urho | Code to integrate with the Urho3D engine | Game Engine library

 by   xamarin C# Version: 1.9.67 License: Non-SPDX

kandi X-RAY | urho Summary

kandi X-RAY | urho Summary

urho is a C# library typically used in Gaming, Game Engine, Xamarin applications. urho has no bugs, it has no vulnerabilities and it has low support. However urho has a Non-SPDX License. You can download it from GitHub.

[Join the chat at UrhoSharp is a lightweight Game Engine suitable for using with C# and F# to create games and 3D applications. The game engine is available as a NETStandard 2.0 library, allowing your game code to be written once and shared across all platforms. UrhoSharp is powered by [Urho3D] a game engine that has been under development for more than a decade. More information can be found in the [UrhoSharp documentation] The bindings for Urho3D are licensed under the MIT license, as found on the LICENSE file. Key advantages: - Lightweight - ~10mb per platform including basic assets - Embeddable - can be embedded into any app as a subview (UIView, NSView, Panel, etc). - Open-source - C# bindings and the underlying C++ engine Urho3D are licensed under the MIT License - Powerful 3rd parties - Bullet, Box2D, Recast/Detour, kNet, FreeType - Advanced graphics using physically based rendering (PBR), Skeletal animation, Inverse Kinematics etc - Simple code-first approach (however, it still supports native Urho3D editor). Supported platforms: - Windows, WPF, WinForms (net45) - iOS (xamarin.ios10) - macOS - Android (monodroid81) - UWP (uap10.0.16299) - AR: HoloLens, ARKit, ARCore - Mixed Reality - Xamarin.Forms (iOS, Android, UWP) - Ubuntu.

            kandi-support Support

              urho has a low active ecosystem.
              It has 432 star(s) with 117 fork(s). There are 99 watchers for this library.
              It had no major release in the last 12 months.
              There are 151 open issues and 220 have been closed. On average issues are closed in 98 days. There are 1 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of urho is 1.9.67

            kandi-Quality Quality

              urho has 0 bugs and 0 code smells.

            kandi-Security Security

              urho has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              urho code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              urho has a Non-SPDX License.
              Non-SPDX licenses can be open source with a non SPDX compliant license, or non open source licenses, and you need to review them closely before use.

            kandi-Reuse Reuse

              urho releases are available to install and integrate.
              Installation instructions, examples and code snippets are available.
              urho saves you 259794 person hours of effort in developing the same functionality from scratch.
              It has 253261 lines of code, 95 functions and 1527 files.
              It has high code complexity. Code complexity directly impacts maintainability of the code.

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            urho Key Features

            No Key Features are available at this moment for urho.

            urho Examples and Code Snippets

            No Code Snippets are available at this moment for urho.

            Community Discussions


            How to attach UrhoSharp Surface to LinearLayout in ViewGroup class
            Asked 2019-Sep-06 at 02:26

            I'm trying to add a UrohSharp Surface to a LinearLayout in a class inheriting from ViewGroup (to place in in the left hand corner of another view).

            Most examples showing UrhoSharp implemented in Android is done directly in the main activity like this:



            Answered 2019-Sep-06 at 02:26

            here is a simple example which add RatingBar to LinearLayout in CustomView,you could refer to it,change the RatingBar to your UrohSharp Surface


            Source https://stackoverflow.com/questions/57807458


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


            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"



            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


            How to get CSV data with Angular HttpClient: unexpected token in JSON at JSON.parse
            Asked 2019-Jan-25 at 08:08

            I have an application that reads CSV data from a Java webservice. Upon reading data I am getting the following error:



            Answered 2019-Jan-25 at 08:08

            You need to set http.get() response type to text

            Source https://stackoverflow.com/questions/54360693


            Removing default camera movement in SimpleApplication
            Asked 2018-Jun-15 at 15:53

            I'm absolute beginner in UrhoSharp. I only wanted to implement some basic 3D stuff into my app. Everything works fine with SimpleApplication, the screen is supposed to be watched from one place and direction. When I touch the screen, the scene rotates however. How can I get rid of this behavior?

            I wanted to try to override some function of SimpleApplication (probably OnUpdate) so I came with name CursedApplication replacing SimpleApplication everywhere. When I use



            Answered 2018-Jun-15 at 15:53

            Finally I found that this can be done with

            Source https://stackoverflow.com/questions/50850675


            Xamarin.Android vs. UrhoSharp camera node rotation based on Android device orientation
            Asked 2018-May-16 at 14:11

            In my Xamarin.Android application I have orientation data for X, Y, Z axes got from device's geomagnetic rotation vector composite sensor and processed with SensorManager.GetOrientation( ) method. I want to apply this orientation data in UrhoSharp's scene on the Rotation property of CameraNode. In other words I want to control the scene's camera using the device "orientation" sensors.

            What I did so far in the SensorChanged event handler:



            Answered 2018-May-15 at 08:20

            The OnSensorChanged should be this:

            Source https://stackoverflow.com/questions/50290730


            Spatial Anchor with Urho on HoloLens
            Asked 2017-Jun-28 at 16:28

            Does anybody know how to use Spatial Anchors with Urho? I've looked at all the samples, didn't find anything. Nothing in the documentation either. I tried using regular Holographic API:



            Answered 2017-Jun-28 at 16:28

            You can create spatial anchors like this

            Source https://stackoverflow.com/questions/42550297

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


            No vulnerabilities reported

            Install urho

            Available on NuGet: * [UrhoSharp](http://www.nuget.org/packages/UrhoSharp) - the main package, contains implementations for all platforms including native binaries and basic assets * [UrhoSharp.Tools](http://www.nuget.org/packages/UrhoSharp.Tools) - contains compiled binaries for AssetImporter and PackageTool for Windows and macOS * [UrhoSharp.WinForms](http://www.nuget.org/packages/UrhoSharp.WinForms) - WinForms control * [UrhoSharp.WPF](http://www.nuget.org/packages/UrhoSharp.WPF) - WPF control * [UrhoSharp.Cocoa](http://www.nuget.org/packages/UrhoSharp.Cocoa) - Cocoa control (macOS) * [UrhoSharp.Forms](http://www.nuget.org/packages/UrhoSharp.Forms) - Xamarin.Forms support for iOS, Android and UWP * [UrhoSharp.SharpReality](http://www.nuget.org/packages/UrhoSharp.SharpReality) - HoloLens and Mixed Reality platforms * [UrhoSharp.HoloLens](http://www.nuget.org/packages/UrhoSharp.HoloLens) - deprecated. Was renamed to UrhoSharp.SharpReality.
            To help developers get up and running quickly with UrhoSharp we are providing a [solution template](https://visualstudiogallery.msdn.microsoft.com/0851993e-16e9-417e-92f2-6bdb39308ed2) for Visual Studio (you can find it in "Online templates" tab). This template consists of PCL+Android+iOS+Mac/Windows with a simple scene and some assets (Xamarin Studio templates will be available soon):.
            This is currently a little messy, so YMMV.


            Once you have a build, run the refresh-docs target, like this:. This will update the documentation based on the API changes. Then you can use a tool like DocWriter [1] on the Mac to edit the contents, or just edit the ECMA XML documentation by hand with an XML editor.
            Find more information at:

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            gh repo clone xamarin/urho

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