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.
Try it - Building - Tutorials - Manual - What's New? - Who is using it? - Community Support
For an exhaustive list, see the features page and try our Sample Browser. For a quick overview see below
Integrated Bump and Offset Mapping | Integrated shadows |
---|---|
Physically Based Shading | Particle Effects |
---|---|
HW & SW skeletal animation | Multi-layer Terrain |
---|---|
Automatic Rendertarget pipelining (Compositors) | Volume Rendering with CSG & Triplanar Texturing |
---|---|
Dear ImGui | Bullet Physics Integration |
---|---|
Open Source
Closed Source
If you use Ogre in your research, please cite it like this:
@misc{rojtberg2024ogre,
author = "{Rojtberg, Pavel and Rogers, David and Streeting, Steve and others}",
title = "OGRE scene-oriented, flexible 3D engine",
year = "2001 -- 2024",
howpublished = "url{https://www.ogre3d.org/}",
}
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.
Build | Status |
---|---|
Linux, OSX, Android, iOS | |
MSVC |
Please see the full license documentation for details.