OGRE (Object-Oriented Graphics Rendering Engine)
Demo Distribution README file
Summary
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.
To run these demos you need to have DirectX 9 installed, although you can also choose to run the demos in OpenGL if you wish.
So now what?
These demos are only a small sample of what you can achieve with OGRE. For more eye candy, visit the Official Web Site, and click on 'Featured Projects. If you would like to start making applications using OGRE, you can download the latest source code and documentation from the site
Licensing
Please see the full license documentation for details.
Acknowledgements
The authors wish to credit the following for their work which is used in whole or in part in OGRE:
Artwork:
Matt Anderson at www.The3dStudio.com who kindly gave permission for the use of some textures. These textures are used with permission of www.The3dStudio.com and may not be re-distributed, sold, or given away except in the form of rendered images, animations, or real time 3D applications when credit is given to www.The3dStudio.com.
Jonathan Clark at http://www.jonathanclark.com for some Golgotha textures thet were released to the public domain.
The 'Raptor Assault Gunboat' mesh & texture are © 2002 by Adrian 'cearny' Cearnau.
The robot andn ninja mesh and animation are by Psionic, kindly made available from the CharacterFX site
The 'Razor 2' mesh is by Dennis Verbeek
Skyboxes in cubemapJS.zip are ©Johannes Schlorb, used with permission.
Grass texture is courtesy of Mathias 'freezer' Walc
The 'Han Solo' TrueType font is © 2000 by Iconian Fonts - Daniel Zadorozny. This font may be freely distributed and is free for all non-commercial uses. This font is e-mailware; that is, if you like it, please e-mail the author at: iconian@aol.com.
Included as source (modified as appropriate), and credited appropriately in the source files affected:
Many of the maths/spatial routines are inspired by Dr D.H. Eberley, adapted from the 'free' parts of the Wild Magic engine 0.2 source provided with his book "3D Engine Design" (http://www.geometrictools.com/)
Quake3 loading routines used a lot of information gleaned from Aftershock and Bart Sekura's ROGL
Singleton template class is © Scott Bilas 2000 from Game Programming Gems
Memory manager is based on MMGR © Paul Nettle at Fluid Studios
Standalone tools used:
Document generation from C++ source code is by Doxygen © Dimitri van Heesch (http://www.doxygen.org)
Milkshape3D for modelling & exporting (http://www.milkshape3d.com)
And I'd also like to thank the following just for inspiration, ideas, and pretty much anything else:
Scott Meyers for his superb 'Effective C++' series
Everybody who has ever written for Game Developer magazine, but particularly Chris Hecker and Jeff Lander whose work is consistently enlightening
Michael Abrash for his 'Zen' books which inspired me to try graphics programming in the first place
Everybody at SourceForge and VA Linux for providing fantastic facilities for developers with modest budgets
Scott Adams (Dilbert) for
providing a humourous distraction when I've had enough for the day
My wife Marie for putting up with all this!