Ogre3D is an open source graphics engine. Unlike game engines, it does not encompass other game elements like audio, scripting and level design. However, it did provide a moderately high-level C++ API and a great foundation to object-oriented renderer design. I used this on 2 major projects on different platforms.

Deep Quest

Deep Quest Deep Quest is an underwater RTS that drew inspiration from Warcraft 2. It featured a single-player campaign that comprises of 10 missions, and is still available for download to this day.

This was the first official framework I put together for the use of other developers, combining Ogre3D for rendering, CEGUI for UI, Audierre for audio, Lua for scripting and XML for level data. It took 6 months to cobble the individual components together, and come up with the action queue system, navigation grid and general content pipeline. After that, I left the project to the game team who developed the actual content for another 6 months. Towards the end, I came back for a couple of weeks of polishing and bug-fixing before it was shipped.

Mechwarrior: Tactical Command

Mechwarrior A local studio in Singapore was excited to get a license for the MechWarrior franchise on iOS, and set about making a squad-based tactical game. Their initial efforts employing Unity3D were facing problems as at the time, it was far too bloated and clunky to be used in such an ambitious game.

I was brought in to sort out the problem, and moved the team to a framework based around Ogre3D. It took about a year to get the content pipeline up and running. After that was done, I left the team to do their content creation. A few years later, Mechwarrior: Tactical Command was released on the App Store without any further intervention by me. Ironically, by the time they released, Unity3D would have been optimized enough to do the job.