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Written by CR Team
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Thursday, 05 November 2009 18:23 |
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Ogre 3D engine is no more a baby !
It has grown leaps and bounds in the last few years and lot of companies are giving a shot at this engine. Not yet available on the web ( cannot be embedded in to the webpage to run on a browser ) , but can do close to awesome work when it comes to rendering eye catching graphics and handling shaders and lighting...
With the release of Ogre 1.6 the amount of juice that can be squeezed of this is really awesome ! And to add more flavour to the amount of juice u can extract its free to use for both personal and commercial use ( including the source code ) .
Following are a set of features that it supports:
- OGRE has an object oriented design with a plugin architecture that allows easy addition of features, thus making it highly modular.
- OGRE is a scene graph based engine, with support for a wide variety of scene managers, most notably octree, BSP and a Paging Landscape scene manager, along with a beta-stage portal-based scene manager under ongoing development.
- OGRE is fully multi-platform, with OpenGL and Direct3D support. It can render the same content on different platforms without the content creator having to take into consideration the different capabilities of each platform. This reduces the complexity of deploying a game on multiple systems. Currently pre-compiled binaries exist for Linux, Mac OS X, and all major versions of Windows.
- OGRE also supports Vertex and Fragment programs along with custom shaders written in GLSL, HLSL, Cg and assembler.
- The landscape scene manager has support for Progressive LOD, which can be automatically or manually created.
- The animation engine has full support for hardware weighted multiple bone skinning, which can be fixed across several poses for full pose mixing.
- OGRE also has a compositing manager with a scripting language and full screen postprocessing for effects such as HDR, blooming, saturation, brightness, blurring and noise. A particle system with extensible rendering and customizable effectors and emitters.
- The libraries also feature memory debugging and loading resources from archives.
- There are content exporter tools available for most 3D modelers around including 3D Studio Max, Maya, Blender, LightWave, Milkshape, Sketchup and more.
Give it try if you want to write stand alone games with advanced 3d capabilities. Its free , so you have nothing to lose 
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