- #Using ogre engine how to
- #Using ogre engine full
- #Using ogre engine pro
- #Using ogre engine software
With the disadvantage awarded to the Windows Community which owns the lion's share of computing today. It's almost impossible and most give up before even having the opportunity to learn/enjoy this incredibly capable game engine. i guess its a solid option for you, if i was you today i would probably go with that.īut, the OGRE killer in my opinion is the ridiculous effort it takes to even build the engine. )Ībout godot.3d is a new thing for godot not sure how well its documented, also looking at godot issue's list on github, i rather stick with ogre. Honestly i've read both unity's and unreal's manuals, couldn't understand a thing- i faintly remember it was all about dragging this and pressing that kind of tutorials.no meat.no learning.no coding., ogre is strictly for coders and i think that its much better documented than the big names in that aspectĪlso beside the fact that unreal is realy targeting AAA studios, unreal's c++ look horiffic.not to mention 20GB download, and it works only high-end graphic cards, while ogre runs even on my 2012 intel-4000HD laptop( my nvidia-660m burned to crisps.
"documentation is quite sparse" can't agree with you on this, beside the books the wiki the well documented api,the samples and hundreds of github projects, their is also ogres sacred forum, a temple of knowledge which contains answers to almost any problem you can come up with(regarding ogre)
#Using ogre engine software
I guess that a 'no learning curve' type of engine also means 'no learing' and in that since i would say the using OGRE is a great even if somewhat slow and painful learning experience, this learning experience brought me lot's of knowledge and ideas which led directly to the software i'm working on.
#Using ogre engine pro
I would also like to point that ogres steep learning curve comes from the fact that you actually need to understand how the cg works in general and how OGRE works in specific, so by the time you build your game engine you actually become somewhat of a pro on those subjects( errors and bugs are a great teacher ) "it is quite steep"- s very steep, ogre is really a massive piece of software developed for a decade, and by 'massive' i mean that 7 years in, and i still don't know all features it contains, i am constantly amazed by the magnitude of this project With ogre2.x you also get most of the modern rendering features offered by the big-guys, so i would say thaat the phrase 'ogre is dying' is not a good phrase to describe the decline in ogre's adaptation rate, especially since there is no real commercial or other interest to increase its adaptation rate among hobbyist Ogre is stable as a rock, its a fast and flexible renderer with a great animation system and so many other options, allowing me to explore what ever crazy algo i can come up with
#Using ogre engine how to
but when you get over those( promise to publish a wiki explaining how to avoid those when i get some mojo ) its pure magic. I my self am working with java-ogre and i can tell you it's a nightmare, so many pitfalls- hard crashes, memory-leaks, bad performance and gc stalls all over. Paroj is making an effort to bring ogre to other langage but that's a new fresh addition to ogre's core so its not mature or battle tested Lets start for starter with that c++ nature is not really meant for being a joyful experience it is quite steep and the documentation is quite sparse comparatively.įrankly saying- your'e not OGRE's target audience, to be honest ogre will fail you in all aspects the aspects you've mentioned If you compare the learning curve of OGRE to that of say unity/unreal/godot etc.
#Using ogre engine full
Most people, myself included, who want to explore a game engine and who work full time have very limited time to enjoy learning a new platform.