Urho3D | Cross-platform 2D and 3D game engine | Game Engine library

 by   urho3d C++ Version: 1.8 License: MIT

kandi X-RAY | Urho3D Summary

kandi X-RAY | Urho3D Summary

Urho3D is a C++ library typically used in Gaming, Game Engine applications. Urho3D has no bugs, it has no vulnerabilities, it has a Permissive License and it has medium support. You can download it from GitHub.

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 has a medium active ecosystem.
              It has 3822 star(s) with 941 fork(s). There are 271 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 44 open issues and 1740 have been closed. On average issues are closed in 45 days. There are 23 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of Urho3D is 1.8

            kandi-Quality Quality

              Urho3D has no bugs reported.

            kandi-Security Security

              Urho3D has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              Urho3D is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              Urho3D releases are available to install and integrate.

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            Urho3D Key Features

            No Key Features are available at this moment for Urho3D.

            Urho3D Examples and Code Snippets

            No Code Snippets are available at this moment for Urho3D.

            Community Discussions

            QUESTION

            Running Urho3D and Qt from main
            Asked 2019-Nov-18 at 23:43

            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 17:13

            I'm new to both c++ and Urho3D, but I've successfully achieved it.

            Simple code, haven't had further test:

            awidget.h:

            Source https://stackoverflow.com/questions/43004897

            QUESTION

            Urho3D Sharp DropDownList Popup issue
            Asked 2019-Jul-15 at 20:12

            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 20:12

            I found the answer. When you call SetStyleAuto you should pass in a style XmlFile.

            Source https://stackoverflow.com/questions/57043294

            QUESTION

            UrhoSharp confusion about documentation
            Asked 2019-Mar-29 at 13:35

            https://docs.microsoft.com/en-us/xamarin/graphics-games/urhosharp/using#bringing-3d-models-and-images

            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 13:35

            What 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.

            Source https://stackoverflow.com/questions/55414883

            QUESTION

            Extend from library class, how to then have the library call derived classes method
            Asked 2018-Apr-01 at 13:44

            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 13:44

            This 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.

            Source https://stackoverflow.com/questions/49597315

            QUESTION

            How to reset / restart a Urho3D application scene to its initial state?
            Asked 2017-Dec-10 at 00:30

            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 15:41

            To empty a Scene, call Scene::Clear() on it. This removes all the Scene's Components and child Nodes. After this you can call a function that rebuilds the scene.

            Alternately you could create a custom reset event that all Objects that require some form of resetting subscribe their HandleReset methods to. To restart the game you would then call SendEvent(E_RESET).

            Source https://stackoverflow.com/questions/47729172

            QUESTION

            How to visualize PhysicsWorld / CollisionShape with debug renderer?
            Asked 2017-Mar-19 at 18:58

            My test scene for Urho3D/Urhosharp contains two boxes (see screenshot). For both, the red and the green box I added a RigidBody and a CollisionShape.

            The shape for the red box is a sphere and for the blue one a box. I've enabled debug visualisation by adding:

            ...

            ANSWER

            Answered 2017-Mar-19 at 18:56

            And here's the solution: the default debug output of the Urho3D renderer does not include the physics components. It has to be added manually.

            Source https://stackoverflow.com/questions/42886727

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install Urho3D

            You can download it from GitHub.

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            gh repo clone urho3d/Urho3D

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            git@github.com:urho3d/Urho3D.git

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