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Lasse Öörni bdf76d2445 Refactored ScriptInstance recreation when the ScriptFile is reloaded. Now it uses events. Same system used also for CollisionShapes and Models to ensure proper reloading.
Added possibility to get primitive & batchcount from the Pipeline. This will only include the actual 3D scene statistics, not UI or debug geometry.
Fixed import of model in the editor in case the Models subdirectory did not exist yet.
Fixes to handling of root derived transforms in AssetImporter.
Renamed the NinjaSnowWar scene.
2011-03-14 22:29:07 +00:00
Bin Refactored ScriptInstance recreation when the ScriptFile is reloaded. Now it uses events. Same system used also for CollisionShapes and Models to ensure proper reloading. 2011-03-14 22:29:07 +00:00
Engine Refactored ScriptInstance recreation when the ScriptFile is reloaded. Now it uses events. Same system used also for CollisionShapes and Models to ensure proper reloading. 2011-03-14 22:29:07 +00:00
Examples Save/load editor settings. 2011-03-14 07:32:22 +00:00
SourceAssets Initial masked pointlight support. 2011-03-04 16:38:01 +00:00
ThirdParty Moved to FreeType font rendering. 2011-03-06 22:44:27 +00:00
Tools Refactored ScriptInstance recreation when the ScriptFile is reloaded. Now it uses events. Same system used also for CollisionShapes and Models to ensure proper reloading. 2011-03-14 22:29:07 +00:00
cmake_gcc.bat Re-commit for the new year. Let's aim for less wiki update spam this time! 2011-01-02 23:33:36 +00:00
cmake_vs2008.bat Re-commit for the new year. Let's aim for less wiki update spam this time! 2011-01-02 23:33:36 +00:00
cmake_vs2010.bat Re-commit for the new year. Let's aim for less wiki update spam this time! 2011-01-02 23:33:36 +00:00
CMakeLists.txt Moved to FreeType font rendering. 2011-03-06 22:44:27 +00:00
Doxyfile Re-commit for the new year. Let's aim for less wiki update spam this time! 2011-01-02 23:33:36 +00:00
Editor.txt Editor documentation update. 2011-03-14 07:40:37 +00:00
License.txt Camera settings dialog expanded to be a general editor settings dialog. 2011-03-13 23:43:45 +00:00
Readme.txt Camera settings dialog expanded to be a general editor settings dialog. 2011-03-13 23:43:45 +00:00

Urho3D - a Win32/Direct3D9 rendering and game engine
----------------------------------------------------

http://urho3d.googlecode.com

Licensed under the MIT license, see License.txt for details.


Credits
-------

Urho3D engine & example code by Lasse Öörni (loorni@gmail.com)
Additional MOD/XM playback code by Olli Niemitalo

Urho3D is greatly inspired by OGRE (http://www.ogre3d.org) and Horde3D
(http://www.horde3d.org). Additional inspiration & research used:
- Rectangle packing by Jukka Jylänki (clb)
  http://clb.demon.fi/projects/rectangle-bin-packing
- Tangent generation from Terathon
  http://www.terathon.com/code/tangent.html
- Fast, Minimum Storage Ray/Triangle Intersection by Möller & Trumbore
  http://www.graphics.cornell.edu/pubs/1997/MT97.pdf
- Linear-Speed Vertex Cache Optimisation by Tom Forsyth
  http://home.comcast.net/~tom_forsyth/papers/fast_vert_cache_opt.html
- Software rasterization of triangles based on Chris Hecker's
  Perspective Texture Mapping series in the Game Developer magazine
  http://chrishecker.com/Miscellaneous_Technical_Articles
- Networked Physics by Glenn Fiedler
  http://gafferongames.com/game-physics/networked-physics/
- Euler Angle Formulas by David Eberly
  http://www.geometrictools.com/Documentation/EulerAngles.pdf

Urho3D uses the following third-party libraries:
- AngelScript (2.20.2)
- ENet (1.3.0)
- FreeType (2.3.12)
- Open Asset Import Library (2.0.863)
- Open Dynamics Engine (svn rev 1770)
- StanHull
- stb_image (1.29)
- stb_vorbis (0.99996)
- TinyXML (2.6.1)

Ninja model, BlueHighway font and smoke/flare/status bar textures are from OGRE.

Jack and mushroom models are from the realXtend project. (http://www.realxtend.org)

NinjaSnowWar sounds by Veli-Pekka Tätilä.


Documentation
-------------

For documentation, see the Urho3D wiki:
http://code.google.com/p/urho3d/wiki/Urho3D

Urho3D classes have also been sparsely documented using Doxygen notation. To
generate documentation into the "Docs" subdirectory, open the Doxyfile in the
root directory with doxywizard and click "Run doxygen" from the "Run" tab. 
Get Doxygen from http://www.doxygen.org


Building
--------

Urho3D uses cmake (http://www.cmake.org) to build. The process has two steps:

1) Run cmake in the root directory with your preferred toolchain specified to
generate the build files. Visual Studio 2008/2010 and MinGW have been tested.
You can use the batch files provided (cmake_vs2008.bat, cmake_vs2010.bat and
cmake_gcc.bat.)

2) For Visual Studio, open Urho3D.sln and build the configuration(s) you like.
For MinGW, execute make (by default, cmake_gcc.bat specifies to make a Release
build.)

The build process will also compile models and shaders from the Source_Asset
directory into Bin/Data/Models & Bin/Data/Shaders. Shader compilation requires
fxc.exe (from the DirectX SDK) to be available through the system PATH. Note
that the debug executables of tools will not have the _d postfix, to allow the
asset build scripts to work in both debug & release builds.

After the build is complete, the examples can be run from the Bin directory.

To run for example NinjaSnowWar from the Visual Studio debugger, set it as a
startup project and enter its relative path and filename into Debugging ->
Command: ..\..\Bin\NinjaSnowWar.exe or ..\..\Bin\NinjaSnowWar_d.exe
Additionally, entering -w into Debugging -> Command Arguments is highly
recommended. This enables startup in windowed mode: without it running into an
exception or breakpoint will be obnoxious as the mouse cursor will most probably
be hidden.

Note: some SM2.0 shaders in Urho3D reach exactly the arithmetic instruction 
count limit. The fxc.exe in newer DirectX SDK's may fail to compile them. At
least the March 2009 SDK is known to work.