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OGRE

From Wikipedia, the free encyclopedia
Open-source 3D rendering engine
This article is about the graphics rendering engine. For other uses, seeOgre (disambiguation).
OGRE
Screenshot from the official OGRE Demos pack, from "Fresnel Reflections and Refractions" benchmark
DeveloperThe OGRE Team
Initial releaseFebruary 2005; 20 years ago (2005-02)
Stable release
14.4.1[1] Edit this on Wikidata / 5 September 2025; 2 months ago (5 September 2025)
Repository
Written inC++
Operating systemCross-platform software
PlatformWindows (all major versions),Linux,macOS,Android,iOS,JavaScript (via EMScripten),Windows Phone (Sponsored by Microsoft) andWinRT.
TypeGraphics rendering engine
LicenseMIT License
Websitewww.ogre3d.orgEdit this at Wikidata

Object-Oriented Graphics Rendering Engine (OGRE) is ascene-oriented,real-time, open-source, 3D rendering engine.[2][3]

Ogre has been ported to Windows, macOS, Linux, PocketPC, Xbox, and PS3.[3][4]

Functionality

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OGRE is aC++ class library built on a modular architecture where functionality is extended via dynamically loaded plugins.[5] Core subsystems are implemented as plugins, allowing developers to select implementations at runtime.

Essential components like the render system, image format loaders, and mesh importers are handled by this plugin system. To facilitate rapid development, the SDK integrates theAssimp library for comprehensive mesh loading and Dear ImGui for creating graphical user interfaces. This combination makes it straightforward to build applications for 3D data visualization and inspection. More broadly, the plugin architecture enables developers to tailor the engine's capabilities and footprint, such as using a full suite of asset importers for development tools while shipping a minimal set with the final product.

In addition to its native C++ API, OGRE provides official language bindings for other programming languages, such as C#, Java, and Python. These bindings are automatically generated from the C++ source code using theSWIG tool.

History

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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.[6]

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.[7]

From 2006[8] to 2013,[9] the project was a regular participant as a mentoring organization in theGoogle Summer of Code, which funded numerous student contributions to the engine's codebase.

In 2010, the engine's license was changed from theLGPL to the more permissiveMIT 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.[10] That same year, he stepped down as project lead, citing a chronic back condition that made the required time commitment unsustainable.[11]

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.[12]

After the 2021 release of Ogre 1.12, the project transitioned to version Ogre 13, eliminating the "1." prefix in its numbering to align more closely with semantic versioning.[13]

Games and applications

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References

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  1. ^"Release 14.4.1". 5 September 2025. Retrieved13 September 2025.
  2. ^12 graphics and rendering tools to make your game shine,MCV
  3. ^abQ&A: Steve Streeting On Open Source 3D Engine OGRE 3D,Gamasutra
  4. ^ab'Torchlight' interview off-cuts,Digital Spy
  5. ^"OGRE: The Core Objects".ogrecave.github.io. Retrieved2025-07-21.
  6. ^"Brief history of OGRE".wiki.ogre3d.org. Retrieved2025-07-16.
  7. ^"Project of the Month".sourceforge.net. Retrieved2025-07-16.
  8. ^"Google Summer of Code 2006".www.ogre3d.org. Retrieved2025-07-25.
  9. ^"Ogre3D not part of Google Summer of Code 2014".www.ogre3d.org. Retrieved2025-07-25.
  10. ^"My evolving view of open source licenses".stevestreeting.com. Retrieved2025-07-16.
  11. ^"The spinal analysis, and what it means for OGRE".stevestreeting.com. Retrieved2025-07-16.
  12. ^"Ogre Ecosystem Roundup #3".www.ogre3d.org. Retrieved2022-02-05.
  13. ^"Ogre 13 released".www.ogre3d.org. Retrieved2022-07-19.
  14. ^"Gazebo".www.gazebosim.org. Archived fromthe original on 2022-04-02. Retrieved2022-04-04.
  15. ^"Features - Ignition".ignitionrobotics.org. Retrieved2022-04-05.[dead link]
  16. ^"Scrap Mechanic: Devblog 8".Scrap Mechanic. 2016-07-01. Retrieved2021-02-02.
  17. ^Developer comment on the Steam forumsSteam
  18. ^Zombie Driver: Exor's undead-squasher available through Steam now for £6.99,Games Industry

External links

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Wikimedia Commons has media related toOGRE.


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