OGRE (Object-Oriented Graphics Rendering Engine) is a scene-oriented, flexible 3D engine written in C++ designed to make it easier and more intuitive for developers to produce games and demos utilising 3D hardware. The class library abstracts all the details of using the underlying system libraries like Direct3D and OpenGL and provides an interface based on world objects and other intuitive classes.
This is not a pure mirror of the OGRE Project at Bitbucket but a fork with a diverged codebase. If you wonder what is different, see git-ChangeLog.
The current CI status is: Ubuntu/ OSX/ Android/ iOS
MSVC
A summary of the new and altered features in this release.
* FeaturesA summary of OGRE's main features.
* Building the core OGRE librariesIf you're using the full source release, this will help you build it. If you're using a precompiled SDK then most of the work has already been done for you, and you should use the sample projects to see how to compile your own code against OGRE.
* The OGRE ManualA high-level guide to the major parts of the engine and script reference.
* API ReferenceThe full OGRE API documentation, as generated from the (heavily!) commented source.
* The OGRE WikiA gold mine of tutorials, tips and code snippets which will help you get up to speed with the engine.
We welcome all contributions to OGRE, be that new plugins, bugfixes, extensions, tutorials, documentation, example applications, artwork or pretty much anything else! If you would like to contribute to the development of OGRE, please create a pull request.
The best place to keep up to date with developments on OGRE is the Official Web Site. From there you can download the latest source code and documentation. You can choose between keeping bang up to date with Git or by just getting the regularly released snapshots.
The changes included in this current version can be viewed on the ChangeLog.
Please see the full license documentation for details.