Building OGRE for iOS

I was looking out for a 3D Engine (OpenSource) to render 3D models. I wanted to use Cocos3d but this has few limitations. It is not a cross platform engine. [ I can’t ignore my friend Android 😦 ]. Also, it lacks many of the cool features when compared to sophisticated 3D engines. The next engine was OGRE. This is written C++ and a cross platform engine. Moreover, this is exactly what I was looking for. After downloading the source, the next big task was to compile the source. There are many tutorials available in the website but most them are obsolete. So I thought of writing one myself to help someone to quickly get started with OGRE 🙂

Follow the following steps to compile OGRE on iOS platform:

  • Get the latest source from here(v1.8.1)
  • Download the OGRE iOS dependancy and XCode template from here(1.8)
  • Open the iOS dependancies dmg and copy the folder iOSDependencies to the source folder ogre_src_v1-8-1. Ensure that the iOSDependencies and OgreMain folder are at the same hierarchical level.
  • OGRE folder structure
  • Now, navigate to the SDK -> iOS folder. You should find a script.iOS script
  • Open the terminal and navigate it to the above folder where the script resides and run the script ./ in the terminal.
  • If everything worked fine then you should see a build folder in the same location where the script was. This folder contains a XCode project. XCode Build folder
  • Launch the  XCode project and set the target to SampleBrowser. Run the project. Wait for the Simulator to launch the OGRE beast 🙂XCode OGRE Project

PS: XCode Version 4.6.1 (4H512) and OS X (10.8.3)