Ogre plans

Posted by of Polygon Toys (twitter: @pekuja)
December 5th, 2009 4:33 am

Lately, I’ve been mostly using Unity for my game development needs, but I’m kinda bugged about the various limitations the free version has, so I’m now looking at using the Ogre 3D rendering engine for my graphics. OIS for input, OpenAL for audio, Bullet for physics if I need any. Ogitor for a scene/level editor possibly. Does anybody have experiences with any of these? I suppose I am still missing some sort of unifying “game engine” part here, but I have to do some work, don’t I? 😉
In other news, I just went through some surgery on wednesday, so I’m not quite sure yet whether I’ll be fit to participate in LD16, but so far I’m feeling really good so I think I’ll be able to make something.

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2 Responses to “Ogre plans”

  1. jovoc says:

    I used ogre for the first time for my ld12 entry, moonbase defense.

    Here’s a link to my postmortum.
    http://www.ludumdare.com/compo/2008/08/17/timelapse-and-postmortem/

    overall I really like ogre — but it’s pretty huge and there’s so many resources out there in various states of completion, it’s kind of hard to figure out which bits of it to use during a contest. Keep it simple.

    The source for that entry is at up at:
    http://code.google.com/p/ld48jovoc/source/browse/ld12_MoonbaseDefense/trunk

    prolly not the best ogre example but might be helpful.

  2. pekuja says:

    Thanks. That looks somewhat helpful. I’ll take a closer look during the week. :-)

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