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OGRE is designed to be an extremely flexible graphics rendering engine, which means that there is no one test case where it excels. If the user wants to make a relatively standard first-person shooter game, a more thorough game engine with integrated physics simulation and a graphics rendering engine designed for that type of movement, such as Unity. If the user wants to have many animated characters visible at the same time, for example in a simulation or massively-multiplayer game, a rendering engine like Horde3D would be a more efficient option. See More
OGRE’s base design allows it to be extended, usually through plugins. Further, OGRE's conceptual design does not assume it will be used for one particular application over any other. This allows it to be a blank slate for users to adapt to whatever applications they need. This gives the user the ability to adapt OGRE to solve almost any problem. See More
Horde3D was originally designed specifically to render large crowds, a task that is generally very resource intensive. Horde3D is designed to keep hierarchies of nodes small and easy to traverse to reduce overhead. It also utilizes cached data more efficiently than other rendering engines in an effort to produce faster animations. See More
The structure for storing the data of the graphics objects allows the user to add additional data specific to the application using Horde3D. Using this functionality, the user can easily integrate Horde3D with a game or physics engine, for example. See More
In order to add custom graphics functionality, the user needs to modify the source code directly. This is due to the high level of abstraction used in the programming interface. To circumvent this, Horde3D does include a method for customization through extensions. See More