Ogre 1.12.3
ogre3d.org
ogre3d.org
I thought OGRE was older, too. But maybe just 2d.
Also the footer copyright on this page says 2002.
http://web.archive.org/web/20040220023104/http://www.ogre3d....
Not sure what the launch in 2005 entailed, probably a rebranding and freshening up to make it seem more serious and appealing to developers, but it was already one of the better 3d frameworks around at the time. I was able to extend it to support LUA scripting in my game engine, was well abstracted and really nice to work with.
Had the original board game back in the day.
The work in progress Cyberpunk module for GURPS was confiscated and believed to be a "handbook for hackers".
The most Hackernews comment I've ever read is someone getting defensive about the distinction.
It might not be the engine to use if you want to make Doom5, but some of the best selling games of all time of have been made in Java, or older versions of Unity, which have more performance limitations than Ogre.
Any examples of this other than the obvious one (Minecraft)? That is the only one I can think of.
It should be noted that ALL of these, including minecraft, suffered in quality because of their performance. But, commercially they all did really well.
I think Slay the Spire was Java.
It was, I think, more than 5 years ago that Matias Goldberg wrote the first demo of what speedups are possible in Ogre by following a data-oriented approach: contiguous structures, eliminating excessive branching, structure-of-arrays layouts, etc. I'm happy it's grown into something pretty usable today (from what I see).
Now it seems that all this is the standard industry wisdom, but I feel like at the time people were only slowly realizing the real cost of all those vtable lookups and abstractions.
Probably because many of them were former English colonies.
> Probably because many of them were former English colonies.
The US was also a set of former English (well, British, most recently) colonies.
For comments I use British English, I wouldn't know how to write American grammar if I tried.
That was the moment I realised most of the api calls I'd been making used the American spelling.
To expand on my proviso: if a codebase is written by and for British developers, I see little reason to use American English. For a serious international FOSS project though, American English makes the most sense.
It's costly to have a codebase undecided on proper English vs American English. If Alice writes 'initialize' and Bob writes 'initialise', it causes pain for everyone. This even applies to keywords and reserved identifiers. For instance, in Ruby, methods named 'initialize' get special treatment.
American English tends to dominate in tech, so if we have to make a choice, it's clear enough which one it should be.
Incidentally, Google [3], and apparently also Microsoft [4], agree with us.
> For comments I use British English, I wouldn't know how to write American grammar if I tried.
I think I could cope if the need arose (it hasn't for some time, for me). As you imply, the real value is in consistent spelling in the API, rather than in the comments.
[0] http://www.catb.org/~esr/faqs/hacker-howto.html#skills4
[1] https://blog.codinghorror.com/the-ugly-american-programmer/
[2] https://news.ycombinator.com/item?id=538473
[3] https://developers.google.com/style/spelling
[4] https://stackoverflow.com/questions/157807/gb-english-or-us-...
On another note, I think it's an interesting choice of words that you wrote "created."
Languages and spellings weren't created at some point in the past. They evolved gradually and are still evolving. There's no principle stating that American and British spellings are forbidden to converge in the future.
"The problem with defending the purity of the English language is that English is about as pure as a cribhouse whore. We don’t just borrow words; on occasion, English has pursued other languages down alleyways to beat them unconscious and rifle their pockets for new vocabulary." --James D. Nicoll
On the topic of "words" "found in" pockets, they didn't harvest every single password I'd created for a handful of years because they didn't care about the USB drive-- just the bit of cash. I also had someone's CC# on a sticky note in my wallet, and they left it all on the ground. Amateurs.
Canadian English is a funny case here — it adheres to British (Zed) and American (tire with an i) customs by equal measure, but by and large Canadians sound closer to ‘mainstream’ Americans than they do to Brits. This is of course ignoring Quebec...
Let's get this straight. There's "American English" used in the US and Canada. And then there English, where "colour" is spelled with a "U", and that's used in lot more countries, and natively spoken by more people than American English.
'Colour' and "Cheque' are spellings that are common in Canada.
Really? Are you talking about India? If so, I'm not sure what percentage of people have english as their mother tongue - I think it would be quite small. Also, I think indian english is about as dissimilar to british english as american english is.
The first result, which pops up, is the Glue Editor [1]. But this looks so basic, that I have a hard time coming up with a reason to try Orge. Compare this to Unity or Unreal where you can do everything above and even more. Maybe I'm missing something?
On the other hand, if you're trying to build a C++ based game engine, Ogre isn't a bad place to start. However, you probably don't need your own game engine.
For context, I used Ogre for various things starting from ~2007 and stopped around 2015. By then Unity was the obvious choice if you were a 1-2 person shop and wanted to spend less time wrangling code and more time making stuff.