This chapter has introduced some of the most fundamental concepts of OGRE, specifically entities, materials, cameras, lights, scene managers, scripts, and input. The best direction to progress now is to create a wide variety of sample applications and to examine the samples included with OGRE. The samples cover a broad range of features, from particle systems to shaders. The next chapter concludes this book with a broad examination of a variety of SDKs for programming sound, installers, and other scriptable gaming elements.