Ogre (http://www.ogre3d.org) is a multiplatform, open-source 3D rendering engine.
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2answers
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Open-source 3D models easily usable in OGRE3D/jMonkeyEngine
I'm looking for a source of 3D models (cars, game characters, furnitures etc.) which are usable in an open-source 3D game.
I found various website with free/opensource .blend files. However it is not ...
0
votes
2answers
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free maya 3d model [duplicate]
Possible Duplicate:
Open-source 3D models easily usable in OGRE3D/jMonkeyEngine
Can the community recommend some good sites that have free Maya 3D model? I am trying to find some and export ...
10
votes
4answers
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Procedural terrains in 3D: what has been done ? Are there common algo and/or theories about it?
Besides programming, modeling an environment takes a great deal of time.
I don't know about the work time involved, for example, in a WoW dungeon level, or other beautiful city-like, future ...
6
votes
4answers
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What good 3D graphic rendering engines are out there?
I couldn't find good overview of those and decided to ask experienced people. I'm writing in C# and want to learn some 3D graphics stuff. I used to write some 3d scenes and shaders 4 years ago in ...
7
votes
5answers
2k views
How to get the blocks seen by the player?
I'm writing a Minecraft-like game using Ogre engine and I have a problem. I must optimize my game, because when I try draw 10000 blocks, I have 2 FPS... So, I got the idea that blocks display of the ...
0
votes
1answer
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Best 3D Physics Engine to use with Ogre [closed]
I am looking for a good physics engine to use with an Ogre game I'm writing.
I would prefer for it to be free, open source, mature, simple to use, easy to learn, and flexible.
I'm currently thinking ...
5
votes
1answer
358 views
Spaceship interiors: How to approach, implementation-wise?
I'm creating a 3D space game using Ogre3D for graphics with C++ and one of the features is to be able to freely wander around spaceship interiors, but I am lost with how to implement it. Here is what ...
1
vote
0answers
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How to set object's / node's absolute rotation correctly?
Usually when I want to rotate an object/node in my Ogre scene I call the node's rotate() method. That rotates the node locally relative to it's current rotation. So for example, when I start with 0 ...