OGRE
| OGRE | |
|---|---|
![]() | |
![]() Screenshot from the official OGRE Demos pack, from "Fresnel Reflections and Refractions" benchmark | |
| Developer(s) | The OGRE Team |
| Initial release | February 2005 |
| Stable release | 14.3.4[1] |
| Repository | |
| Written in | C++ |
| Operating system | Cross-platform software |
| Platform | Windows (all major versions), Linux, macOS, Android, iOS, JavaScript (via EMScripten), Windows Phone (Sponsored by Microsoft) and WinRT. |
| Type | Graphics rendering engine |
| License | MIT License |
| Website | www |
Object-Oriented Graphics Rendering Engine (OGRE) is a scene-oriented, real-time, open-source, 3D rendering engine.[2][3]
Ogre has been ported to Windows, macOS, Linux, PocketPC, Xbox, and PS3.[3][4]
History
Ogre originated around 1999 from DIMClass, a Direct3D abstraction project by developer Steve 'Sinbad' Streeting. Realizing its design could be made platform- and API-agnostic, he officially registered the Ogre project on SourceForge in February 2000. Active development began that October, leading to the first functional release for Win32 and Direct3D 7 in 2001.
A major milestone was the September 2002 release (v0.99d), which established Ogre as a cross-platform engine by adding Linux support and an OpenGL renderer. This version also introduced a robust skeletal animation system, and the core development team began to expand. [5]
Further development culminated in the release of Ogre 1.0 in February 2005. The project was subsequently featured as the SourceForge Project of the Month for March 2005. [6]
In 2010, the engine's license was changed from the LGPL to the more permissive MIT License with the release of version 1.7. Streeting reasoned that a simpler license would better grow the community and encourage voluntary contributions, rather than trying to legally compel them. [7] That same year, he stepped down as project lead, citing a chronic back condition that made the required time commitment unsustainable. [8]
Since 2019, Ogre consists of two forks developed separately, namely Ogre (also called Ogre1), which is based on the original 1.x codebase and Ogre Next (also called Ogre2), which is based on the 2.x development efforts.[9]
Games and applications
- Earth Eternal
- Gazebo simulator[10] and Ignition Gazebo[11]
- Hob
- Kenshi
- OpenMW (until v0.37.0)
- Rebel Galaxy
- Rebel Galaxy Outlaw
- Rigs of Rods
- Roblox (2009–2014)
- Running with Rifles
- Scrap Mechanic (until 2016)[12]
- Shadows: Heretic Kingdoms
- TROUBLESHOOTER: Abandoned Children[13]
- Torchlight[4] & Torchlight II
- Walaber's Trampoline
- World of Battles: Morningstar (2009–2012)
- Vector Thrust
- Zombie Driver[14]
References
- ^ "Release 14.3.4". 2 February 2025. Retrieved 14 February 2025.
- ^ 12 graphics and rendering tools to make your game shine, MCV
- ^ a b Q&A: Steve Streeting On Open Source 3D Engine OGRE 3D, Gamasutra
- ^ a b 'Torchlight' interview off-cuts, Digital Spy
- ^ "Brief history of OGRE". wiki.ogre3d.org. Retrieved 2025-07-16.
- ^ "Project of the Month". sourceforge.net. Retrieved 2025-07-16.
- ^ "My evolving view of open source licenses". stevestreeting.com. Retrieved 2025-07-16.
- ^ "The spinal analysis, and what it means for OGRE". stevestreeting.com. Retrieved 2025-07-16.
- ^ "Ogre Ecosystem Roundup #3". www.ogre3d.org. Retrieved 2022-02-05.
- ^ "Gazebo". www.gazebosim.org. Retrieved 2022-04-04.
- ^ "Features - Ignition". ignitionrobotics.org. Retrieved 2022-04-05.
- ^ "Scrap Mechanic: Devblog 8". Scrap Mechanic. 2016-07-01. Retrieved 2021-02-02.
- ^ Developer comment on the Steam forums Steam
- ^ Zombie Driver: Exor's undead-squasher available through Steam now for £6.99, Games Industry
External links
- Official website

- OGRE at MobyGames
- ogre on GitHub

