Urho3D

By Author: loorni , weitjong
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.

Feature

  • 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, OS X, Android, iOS, 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 Win, Linux, OS X, Android, RPi including other generic ARM boards, and iOS)
  • 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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