I started writing a game as part of a game-development contest. I initially started writing the game engine in OpenGL. Since the contest was for a span of 1 year only, I had to drop the idea. Then I began writing the game client with OGRE and the networking code using a C++ UDP library called RakNet. Lets not make any mistake about it, OGRE is a fantastic rendering engine, but thats all it is - a rendering engine. I still had to write a slew of tools for level-creation, UI's, everything. That would have taken a whole lot of my time and it would have even ensured that my attendance in univ classes dropped to well below 30% and that my CGPA was below 6. Since that is not in my best interests, I decided to do away with writing the thing in OGRE and RakNet. It was a really, really emotional decision for me, as I was deeply in love with OGRE at the time. In fact, I still have the source-code hidden away on my home-computer.
Anyway, as they say, the show must go on. So I decided to use TGE. I had owned a license for TGE for a while, but I never got around to using it in a full-fledged project. The problem was that TGE's rendering code was so primitive compared to OGRE, that it almost brought tears to my eyes. A couple of months later, I decided that I would do whatever it takes to get my most dear features from the OGRE-based engine into TGE - normal mapping and fur-rendering.
If you scroll back a few posts, you'll still see the original post on the GLSL fur-rendered images I had posted. Well, ladies and gentlemen, boys and girls and children of all ages... I have finally accomplished my task!! Here it is folks! The GLSL fur-shader in TGE - Yensai!!