Renderer for 3D games: Ogre 13.0 released


The open source engine for 3D Object-Oriented Graphics Rendering Engine (OGRE) games has been released in version 13.0. The last major release happened two and a half years ago – and a lot has happened since then. Among other things, OGRE is now based on semantic versioning and is dedicated to the representation of italic fonts.

The development team started working on OGRE in 2001 and released the first version in 2005 – the engine has been around longer than the SemVer site. However, from version 13.0, OGRE is based on semantic version control according to MAJOR.MINOR.PATCH. This means that an increase in the MAJOR number contains changes incompatible with the API. So far, OGRE has designated, among other things, the twelfth major version with version 1.12.

The API changes in OGRE 13.0 concern, among other things, the conversion of many members from proteges to private. This happens as part of the API stability guarantee, since the compiler now checks if a stable API is used. In addition, the stability now includes the shader code, included OgreUninifiedShader.h.

Additionally, version 13.0 shows changed placement of glyphs. Italic fonts could previously lead to truncated glyphs because overlapping glyphs were not taken into account. As an example, the blog entry for the new version shows the representation of “j” and “T” in versions 1.12 and 13.0:

Placement of glyphs in OGRE 1.12 and 13 compared

(Image: OGRE)

OGRE is written in C ++, but can also be used with other programming languages ​​such as Python, C #, or Java. The 3D engine supports Direct3D 9 and 11, Metal, OpenGL and WebGL (Emscripten) and works on Windows, Linux, macOS, Android and iOS. Interested can be found in the official wiki Tutorials, FAQs and code snippets.

OGRE 13.0 is open source available for download and despite the visual similarity of the name, it has nothing to do with the O3DE 3D engine, which is also available as open source software.

All the new features of Ogre 13.0 can be found in the changelog on GitHub, The strong points post a blog post.


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