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    copied!<p>First off, both OpenSceneGraph (OSG for short) and Ogre3D are very well documented, supported, large forum etc... I don't know much about Irrlicht besides it's the newest of them. You probably won't go wrong with either of the first two. Someone mentioned CrystalSpace; I haven't looked at that in years, but it was far behind these guys in features and API.</p> <h3>Domain</h3> <p>If I was deciding, I would want to know what domain I was concentrating in. <em>e.g. Whole earth simulation</em>. Or a sense of what is going to be rendered. Such as: <em>Terrain/earth as seen from air | Inside of a building but with some outside | Something CAD like | Information visualization</em> </p> <p>I say that, because OpenSceneGraph has a strong influence in the simulation and military setting. Disclosure: that's my field and I use OSG on a daily basis. That said, I've always wanted to try Ogre3D and followed it for years on the sideline; I just haven't got around to it. As such, I can't do a complete compare and contrast. I would argue that due to the respective projects' histories and main users: <strong>Ogre3D</strong> has a more <strong>videogame</strong> leaning; <strong>OSG</strong> a more <strong>simulation</strong> industry leaning. But, neither is tethered to that arena. </p> <p>For example, say I had: <br> A simulation heavy with ragdoll/people: I would go with Ogre3D. <br> A simulation having to use a terrapage file: Pretty much would have to go OSG.</p> <h3>Crossplatform</h3> <p>I can't speak for the Linux side of Ogre3D. But, the main developer (Robert Osfield) uses Linux/Macs for all his stuff. CMake is what is used to compile the code. Or just use <code>apt-get</code> to try them both out.</p> <h3>Performance</h3> <p>I would wager the both would get good performance given the proper tweaks (<em>again, what is rendered... bsp files, octtrees, high flying sim?</em>). And OS used might matter on them.</p> <h3>Visual Looks</h3> <p>You can't get <strong>any</strong> engine and think it will look good without having good models/terrain and shaders. There probably is better support for different techniques between the two, but it would have to a specific example to get an accurate comparison.</p> <h3>Scene Management</h3> <p>When it comes to this section, OSG is very clean and intuitive. Traversing the scene, finding nodes, changing states on subgraphs, all very easy to do.</p> <h3>Scripting</h3> <p>You didn't mention this, but I thought I would throw it in. I would go Ogre3D here. OSG requires a 3rdParty or custom plugin. And, Irrlicht doesn't support it at all.</p> <p><hr> Now that you read my opinion, like you needed another one of those, this site (<a href="http://www.devmaster.net/engines">Devmaster</a>) is great for others looking. Although, it's short on details.</p> <p>ps - There is something of a hybrid (OSG based): that is Delta3D. It is also well supported and updated. And there is probably an Ogre3D derivative that is more simulation like :).</p>
 

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