
Easy to use, well documented, portability across platforms, stability
Recently there is a good effort to maintain it and I follow what is going on, as far I can see it goes in the good direction.
The API is good and there are no large changes, the code base very sound.
Easy to integrate in different UI libraries. Review collected by and hosted on G2.com.
Missing few things depending on what you want to do, and few performances issues but easy to find some workaround.
For instance:
- it is missing a good triangle selector that you do not have to implement yourself.
- the manual mesh creation needs to be revised to make easy to load very large meshes, because there are too many copies in the existing easy to use interface. For game creation, it is not really a problem because you load once in general the resources, but in order to really use Ogre3D as scene manager, I find this is to be annoying, it is quiet common on my side to load or update on the fly meshes.
- the new materials backend is really missing a well written set of tutorials. I wish there was something easy to follow with a few good material examples, in order to dive into and make something appealing. I know it is working well, but I feel there is too much time to be spent on my side to have a good result. Since, I have very limited time to work and this is not an important priority I try to find from time to time if there is such resource.
- performances can be an issue in few places.
- some bindings to UI libraries can be a bit outdated or not really implemented for your needs: in my case, I am not using any simple loop scheme as found in most games, I am using Qt and its event driven scheme to update the scene. Review collected by and hosted on G2.com.