Urho3D | Cross-platform 2D and 3D game engine | Game Engine library
kandi X-RAY | Urho3D Summary
kandi X-RAY | Urho3D Summary
Urho3D is a free lightweight, cross-platform 2D and 3D game engine implemented in C++ and released under the MIT license. Greatly inspired by OGRE and Horde3D.
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Urho3D Key Features
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Trending Discussions on Urho3D
QUESTION
I am using the Urho3D engine with Qt for an application. The problem is that both Urho3D and QApplication require to be ran from main(). For now I am using it in separate processes but IPC makes it complicated. Is there any way to solve this issue? Thanks
My platform is Urho3D 1.5, Qt 4.71 and Windows 7 x64 and VS2015 (C++)
...ANSWER
Answered 2017-May-19 at 17:13I'm new to both c++ and Urho3D, but I've successfully achieved it.
Simple code, haven't had further test:
awidget.h:
QUESTION
I am trying to create a DropDownList
in Urho3D Sharp. For some reason unknown to me I cannot get the popup to appear from the DropDownList. Does anyone have any tips for creating drop downs in Urho3D Sharp?
I have tried calling ShowPopup
when the dropdown list has been pressed, however this yielded no effect.
ANSWER
Answered 2019-Jul-15 at 20:12I found the answer. When you call SetStyleAuto
you should pass in a style XmlFile.
QUESTION
Bringing 3D-Models and Images
Urho3D tries to use existing file formats whenever possible, and define custom file formats only when absolutely necessary such as for models (.mdl) and for animations (.ani). For these types of assets, Urho provides a converter - AssetImporter which can consume many popular 3D formats such as fbx, dae, 3ds, and obj, etc.
What does this even mean? Does "existing formats" mean existing standards (.obj
or .fbx
) or are the saying that .mdl
and .ani
is their "existing implementation"
ANSWER
Answered 2019-Mar-29 at 13:35What does this even mean?
It means that Urho3D doesn't support direct usage of for example .obj or .3ds files but it provides an AssetImporter that can load these file types and output Urho3D's own model format (.mdl) or animation (.ani) files. What adds to the confusion is that .mdl is also the name of the proprietary model format for Valve's Source engine
Does "existing formats" mean existing standards (.obj or .fbx) or are the saying that .mdl and .ani is their "existing implementation"
Existing formats means the industry standard formats you can use as the input, such as .fbx, .blend, .obj etc. For a full list of the formats, you can refer to their Import Formats page on Sourceforge (not sure why they don't have the same list available on GitHub).
These inputs can then be converted to Urho3D specific .mdl and .ani files.
Edit: In case you encounter confusing parts of the documentation such as this one, you can also raise an issue on the GitHub repository that contains the documentation. For example, this specific documentation is hosted in MicrosoftDocs/xamarin-docs repository and the exact file that you're reading is this one.
QUESTION
I am wondering if this is possible. Again, the problem is:
How can I extend from a libraries class, then have the library call a function inside the derived class?
Obviously the library has already been built/compiled before the code which uses inheritance is written (shown below as DerivedClass). I want to abstract away from the user as much as possible. And to do this I have the following set up (includes left out for simplicity):
LibraryClass is a class in a .lib that I have created.
...ANSWER
Answered 2018-Apr-01 at 13:44This is exactly what dynamic dispatch (known in C++ as virtual
) does: given a Base*
(or Base&
) that refers to an object of a derived type, a call to a virtual function will find the override even without any declaration of Derived
(and thus even if the call was “compiled first”).
As to your “library-provided main
” idea, that’s a lot harder: in general, how would he library know how to construct your object, and what would it do if you linked against two “extending classes”?
But it is possible, if the library designs for it: have the library provide a global pointer variable (which it assigns in main
if you want to have a default), and have the extension class’s constructor assign this
to it. Then just define a global object of that class type. If you need no default behavior, you can also just declare and call, but not define, an initialization function in the library and leave it to the extension to define it.
QUESTION
I want to reset my scene to its original state when the user presses a key, to facilitate testing or allow users to restart the game.
More precisely, how to organize my code, and what do I have to put into:
...ANSWER
Answered 2017-Dec-09 at 15:41To empty a Scene
, call Scene::Clear()
on it. This removes all the Scene
's Components
and child Node
s. After this you can call a function that rebuilds the scene.
Alternately you could create a custom reset event that all Object
s that require some form of resetting subscribe their HandleReset
methods to. To restart the game you would then call SendEvent(E_RESET)
.
QUESTION
ANSWER
Answered 2017-Mar-19 at 18:56And here's the solution: the default debug output of the Urho3D renderer does not include the physics components. It has to be added manually.
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