OGRE 162

OGRE 162
  • Downloads: 409
  • Requirements: Mac OS X
  • Size: 40.8 MB
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  • Version: OGRE
  • Added At: 2009-13-04
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OGRE 162

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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 applications utilizing hardware-accelerated 3d graphics. the class library abstracts all the details of using the underlying system libraries like opengl and direct3d and provides an interface based on world objects and other intuitive classes.what can it do?lots of things! see the features page for an up-to-date list of the current features. also, take a look at the screenshots page to see for yourself the kinds of eye candy ogre can pump out.is ogre a game engine?no. ogre can be (and indeed has been) used to make games, but ogre is deliberately designed to provide just a world-class graphics solution; for other features like sound, networking, ai, collision, physics etc, you will need to integrate it with other libraries, something several frameworks have done, and we have a collision / physics reference integration library as an example in our distribution.
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 applications utilizing hardware-accelerated 3d graphics. the class library abstracts all the details of using the underlying system libraries like opengl and direct3d and provides an interface based on world objects and other intuitive classes.what can it do?lots of things! see the features page for an up-to-date list of the current features. also, take a look at the screenshots page to see for yourself the kinds of eye candy ogre can pump out.is ogre a game engine?no. ogre can be (and indeed has been) used to make games, but ogre is deliberately designed to provide just a world-class graphics solution; for other features like sound, networking, ai, collision, physics etc, you will need to integrate it with other libraries, something several frameworks have done, and we have a collision / physics reference integration library as an example in our distribution.
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