About OGRE

xiaoxiao2021-04-08  287

OGRE official website: http://www.ogre3d.org/

About OGRE (translation from http://www.ogre3d.org/index.php?option=com_content&task=view&id=19&itemid=79)

First, what is OGRE?

Object-Oriented Graphics Rendering Engine, an object-oriented graphic rendering engine) is a scene-oriented 3D engine developed with C , which is designed to make developers easier and directly using hardware acceleration 3D graphics. System development application. This class library hides all the details of the underlying system library (such as Direct3D and OpenGL), which provides a world object and other intuitive interfaces.

[Translator Note: OGRE is interested in English: eating the devil, monster, like a ghost, so LOGO is a monster head]

Second, what can it do?

Can do a lot! You can refer to the list of updates to the current feature in the feature page. You can also see how much it is on the screenshot on the website.

Third, OGRE is a game engine?

Do not. OGRE (actually) is used to develop games, but OGRE is designed to provide only one world-class graphical solution; for other features, such as: sound, network, artificial intelligence, collision detection, physics, etc. You need to integrate it into the OGRE. In these subsystems, some mature libraries have optional, in the released SDK, we have an example of collision / physical reference integration library.

What OGRE is not a game engine? One of the reasons is: Not everyone who needs a 3D engine wants to use it to play games, we don't assume that you want to use OGRE to develop, simulate, commercial applications, or other purposes. Second, the demand in the game industry is quite wide; with MMORPG (Massive MultiPlayer Online Role Playing Game, ie: large multi-person online role playing game) as an example, it is compared to FPS (First Person Shooting, ie: First Person Shooting) Class games require different types of network libraries, and then a fighting game will require different types of collision / physical systems. If OGRE includes all these features, you will be forced to use a set of targeted libraries under a range of built-in hypothetical requirements, which will not be a good design. Instead, we offer a very friendly API for integrating other libraries. Many experienced game developers have proven this because there is no built-in limit. This may make new users who just want to create another type of FPS games more frustrated, but for these people, there is a large number of existing integrated integrated integrated integrated integrated encompasses. However, it should be understood that OGRe itself always remains sufficiently independent and flexible, so that it can be integrated with any other library. The principle of "collaboration with other libraries and integration, not realizing them" is the standard principle for component design. 4. Why is it recommended to use OGRE?

Other engines, although some techniques have been deeper, but they cannot be effectively used due to lack of cohesive design and consistent documents. Many of them have a long list of features, but because of the lack of clear ideas, it gives people a feeling of taking these technologies together with a hemp rope. Just like other software systems, when they become bigger, they are the moment they decreated. Most other engines are also designed to apply to a particular game (eg, FPS).

OGRE is different. The design philosophy of OGRE is "design as dominant", not "characteristics". Each feature to be added to OGRE is well thought out, making it as elegant as possible and ensures the consistent and detailed documentation, which makes people feel that this feature is integrated with global. The quality is better, as the quantity can then be increased, but the mass is not possible to be added later. OGRE adopts the perfect design principles that have been repeated, learning and verification in business grade software (object-oriented object-oriented in the OGRE name is just one of these practices, and other design modes that are often used). We consciously maintain the small scale of the core development team, members of the team have software engineers with experience in developing experience. We welcome patches from the community, but they must be strictly reviewed to meet the OGRE quality and cohesive design requirements before they are accepted. Ogre does not assume that you want to do some type of game or demo, which uses a flexible class level to allow you to develop a specific scene management plugin for any scenario you like. Want to render the indoor scene at the fast level? Very good, you can use the existing BSP (Binary Space Partition, ie: Two fork Space Segmentation) / PVS (Possible Visible Set, That is: Visible) Scene Management Plugin. Is that outside? You can also use other scene management plugins. The rest of the engine continues to be accurately operated as before.

So a short answer is: If you like the design of high quality, flexibility, and clear documents, please select OGRE, you will know it is meaningful.

5. Is it really free? The source code of OGRE follows LGPL (GNU Lesser General Public License, "ie GNU Width General Public License [1]), this basically means you can use it for free, but when you make a modification of the kernel engine and will be released When you have to release your source code together. But the application or development of the application you create is not required to issue its source code. All protocol clauses Please refer to the Authorization page. ----------------------------------------------

[1] What is GPL, LGPL and GFDL? What is the relationship between them and the source code and commercial sales?

GPL is the abbreviation form of GNU General Public License; LGPL is an abbreviation form of GNU Lesser General Public Public License (GNU Width General Public Public License), the old name GNU Library General Public PUBLICENSE (GNU library universal public license) GFDL is the abbreviation form of GNU Free Documentation License (GNU Free Document License). They are the universal copyright authentication protocol of Free Software, which is developed and released by the Free Software Foundation (FSF).

GPL-based software allows commercial sales, but close source code is not allowed. If you make any changes to the GPL, your product must inherit the GPL protocol, and close source code is not allowed. LGPL-based software also allows commercial sales, but closed source code is not allowed. If you make any changes to the LGPL's software and / or again, your product must inherit the LGPL protocol, and close source code is not allowed. But if your program is connected to any connection to the LGPL, call instead of being included, it allows the enclosed source code. [Translator Note: This article is translated by Groov0v, please specify the source]

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