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.
Looking at the title you might be wondering, isn't the J-31 already in the game?
Well yes, but this report is to talk about how has been upgraded to be more accurate representation.
As it was been said before to the next update there as been a complete revision in almost everything to set up the final specs and missing details that were not in the current releases. This is an overwhelming task and most of details require a lot of time to be accomplished.
Well this is actually the main reason why there were able to be included in the release.
Part of that revision is the addition of the missing weapons bays on some models. One of those models was the J-31. To complete this aircraft I had to add new content and that was when I thought this content could be a good material to make an interesting report.
So this report is to talk exclusively what has been done regarding to the J-31
First let me start with the 310 Project.
It is a new model, besides the antena at the nose is the exact same model, I´ve even considered adding the dorsal airbrake like some initial speculations had, but in the end decided to keep it faithful to the real model.
Other aircraft I want to show is the J-31.
It is already in the game, but I don't think it had this kind of reveal yet, so I'll use this opportunity to make it.
The J-31, is already in the game, but it was missing some details to be considered fully complete.
This is representation, it assumes this will be the final shape of the J-31, but I sure the final version that will enter in service will several differences.
And finally I added one last variant.
I usually like to have at least 3 variants per family, because this is the minimum number that the game requires to group them as a family in the hangar selection screen.
The variant I´ve added is the F-60
You may be thinking: "it looks the same!" It may look identical but it has several differences.
I will call this variant as F-60A, if I´am not mistaken this was the first mockup revealed for the F-60,
There is another F-60 mockup that was revealed later, the easiest way to distinguish both models is that the other mockup has dark grey trims and the F-60 revealed here has light grey trims, but the differences don't stop there.
That model will be referred as F-60B and like another model some of you may be wondering, the FC-31, both were omitted in this update. It is possible both will be added in other time, but not for now.
And what is really relevant in this report: the weapons bay!
The J-31 will have red weapons bay, while the project 310 and F-60A will have in white.
As for the current variants available in the game, all three will have the exact same weapons bay, it can only hold for 4 weapons and has to share the space the main and SP weapons at the same time.
While the weapons bays is a good addition to make the aircraft more complete, there was another problem, weapons. The J-31 didn't had the correct weapons in the game.
To correct that it was created a new set of weapons.
First it was the PL-10 family, this serves as main weapon, it was considered using the PL-9 but the PL-10 is really the most appropriate weapon.
The prototype weapon for the PL-10 family, this model is very similar to the A-DARTER on first impression, but it has some differences on closer inspection.
The behaviour and role is very similar to the AIM-9X.
About the PL-10, there are two publicly known models, a one older and a newer model revealed in recent years. Too make it simple, as there isn't any known official distinction, the first model is considered the A version.
And this is the B model, the main distinction is the shape of the rear control surfaces.
But there was more that need to be added, PL-10 and the existing weapons was not sufficient to complete the loadout for the J-31.
To complement the PL-10 it was added the PL-12.
The role and behavior of this weapon is similar to the R-77 or AIM-120.
The base model of the PL-12.
The PL-12A is an improvement over the PL-12 with more sophisticated fuse.
The PL-12B is a technological variant that superior to PL-12A
While other weapons were added this is the only variant that should be fitted inside the weapons bay. Only two can be added as the remaining slots will be used for the main weapon
The SD-10 is the export version of the PL-12.
It will be used on the F-60A.
The SD-10 is the export version of the PL-12A.
It may be used on the FC-31/F-60B.
The was another weapon that felt that should be added, a guided bomb for more variant in the loadout.
The LS-6 (100 kg) is a small bomb roughly similar to the MK-82, and is small enough to fit in a weapons bay.
The LS-6 (50 kg) is a very small bomb, due to it size I believe it can be attached to each internal pylon
And that's it for now, I'm trying to keep these update small. but what do you think? do you want to see other reports about changes in other families?
Stay tuned, more reports will follow.
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