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.

Why? Well, one reason is that not everyone who needs a 3D engine wants to make games, so we don't assume that you do - you can use OGRE for games, simulations, business applications, anything at all. Secondly, even within the games industry, requirements can vary widely; for
example a MMORPG will need a very different kind of network library than an FPS, and a flight sim will need a different kind of collision / physics system to fighting game. If OGRE included all these features, we would be enforcing a particular set of libraries on you, with an
inbuilt set of assumed requirements, and that's not good design. Instead, we provide a very integration friendly API and let YOU choose the other libraries, if you want them. Many experiened game developers have expressed their approval of this approach, because there are no
inbuilt constraints. It can be more daunting for newer users who just want to build another FPS-style game, but for those people there are a growing number of existing frameworks using OGRE which provide a complete solution using a given combo of libraries; but it's important
to realise that OGRE itself will always remain separate, flexible enough to be incorporated into any of these. The principle is of collaboration and integration with other libraries, rather than
assimilation of them, a standard tenet of component-based design.

Why should I consider using OGRE (rather than the other zillion 3D engines out there)?
Many other engines, whilst technically impressive, lack the cohesive design and the consistent documentation to allow them to be used effectively. Many of them have long features lists, but have the feel of a bunch of tech demos lashed together with twine, with no clear
vision to hold them together. Like any other software system this becomes their downfall as they become larger. Most other engines are also designed for one particular style of game or demo (e.g.
first-person shooters, terrain roamers).

OGRE is different. OGRE is design-led rather than feature-led. Every feature that goes into OGRE is considered throughly and slotted into the overall design as elegantly as possible and is always fully
documented, meaning that the features which are there always feel part of a cohesive whole. Quality is favoured over quantity, because quantity can come later - quality can never be added in retrospect. OGRE uses sound design principles learned, tried and tested many times
in commercial-grade software - the object-orientation mentioned in it's moniker is just one of those approaches - frequent use of design patterns is another. The core development team is kept deliberately small, and all of its members are veteren software engineers with many
years of real-world experience. Patches are welcomed from community, but they undergo a strict review for both quality and cohesion with the Ogre philosophy before being accepted.

OGRE does not assume what type of game or demo you want to make. It uses a flexible class hierarchy allowing you to design plugins to specialise the scene organisation approach taken to allow you to make any kind of scene you like. Want to render indoor levels fast? Fine, use the BSP/PVS plugin scene manager which has already been written. Want an outdoor landscape? Again, use another plugin scene manager. The rest of the engine continues to function exactly as before.

So the short answer is - if you favour design quality, flexibility and clear documentation, choose OGRE. You know it makes sense. ;)

Is it really free?
The Ogre source is made available under the GNU Lesser General Public License (LGPL), which basically means you can use it however you like as long as release the source for changes you make to the core engine if you distribute your product. The source to your application or to new plugins you create does not have to be released (although it would be nice if you did). See the licensing page for full licensing terms.

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Blog RSS Feed Post news Report abuse Latest News: Introducing Full Metal Combat: Generals

About Full Metal Combat with 0 comments by Bazerka on Jun 28th, 2015

Full Metal Combat: Generals

Greetings:

Hello every one, this will be a brief over view of some of the important features of the game. In latter posts I will go in to each of the topics in this post in more detail.

Elevator Pitch:

FMC: Generals is a TBS Card game where you play as a General of your choice invading an enemy held cluster of islands in a cove, with your army of mechs and 4 support Lieutenant Generals.

IMG 20150615 1749231

Game Play Campaign:

When playing the campaign you choose to play 1 of 3 Generals who are all from different nations. Once you have picked your General you then put together your army (deck) out of available base units (cards). Each General has a choice of 2 different locations to start their invasion. That is the start of day one. Each day the 3 Generals can move their army from one location to another, they can also divide their forces and send some off with the Lieutenants or leave them behind to protect the bases that have been captured.

IMG 20150618 1059561

In every encounter the aggressor goes first. So if you are attacking you get first turn and if you are the one being attacked you have to go second. An encounter between two generals plays like a mixture of heart stone and chess. Each General has their own personal Mech and a deck of cards to deploy support units. All units fight in an area divided up in to a large grid. Different units have different numbers of actions they can do each turn that are ether move attack or special ability. You then move your units towards the enemy and try to destroy their General's Mech. All support mechs are AI controlled so when you win a match you get to reprogram your opponents mechs that are still on the field and add them to your army. Once you have driven the controlling army from the region and pushed back the other 2 nations Generals you declare victory and return home to a hero's welcome.

Note, your opponent in any encounter can be played by the computer or another person locally. Your choice.

Game Play Quick Match:

Quick matches can be played between 2, 3 or 4 players and consist of a single encounter. There are currently 3 match types to choose from but that number will grow over time. You also get to choose how large of a map you would like to play on and how expensive of a deck you would like to use. Each turn you can play new unit and give them commands to move around the board and attack other units. Once you end your turn all your units act out the actions you gave them and you get to sit back and watch the action unfold.

FMC Alpha 2015 06 16 16 27 57 78

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Units:

RIGs:

Each of the Generals in the game has their own personal RIG. All of which are built to a far higher quality then the mass produced AAUs. This makes them far stronger and more powerful then any other unit how ever they are still vulnerable to large groups of AAUs.

Autonomous Assault Units (AAUs):

AAUs are the unmanned support mechs that form up a generals army. Every AAU is made by one of the 4 nations that are in the campaign. It is possible for generals to gain access to units made by other nations but in the beginning they are limited to units from their own nation.

Important unit stats:

Deployment Cost

Moves per turn

Distance per move

Attacked per turn

Attack range

Special ability (rare)

Armor

Damage per Attack

Size

AAU Examples:

CerberusDemo1

SpikeTexture1HellhoundTexture1

DragonScoutDemo1DragonGuardDemo1

SlenderSpiderDemo copy1GargantuanSpiderDemo copy2

DeathScytheCrabDemo copy1RedBackDemo copy1

Good Bye:

Thanks for your time and interest.

All questions and inquiries are greatly appreciated.

For more information follow FMC on Twitter @FMC_Game and instagram @FMC_Game

Like FMC on Facebook www.facebook.com/FullMetalCombat

Subscribe to FMC on YouTube Youtube.com

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Post comment Comments  (10 - 18 of 18)
bioswat
bioswat Jul 29 2010, 12:51pm says:

Its really cool engine and you forgot 1 cool game for list:there is tiny-car-game on steam(forgot name)cool game and good graphics plz take it to a list.

+2 votes     reply to comment
johnathon956
johnathon956 Dec 14 2009, 7:40am says:

whats the game with the red car

-1 votes     reply to comment
Lupus_of_nox_noctis
Lupus_of_nox_noctis Feb 5 2010, 4:18am replied:

its just an engine demo

+1 vote     reply to comment
Cypher05
Cypher05 Apr 6 2010, 1:30am replied:

Old comment, but it's Motorm4x... not a engine demo.

+2 votes     reply to comment
jimmyf1
jimmyf1 Aug 19 2009, 6:51am says:

rigs of rods also uses this engine

+2 votes     reply to comment
Holodoctor
Holodoctor May 8 2009, 11:31am says:

And it seems like Verdun dropped the Ogre Engine and is now using the unity3D engine instead.
According to their website which seems to be more up to date than their moddb entry.

+2 votes     reply to comment
BadgerDeluxe
BadgerDeluxe Jan 22 2009, 7:32pm says:

It should be updated that Zero Gear is a game utilizing this engine, as well.

+2 votes     reply to comment
ZiZaNie
ZiZaNie Aug 18 2008, 3:13am says:

its name is ogre3D, do it will eat your computer?

-2 votes     reply to comment
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Platforms
Windows, Mac, Linux
Company
Ogre Team
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Official Page
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Licence
MIT
Release Date
Released Jan 2005
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