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What is the OGRE game engine?

It is an open source image engine!

Only game images can be made!

OGRE (Object-Oriented Graphics Rendering Engine) is a scene-oriented, very flexible 3D engine developed in C++. It is designed to allow developers to more easily and directly utilize hardware-accelerated 3D graphics.

System development applications.

This class library hides all the details of the underlying system libraries (such as Direct3D and OpenGL), and provides an interface based on world objects and other intuitive classes. Edit this paragraph OGRE engine 1. What can it do?

You can do a lot!

You can refer to the Features page for an updated list of current features.

You can also see how great it is through the screenshots on the website.

3. Is OGRE a game engine?

No.

OGRE can (actually is) be used to develop games, but OGRE is designed to only provide a world-class graphics solution; for other features, such as: sound effects, network, artificial intelligence, collision detection, physics and other subsystems,

You need to integrate it into OGRE. In these subsystems, there are already some mature libraries to choose from. In the released SDK, we have an example of a collision/physics reference integrated library.

So why is OGRE not a game engine?

One reason is this: not everyone who needs a 3D engine wants to use it for games, and we're not assuming you want to use OGRE for game development, simulation, commercial applications, or other purposes.

Secondly, the demand in the game industry is quite extensive; take MMORPG (Massive Multiplayer Online Role Playing Game) as an example. Compared with FPS (First Person Shooting)

Class games require different types of network libraries, and a fighting game will require different types of collision/physics systems.

If OGRE included all these features, you would be forced to use a specialized set of libraries based on a set of built-in assumed requirements, which would not be a good design.

Instead, we provide a very friendly API for integrating other libraries.

Many experienced game developers have proven this because there are no built-in limitations.

This may make it more frustrating for new users who simply want to create another type of FPS game, but for these people, there are already a number of comprehensive libraries available that use OGRE to provide a complete solution.

However, it is important to understand that OGRE itself always remains independent and flexible enough to be integrated with any other library.

The principle of "collaborating and integrating with other libraries, rather than implementing them" is a standard tenet of component-oriented design.

2. Why is it recommended to use OGRE?

Other engines, although some are technically impressive, lack cohesive design and consistent documentation that prevents them from being used effectively.

Many of them have long feature lists, but the lack of clear thinking to tie them together makes it feel like the technologies are tied together with twine.

Just like other software systems, when they get bigger, that's when they fail.

Most other engines are also designed to work with a specific type of game (e.g. FPS).

OGRE is different.

OGRE's design philosophy is "design-led" rather than "feature-led".

Every feature that is added to OGRE is carefully considered to be as elegant as possible, and the documentation is consistent and thorough so that it feels like it fits into the big picture.

Quality is better than quantity because quantity can be added later, whereas quality cannot be added later.

OGRE adopts well-established design principles that have been tried, learned, and proven in commercial-grade software (the object-oriented mentioned in OGRE's name is just one of these practices, and there are also frequently used design patterns).

We intentionally keep our core development team small, and our team members are all software engineers with many years of development experience.

We welcome patches from the community, but before they are accepted, they must be rigorously reviewed to meet OGRE's design requirements for quality and cohesion.

OGRE does not assume that you want to make a certain type of game or DEMO. It uses a flexible class hierarchy to allow you to develop specific scene management plug-ins for any scene you like.

Want to quickly render indoor scenes in layers?

Very good, you can use the existing BSP (Binary Space Partition, ie: Binary Space Partition)/PVS (Possible Visible Set, ie: Visible Set) scene management plug-in.

What about outdoors?

You can also use other scene management plug-ins.

The rest of the engine continued to run flawlessly as before.

So a short answer is: if you like design with high quality, flexibility, and clear documentation, then go with OGRE and you'll know it makes sense.