Mode:
Duration:
1
Coding works best on desktop or with an external keyboard.
Coding works best on desktop or with an external keyboard.
Adds a particle system to the scene.
#include <Ogre.h>
using namespace Ogre;
int main() {
Root* root = new Root();
root->restoreConfig();
RenderWindow* window = root->initialise(true, "Ogre3D Particles");
SceneManager* sceneMgr = root->createSceneManager(ST_GENERIC);
Entity* ogreEntity = sceneMgr->createEntity("ogrehead.mesh");
SceneNode* node = sceneMgr->getRootSceneNode()->createChildSceneNode();
node->attachObject(ogreEntity);
ParticleSystem* ps = sceneMgr->createParticleSystem("Smoke", "Examples/Smoke");
node->attachObject(ps);
Camera* camera = sceneMgr->createCamera("MainCam");
camera->setPosition(Vector3(0,50,200));
camera->lookAt(Vector3(0,0,0));
Viewport* vp = window->addViewport(camera);
root->startRendering();
delete root;
return 0;
}OGRE (Object-Oriented Graphics Rendering Engine) is an open-source, high-performance 3D graphics rendering engine written in C++, focusing on flexibility, modularity, and real-time 3D rendering for games and simulations.
Origin & Creator
OGRE3D was originally developed by Steve Streeting in 2001, designed to simplify 3D graphics development while providing full control over rendering pipelines.
Industrial Note
OGRE3D is used in indie and research projects, simulations, virtual reality prototypes, and educational environments where a custom 3D rendering engine is needed without building from scratch.