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Graphics Software

OGRE 1.0 Released 35

Amit Mathew writes "The OGRE (Object-oriented Graphics Rendering Engine) team released version 1.0 (Azathoth). OGRE is currently the premiere open source graphics engine and is used in several commercial projects and hundreds of academic and hobbyist projects. OGRE has an active user community and features advanced shader support, multiple shadow techniques, and much more!"
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OGRE 1.0 Released

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  • Interesting.... (Score:5, Interesting)

    by GreyWolf3000 ( 468618 ) on Tuesday March 01, 2005 @07:38PM (#11818805) Journal
    Any popular FOSS games developed with OGRE out there? I bet this speeds development enough that there are already some pretty interesteng games to play.
  • by Clay_Culver ( 583328 ) on Tuesday March 01, 2005 @08:16PM (#11819156)
    Just fyi, there are also Python bindings for Ogre. Here [ogre3d.org] is the current thread in the forums that pretains to the Python version. The Python bindings for Ogre are getting more mature with every release. Pretty soon there will be a serious alternative to PyGame and PyOpenGL. Since Ogre is a 3D engine (as opposed to PyGame's 2D), and operates on a much higher level than PyOpenGL, creating 3D games in Python are now much easier to do. Especially considering Ogre is VERY fast, and the Python bindings push all of the 3D work onto C++.
  • by Wizarth ( 785742 ) on Tuesday March 01, 2005 @08:18PM (#11819180) Homepage
    As some-one working on a OSS project who went looking for 3D implementations, OGRE is the one I chose. Great community, great design. Provides lots of features, but doesn't sacrifice speed. Options for when you want them, defaults that get the job done.

    Great work Sinbad, temas, wumpus, _mental_, and every-one else in the community.

    PeterNewman
    • by flich ( 863992 )
      Ogre3D has probably some of the greatest support around. The community is great, theres some bad eggs in a group though (so bewarn). Yet its the greatest open source 3d engine I have seen. As I agree with Peter, it is a great.

      As along with Peter, good job Sinbad, temas, wumpus, and finally _mental_. Also those that work on other projects using ogre3d and are publishing them.

      Well anyways theres my 5 words or how many words there is.
  • Torque (2D) (Score:2, Informative)

    by Anonymous Coward
    While not open source, Garagegames [garagegames.com] recently released the Early Adoptors version of Torque 2D [garagegames.com] for which you get the source to.
    (Torque is the engine used for Tribes 1/2)

    It makes making cheap little (or large!) 2D games a snap.
  • Oh man, I thought this was going to be related to the old Steve Jackson Games "Ogre".

    http://www.sjgames.com/ogre/

    Later,
    -Slashdot Junky
  • by Goosey ( 654680 ) on Tuesday March 01, 2005 @10:03PM (#11820020) Homepage
    I have been a happy user since I discovered OGRE 4-5 months ago. The amount it has improved in that short time is simply astounding, and when I entered it was hands-down the best Open Source rendering engine.

    My opinion is that it is ultra-high-quality middleware like OGRE where I find OSS's best chance at making penetration into the games industry. Fully OSS games simply have a profit-model problem, but there are very obvious benefits for a company electing to use OSS middleware. Just look at OpenAL for an example: it is used in many high profile games (Unreal Tournament 2004 anyone?).

    The benefits are just too numerous. Cost is either saved developing an engine internally or licensing a high-priced engine from ID/Valve/Epic. The real benefit will come after one company takes the step and a high-profile game is released using OGRE. My reasoning is that any developement studio that uses it is likely to make some patches and improvements, that will peak the interest of another company, who will do the same. As more comapanies start using it as their middleware, more patches and improvements are added, causing more developers to take interested, causing more improvements. It is a snowball effect.

    There is no reason it OGRE could not be ported to run on console systems as well. Once that snowball gets rolling this is the next logical step, and the snowball will keep rolling. Result? Open source produces the next Renderware, and this time it can't be purchased by EA.

    THAT is the greatest strength of OSS, to be middleware. At least in my humble opinion.. ;)
  • Ogre has competition (Score:3, Interesting)

    by Anonymous Coward on Tuesday March 01, 2005 @10:51PM (#11820383)
    I'd like to suggest that OpenSceneGraph would give Ogre a run for its money. They're about on par, with plusses and minuses on each side.

    Note that OpenSceneGraph is very different from OpenSG, which is not a gaming 3D SG at all.
  • I thought this post was about the wargame OGRE that I used to play with the other geeks in junior high back in the early 80's...
  • by mikeage ( 119105 ) <slashdot@NOspam.mikeage.net> on Wednesday March 02, 2005 @08:42AM (#11822491) Homepage
    OGRE? Shouldn't it be OOGRE? Of course, this just begs for a successor: OOGLE (Object Oriented Graphics Leering Engine) - for modeling those CGI naked chicks
  • Can someone who knows say how OGRE compares and contrasts with vtk [kitware.com] as a 3D engine?

  • by emarkp ( 67813 ) <slashdot&roadq,com> on Wednesday March 02, 2005 @11:46AM (#11824352) Journal

    Ogre is licensed under the GNU Lesser Public License (LGPL). This basically means that you can get the full source code for nothing, nada, zip. There is such a thing as a free lunch.

    Under the LGPL you may use Ogre for any purpose you wish, as long as you:

    • Release any modifications to the OGRE source back to the community
    • Pass on the source to Ogre with all the copyrights intact
    • Make it clear where you have customised it.

    The above is a precis, please read the full license agreement before downloading any source.

    Whereas the actual LGPL includes:
    You must make sure that they, too, receive or can get the source code. If you link a program with the library, you must provide complete object files to the recipients so that they can relink them with the library, after making changes to the library and recompiling it. And you must show them these terms so they know their rights.

    So as long as you don't mind shipping all the object code to your commercial program, you can use the library. Sure they tell you to read the full license, but only after failing to neglect the most onerous part.

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