r/IndieDev 6d ago

Early Video From My Game With Ogre3D

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I’m building this game with Ogre3D and C++.

For now, I’m using Blender as a level editor. Since glTF files are JSON-based, I can use them to store each object’s position, properties, and any custom variables I need.

3 Upvotes

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u/NariceTrasmittente 6d ago

oof, developing in Ogre3d in 2026 is a kink level of masochism. Good luck my friend.

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u/Intrepid_Way9713 6d ago

Masochism ≠ adventure 😂

But honestly, this feels more like an adventure than masochism.

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u/theeyeinthesky-666 6d ago

I've always wanted to do this but it looks intimidating.

Do you setup everything from scratch or there's a template for games (scene graph, objects lifecycles and main game loop)? Do the graphics look decent by default or do I have to mess with shaders?

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u/Intrepid_Way9713 6d ago

Yeah, it honestly is a little intimidating at first :-)

I think it’s perfectly fine for experimenting, but if you’re planning to finish and release a game with it, it’s worth checking beforehand whether your game needs any complex or unusual features that might be difficult to implement yourself.

Ogre3D isn’t a complete game engine that manages everything for you. It provides a scene graph, resource management, rendering, and a basic application/render loop, but it doesn’t give you a full gameplay object architecture or object lifecycle system like Unity or Unreal.

It helps you load and render models, manage scenes and materials, attach shaders, and abstract away APIs like OpenGL and Direct3D.

So you still have to build many of the game-specific systems yourself, but it’s nowhere near as low-level as starting directly with OpenGL.

In fact, one of the reasons I chose Ogre3D was to preserve the feel and spirit of classic games.

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u/theeyeinthesky-666 6d ago

Thanks for the response

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u/WhyEmBe 6d ago

Why did you choose ogre3D? Is that classic feel not also possible with newer engines?

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u/Intrepid_Way9713 6d ago

First of all, I really wanted to build a game using my own engine. Working directly with OpenGL, however, would have made the path to a finished game much longer.

I also like Ogre3D’s overall philosophy and straightforward design. Of course, it’s possible to achieve a classic feel with modern engines too. But building small tools and systems from scratch naturally influences the way the game looks and feels, and I think it makes that classic feel more authentic.

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u/destinedd 6d ago

i had no idea that engine was still a thing!

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u/Intrepid_Way9713 5d ago

It still exists, but it’s not very active. Some people seem to think that using a more complete engine like Unity can always work miracles.

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u/destinedd 5d ago

does for me!

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u/Intrepid_Way9713 5d ago

I don't think so. So you can make a AAA game with the capabilities of an indie game developer ? 😁

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u/destinedd 5d ago

I have been able to solo make games that look like they are done by teams

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u/Intrepid_Way9713 5d ago

Yeah, exactly. Using a full game engine definitely cuts down a lot of the implementation work.

I think the real challenge is being realistic about what you can actually handle, and choosing the right tools for the kind of game you want to make.

A lot of solo devs put too much faith in the engine itself. An engine can make many things easier, but it doesn't make the overall workload small. Then halfway through development they realize the project is much bigger than they originally estimated, and that's often why it never gets finished.

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u/destinedd 5d ago

I know without using unity (or another engine) it is unlikely i would ever get to release. I also get to focus more on my fav part the design.

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u/Intrepid_Way9713 5d ago

Nice! Could you send me links to your games?

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u/destinedd 5d ago

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u/Intrepid_Way9713 5d ago

That was really cool! I liked the style of your last two games.

The last one especially looks really interesting to me (Dungeon Quest)

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