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.
Main website: https://urho3d.github.io/
Licensed under the MIT license, see LICENSE for details.
Before making pull requests, please read the Contribution checklist and Coding conventions pages from the documentation.
Urho3D development, contributions and bugfixes by:
- Lasse Öörni
- Wei Tjong Yao
- Aster Jian
- Ricardo Abreu
- Eli Aloni
- Vivienne Anthony
- Christopher Augustus
- Colin Barrett
- Erik Beran
- Gauthier Billot
- Loic Blot
- Danny Boisvert
- Sergey Bosko
- Lisandro Bruzzo
- Steven Burns
- Thomas Böhm
- Carlo Carollo
- Pete Chown
- Christian Clavet
- Sebastian Delatorre (primitivewaste)
- Stanislav Demyanovich
- Rainer Deyke
- Josh Engebretson
- Nicholas Farshidmehr
- Simon Flores
- Manuel Freiberger
- Chris Friesen
- Alex Fuller
- Konstantin Guschin
- Henrik Heino
- Mika Heinonen
- Victor Holt
- Johnathan Jenkins
- Jukka Jylänki
- Graham King
- Jason Kinzer
- Cameron Kline
- Jan Korous
- Eugene Kozlov
- Gunnar Kriik
- Aliaksandr Kryvashein
- Artem Kulyk
- Rokas Kupstys
- Ali Kämäräinen
- Sergey Lapin
- Pete Leigh
- Pengfei Li
- Arnis Lielturks
- Frode 'Modanung' Lindeijer
- Thorbjørn Lindeijer
- Nathanial Lydick
- Pavel Matcula
- Xavier Maupeu
- Iain Merrick
- Justin Miller
- Jonne Nauha
- Huy Nguyen
- Neal Nicdao
- Paul Noome
- David Palacios
- Alex Parlett
- Jordan Patterson
- Georgii Pelageikin
- Anton Petrov
- Vladimir Pobedinsky
- Franck Poulain
- Pranjal Raihan
- Alexey Rassikhin
- Svyatoslav Razmyslov
- Mariusz Richtscheid
- Nick Royer
- Jonathan Sandusky
- Miika Santala
- Anatoly Sennov
- Matan Shukry
- Bengt Soderstrom
- Hualin Song
- James Thomas
- Joshua Tippetts
- Konstantin Tomashevich
- Yusuf Umar
- Mateus Vendramini
- Daniel Wiberg
- Kaikai Zhang
- Steven Zhang
- AGreatFish
- BlueMagnificent
- CG-SS
- Enhex
- Fastran
- Firegorilla
- Gordon-F
- Igor Segalla
- LordGolias
- Lumak
- Magic.Lixin
- Mike3D
- MonkeyFirst
- Ner'zhul
- Newb I the Newbd
- OvermindDL1
- Polynominal
- PredatorMF
- PsychoCircuitry
- Scellow
- Skrylar
- SuperWangKai
- TheComet93
- Y-way
- 1vanK
- ab4daa
- andmar1x
- amadeus_osa
- atship
- att
- att-kin9
- celeron55
- chenjie199234
- codexhound
- cosmy1
- damu
- dragonCASTjosh
- error408
- feltech
- fredakilla
- gleblebedev
- hdunderscore
- holyfight6
- hsnabn
- lhinuz
- lvshiling
- marynate
- meshonline
- mightyCelu
- MystMagus
- neat3d
- nemerle
- ninjastone
- orefkov
- pat2nav
- pflat
- proller
- r-a-sattarov
- raould
- rasteron
- reattiva
- rifai
- rikorin
- skaiware
- smortex
- ssinai1
- sssooonnnggg
- stievie
- svifylabs
- szamq
- thebluefish
- tommy3
- yushli
- zlum
- ChrisDenham
- Katekov Anton
- SirNate0
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 https://www.geometrictools.com/Documentation/EulerAngles.pdf
- Red Black Trees by Julienne Walker http://eternallyconfuzzled.com/tuts/datastructures/jsw_tut_rbtree.aspx
- Comparison of several sorting algorithms by Juha Nieminen http://warp.povusers.org/SortComparison/
Urho3D uses the following third-party libraries:
- AngelScript 2.33.0+ (http://www.angelcode.com/angelscript)
- Boost 1.64.0 (http://www.boost.org) - only used for AngelScript generic bindings
- Box2D 2.3.2 WIP (http://box2d.org)
- Bullet 2.86.1 (http://www.bulletphysics.org)
- Civetweb 1.7 (https://github.com/civetweb/civetweb)
- FreeType 2.8 (https://www.freetype.org)
- GLEW 1.13.0 (http://glew.sourceforge.net)
- SLikeNet (https://github.com/SLikeSoft/SLikeNet)
- libcpuid 0.4.0+ (https://github.com/anrieff/libcpuid)
- Lua 5.1 (https://www.lua.org)
- LuaJIT 2.1.0+ (http://www.luajit.org)
- LZ4 1.7.5 (https://github.com/lz4/lz4)
- MojoShader (https://icculus.org/mojoshader)
- Mustache 1.0 (https://mustache.github.io, https://github.com/kainjow/Mustache)
- nanodbc 2.12.4+ (https://lexicalunit.github.io/nanodbc)
- Open Asset Import Library 4.1.0 (http://assimp.sourceforge.net)
- pugixml 1.10+ (http://pugixml.org)
- rapidjson 1.1.0 (https://github.com/miloyip/rapidjson)
- Recast/Detour (https://github.com/recastnavigation/recastnavigation)
- SDL 2.0.10+ (https://www.libsdl.org)
- SQLite 3.20.1 (https://www.sqlite.org)
- StanHull (https://codesuppository.blogspot.com/2006/03/john-ratcliffs-code-suppository-blog.html)
- stb_image 2.18 (https://nothings.org)
- stb_image_write 1.08 (https://nothings.org)
- stb_rect_pack 0.11 (https://nothings.org)
- stb_vorbis 1.13b (https://nothings.org)
- tolua++ 1.0.93 (defunct - http://www.codenix.com/~tolua)
- WebP (https://chromium.googlesource.com/webm/libwebp)
- ETCPACK (https://github.com/Ericsson/ETCPACK)
DXT / PVRTC decompression code based on the Squish library and the Oolong Engine. Jack and mushroom models from the realXtend project. (https://www.realxtend.org) Ninja model and terrain, water, smoke, flare and status bar textures from OGRE. BlueHighway font from Larabie Fonts. Anonymous Pro font by Mark Simonson. NinjaSnowWar sounds by Veli-Pekka Tätilä. PBR textures from Substance Share. (https://share.allegorithmic.com) IBL textures from HDRLab's sIBL Archive. Dieselpunk Moto model by allexandr007. Mutant & Kachujin models from Mixamo. License / copyright information included with the assets as necessary. All other assets (including shaders) by Urho3D authors and licensed similarly as the engine itself.
Urho3D classes have been sparsely documented using Doxygen notation. To generate documentation into the "Docs" subdirectory, open the Doxyfile in the "Docs" subdirectory with doxywizard and click "Run doxygen" from the "Run" tab. Get Doxygen from http://www.doxygen.org & Graphviz from http://www.graphviz.org. See section "Documentation build" below on how to automate documentation generation as part of the build process.
The documentation is also available online at https://urho3d.github.io/documentation/HEAD/index.html
Documentation on how to build Urho3D: https://urho3d.github.io/documentation/HEAD/_building.html Documentation on how to use Urho3D as external library https://urho3d.github.io/documentation/HEAD/_using_library.html
Replace HEAD with a specific release version in the above links to obtain the documentation pertinent to the specified release. Alternatively, use the document-switcher in the documentation website to do so.
The change history is available online at https://urho3d.github.io/documentation/HEAD/_history.html