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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Website |
https://urho3d.github.io |
Tags |
3D RenderingGame development framework |
License |
MIT License
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Platform |
Android
Linux
Mac
Windows
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Features |
- Direct3D9, Direct3D11, OpenGL 2.0 or 3.2, OpenGL ES 2.0 or WebGL rendering
- HLSL or GLSL shaders + caching of HLSL bytecode
- Configurable rendering pipeline. Default implementations: forward, light pre-pass, deferred rendering
- Component based scene model
- Skeletal (with hardware skinning), vertex morph and node animation
- Automatic instancing on SM3 capable hardware
- Point, spot and directional lights
- Shadow mapping for all light types; cascaded shadow maps for directional lights
- Particle rendering
- Geomipmapped terrain
- Static and skinned decals
- Auxiliary view rendering (reflections etc.)
- Geometry, material & animation LOD
- Software rasterized occlusion culling
- Post-processing
- HDR rendering and PBR rendering
- 2D sprites and particles that integrate into the 3D scene
- Task-based multithreading
- Hierarchical performance profiler
- Scene and object load/save in binary and XML format
- Keyframe animation of object attributes
- Background loading of resources
- Keyboard, mouse, joystick and touch input (if available)
- Cross-platform support using SDL 2.0 (Win, Linux, macOS, iOS, tvOS, Android, RPi including other generic ARM boards, and Web)
- Physics using Bullet
- 2D physics using Box2D
- Scripting using AngelScript
- Alternative script interface using Lua or LuaJIT on all the platforms except Web platform
- Networking using kNet + possibility to make HTTP requests
- Pathfinding and crowd simulation using Recast/Detour
- Image loading using stb_image + DDS / KTX / PVR compressed texture support
- 2D and "3D" audio playback, Ogg Vorbis support using stb_vorbis + WAV format support
- TrueType font rendering using FreeType, AngelCode Bitmap fonts are also supported
- Unicode string support
- Inbuilt UI, localization, and database subsystems
- Scene editor and UI-layout editor implemented in script with undo & redo capabilities
- Model/scene/animation/material import from formats supported by Open Asset Import Library
- Alternative model/animation import from OGRE mesh.xml and skeleton.xml files
- Supported IDEs: Visual Studio, Xcode, Eclipse, CodeBlocks, CodeLite, QtCreator, CLion
- Supported compiler toolchains: MSVC, GCC, Clang, MinGW, and their cross-compiling derivatives
- Supports both 32-bit and 64-bit builds
- Build as single external library (can be linked against statically or dynamically)
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