OGRE (Object-Oriented Graphics Rendering Engine)
Tutorials
Introduction
These documents are intended to quickly orient you with the structure and principles of the OGRE engine so you can get up-and-running with it in as little time as possible.
To begin with, lets confirm what these documents are not. There are broadly 2 types of OGRE developers - those who are extending the engine itself and making changes to it's core libraries, and those who are simply using those libraries to create their own projects. These tutorials are aimed squarely at the latter type of developer - those who wish to get their hands dirty modifying the engine itself will have to be content with the core documentation.
The Master Reference
In these tutorials I will only cover a small subset of the features available. Your master reference will always be the main class documentation - however these tutorials are intended to help you know where to start looking.
Tutorial Index
Tutorial
Name | Description | Author |
This tutorial explains how to get your first OGRE application running, using the example application framework that comes with the source. This is a hands-on tutorial on creating a space scene with a movable ship in it. | Nicholas
Green | |
This tutorial follows on from 'Humble Beginnings' and shows you how to use lights, add billboards to your scene, move a camera around, and how to use OGRE's powerful 'Controller' structure to make object properties dependent on time. | Nicholas
Green | |
This gives you a quick rundown of the steps you need to take to set up a new application using OGRE. Covers setting up project files for VC++ (v6 and .NET) and gcc 3.x, and includes a sample application .cpp which uses the application framework provided with OGRE. | Steve Streeting |