OGRE Newbie's Tutorials
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- Hobgoblin
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OGRE Newbie's Tutorials
I've finally set about to create a series of 10 lessons covering the basics of the OGRE engine.
You can get the first one at:
http://centaurforce.sourceforge.net/Ogr ... ewbie1.htm
Expect more tomorrow!
Yes, i know half of the pictures don't work, but please report any bugs you might find!
You can get the first one at:
http://centaurforce.sourceforge.net/Ogr ... ewbie1.htm
Expect more tomorrow!
Yes, i know half of the pictures don't work, but please report any bugs you might find!
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- OGRE Retired Team Member
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- Hobgoblin
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- Gnoblar
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- Halfling
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Thats great. The more tutorials the better! I think a lot of people (including myself) can learn a lot quicker when things are explained in human-terms rather then just digging through source code. 

I <3 the OGRE Wiki, and SO SHOULD YOU! 

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- Hobgoblin
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Heres a basic list of what the tutorials will be:
- Downloading and Compiling OGRE
- Ogre Basics + Init/Exit
- Update Loop
- Meshes and Materials
- Lighting and Shadows
- Particle Effects
- Advanced Effects
- Movement and Input
- Tech Demo Walkthrough and Source
- Wrapping Up
- Also, if i want, i might even throw in a cegui or ogreode tutorial
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- Gnoblar
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- Gnoblar
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That's a nice tutorial robo, it would definitely have helped me the first time I started using Ogre (I was a complete novice to CVS). I look forward to seeing the next in the series!
A couple of minor points I noticed:
- descicion == decision (spelling)
- Turtoise == Tortoise (spelling)
- image006.gif is missing
- image008.jpg is missing
- image009.gif is missing
- image010.gif is squashed vertically to be unreadable
A couple of minor points I noticed:
- descicion == decision (spelling)
- Turtoise == Tortoise (spelling)
- image006.gif is missing
- image008.jpg is missing
- image009.gif is missing
- image010.gif is squashed vertically to be unreadable
Pete Baron
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http://home.btconnect.com/pete/homepage.html
antispam_sibaroni@hotmail.com (remove 'antispam_' to mail me)
http://home.btconnect.com/pete/homepage.html
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- Gremlin
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You might want to check out HTML-kit.Robomaniac wrote:I'm gonna work on redoing the 1st tutorial in a read web page editor as opposed to word, and start working on tuts 2 and 3, so expect an update tonight
You might want to give an estimate of the build-time here, because on some machines it could take a looooong time! (> 30 mins.Robomaniacs' Tutorial wrote:Sit Back… Relax… and wait for OGRE to finish building.

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- Greenskin
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Great work!
That's something I was really waiting for. A good tutorial from the scratch about ogre (although I still don't have a c++ .net).
A OgreOde Tutorial would really be great (especially one that deals with car physics since I haven't found a really good example for something like that. Or if there's a good tutorial concerning this topic please let me know)
At the moment only the first lesson about comiling the whole stuff is online, right?
That's something I was really waiting for. A good tutorial from the scratch about ogre (although I still don't have a c++ .net).
A OgreOde Tutorial would really be great (especially one that deals with car physics since I haven't found a really good example for something like that. Or if there's a good tutorial concerning this topic please let me know)
At the moment only the first lesson about comiling the whole stuff is online, right?
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- Gremlin
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- Gnoblar
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- Hobgoblin
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I've decided to take a slightly different approach to the lessons, making them into a downloadable package w/ projects, an html tutorial, and source. The source will be the main source of documentation for the tutorials, as it will be extremely well commented. I will get the next one out as soon as possible (its almost complete, but I can't upload it for a bit)
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- Halfling
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- Gnoblar
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- Halfling
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- Gnoblar
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Yes, that would be greatly appreciated! I've been hunting high and low for a tutorial that explains how to write an Ogre app from scratch without that example application thing.
It really doesn't help at all if you want to learn the inner workings of Ogre and you're only refered to some helper classes that hide these inner workings from you.
It really doesn't help at all if you want to learn the inner workings of Ogre and you're only refered to some helper classes that hide these inner workings from you.
Mr. Sandman bring me a dream...
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- Halfling
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I've found the easiest way to learn how to build an Ogre app from scratch is to have the ExampleApplication and ExampleFrameListener header files open while you create your own application and frame listener classes. This way, you can refer back to the examples. Then just experiment. If it doesn't compile, or doesn't perform as you thought it should have, then you've gained some knowledge on how the code should be laid out.
Ogre was designed well enough that it's relatively easy to learn to use, especially for someone like me who's not as active in game development as I should be.
Ogre was designed well enough that it's relatively easy to learn to use, especially for someone like me who's not as active in game development as I should be.
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- Gnoblar
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Well, that's just what I did... I manage to compile something basic but I still think it would be good for newbies to have things explained "the right way" (tm).
I'm still not far with my learning and things will probably look a lot clearer when I actually start programming again but looking just at the documentation things look very confusing. For example, I've been trying to find a way to morph objects by applying modifiers to individual vertices but so far I haven't found anything about where or how vertices for a mesh are stored. I guess it will become clear once I experiment more, just giving feedback on newbie problems...
I'm still not far with my learning and things will probably look a lot clearer when I actually start programming again but looking just at the documentation things look very confusing. For example, I've been trying to find a way to morph objects by applying modifiers to individual vertices but so far I haven't found anything about where or how vertices for a mesh are stored. I guess it will become clear once I experiment more, just giving feedback on newbie problems...
Mr. Sandman bring me a dream...
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- Gnoblar
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Great work man!
Great job. I really like tutorials (in general) and yours are awesome.
I am searching a 3d engine to make a game (it's a university project) and I was thinking about Ogre or, maybe Irrlicht.
I played a lot with Irrlicht and is very easy to use but I like some features that only Ogre has, like the texture shadows and the material scripts.
It's the first 'serious' project I'm going to develop so when I started with Ogre it was SO difficult....
I tried to follow some of the old tutorials but I was stucked when setting up the terrain.cfg, and I couldn't find the proper definition on the API.
Well Robomaniac, thank you for this.
I am searching a 3d engine to make a game (it's a university project) and I was thinking about Ogre or, maybe Irrlicht.
I played a lot with Irrlicht and is very easy to use but I like some features that only Ogre has, like the texture shadows and the material scripts.
It's the first 'serious' project I'm going to develop so when I started with Ogre it was SO difficult....
I tried to follow some of the old tutorials but I was stucked when setting up the terrain.cfg, and I couldn't find the proper definition on the API.
Well Robomaniac, thank you for this.
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- Gnoblar
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- Joined: Fri Dec 17, 2004 11:47 am
According to this post's date it should be done now but where can we download it ???Robomaniac wrote:The newbie's tuts are coming soon, prolly by this wednesday or smthg similar.
Sooner or later, the first 2 are done, just haven;'t been able to upload them yet
I'm stuck on the old tutorial n° 2 with ogre::scenenode::yaw() no longer taking a ogre::real as first argument..
(plus I admit I don't really know what "yaw" is - google translates it as "shoelace" in french - and that's not very talkative to me hehe. I suppose it must be a Y axis rotation , just not sure.)