Actually this is more like the reason reason why I'm trying out
Urho3D. Ogre3D is a really good piece of software and I was well impressed by the outcomes of the tinkering and experiments I did with it. The problem with Ogre3D ( or rather the limitations) is that it is a Render Engine, and just about that. Depending on a persons needs, this might not really be a problem, but when you are after making a game and you need a game engine, then this might start looking more like a serious issue.
As a Rendering Engine, Ogre3D has no other support modules with it - No Physics Module, no Sound Module, no Networking Module, even it technically has no Input Module because OIS (Object Oriented Input System) is considered a separate piece of software independent from Ogre3D. Anyone wanting to make a game with Ogre3D is left to implement these modules on his/her own. This might not really be a bad thing cause you'll have all the freedom to choose which software you want to handle which ever module, for example, for the physics module, you can choose between Bullet Physics or ODE or Newton or even Physx. But on the other hand if you've not had any experience in these forms of integration into Ogre3D it might be very daunting and frustrating.
Enter Urho3D.
Urho3D on the hand is a Game Engine integrated with enough decent modules that you'll basically need to start rolling out your game. I has a Physics Module (via Bullet Physics), Input Module, Sound Module, Networking Module, User Interface Module, Scripting Module (via AngelScript) and even a 2D subsystem with Box2D for 2D physics. The Scripting Module alone was enough to loosen the firm grip I had on Ogre3D. I would really like the game from
DARKDOVE to be scriptable, thereby enhancing development and even User Modding. By-the-way the Official Editor of Urho3D is implemented entirely in Scripts.
One good thing about the integration of these module into Urho3D is that its done in a very neat way, wrapping the API of the softwares used into a uniform Urho3D API. Besides, the structure of Urho3D API is very understandable and consistent.
Yeah, I know that Urho3D is still a bit young and not all that mature, but, I believe its worth given a try. Well, in order not to take unnecessary I will first try out the Proof of Concept I planned in Urho3D and if all goes well then we'll have to make the switch