the full source release, this will help you build it. If you're using a precompiled SDK then most of the work has already been done for you, and you should use the sample projects to see how to compile your own code against OGRE.
- The OGRE Manual
A high-level guide to the major parts of the engine and script reference.
- API Reference
The full OGRE API documentation, as generated from the (heavily!) commented source.
- The OGRE Tutorials
A gold mine of tutorials, tips and code snippets which will help you get up to speed with the engine.
For an exhaustive list, see the features page and try our Sample Browser. For a quick overview see below
|Integrated Bump Mapping||Integrated shadows|
|HW & SW skeletal animation||Multi-layer Terrain|
|Automatic Rendertarget pipelining (Compositors)||Volume Rendering with CSG & Triplanar Texturing|
|Dear ImGui||Particle Effects|
Who is using it?
- Rigs of Rods - Soft Body Physics Simulator
- Gazebo - Robot simulation
- OpenCV OVIS visualization module
- ROS 3D visualization tool
- RAISIM Physics
We welcome all contributions to OGRE, be that new plugins, bugfixes, extensions, tutorials, documentation, example applications, artwork or pretty much anything else! If you would like to contribute to the development of OGRE, please create a pull request.
Please use our community support forums if you need help or think you may have found a bug.
Please see the full license documentation for details.