Introduction
GameKit has a graphics backend for Ogre, called OgreKit and one for Irrlicht called IrrKit. The Ogre graphics integration is more mature and is developed in svn/trunk. IrrKit is currently on-hold, but there is an older working version in svn/branches/IrrKit.
Details
To be done.
Last trunk OgreLite? is Ogre3D v1.7.2. OgreFont? is modified and some plugins/components are not included in OgreKit build.
You can test easy what is supported in OgreKit with Runtime & Blender GameKit Addon.
Check Gamekit-blender-2.54-beta-OSX-10.5-x86_64.zip in the downloads section, but the packed Runtime binary is old.
What changes are made to OgreFont?? Would it be possible to use a vanilla version of Ogre?
OgreFont? modification is void Font::loadManualResource(DataStreamPtr? &dataStreamPtr) added.
http://code.google.com/p/gamekit/source/browse/trunk/OgreLite/OgreMain/src/OgreFont.cpp#431
I don't know what is a vanilla version of Ogre.
By vanilla I mean Ogre as downloaded from the Ogre site. But I guess that I'll have to add the Font::loadManualResource() function if I for some reason need to use the version from the Ogre site. Thanks for the answer!
Can OgreKit handle multiple scenes in one blend file? If so, how do the transitions between scenes work?
Can OgreKit read a compressed blend file? (The gz format internally used in the blend format.)
Yes OgreKit can handle multiple scenes. Use the scene actuator or check the source http://code.google.com/p/gamekit/source/browse/trunk/Engine/LogicBricks/gkSceneActuator.cpp#68
Yes, OgreKit can load gz compressed blend files.
Good things,I'v tried OgreKit.
I want to know that whether the Orgekit have a peer-to-peer module for support multiplayer game development. if not, how to do it with the simplest way