Archived project to wrap the Urho3D engine for C#, allowing it to be used on any .net core (NetStandard 2.0+ ie .net6/7/8) runtime and is fully mobile supported.

EgorBo e5484f139f Rollback sdl-release.aar 9 лет назад
Bindings e5484f139f Rollback sdl-release.aar 9 лет назад
Docs 77dff2a928 make refresh-docs 9 лет назад
Nuget 7fb3031928 Close https://github.com/xamarin/urho-samples/issues/31 9 лет назад
ProjectTemplates f846dcdcfb Update Sample, fix broken solution template 9 лет назад
Samples @ f0c87c5343 f846dcdcfb Update Sample, fix broken solution template 9 лет назад
SharpieBinder 40b9aef4e9 Mark more members with [Preserve] attribute (ctors, TypeStatic - these members are invoked via relfection) 9 лет назад
Tests 97cfa6d59d Fix Playground.Forms.iOS 9 лет назад
Urho3D 350231230b update Urho3D/Source (apply a few patches) 9 лет назад
docs 77dff2a928 make refresh-docs 9 лет назад
.gitignore d3dbfae640 update HoloLens project template 9 лет назад
.gitmodules fc1c376cef Move Urho3D to xamarin/Urho3D 10 лет назад
ClassHierarchy.md f1fdc5561c Update ClassHierarchy.md 10 лет назад
LICENSE 7d8915c901 Update license 10 лет назад
MakeAndroid 6b937c006f add -framework CoreVideo to MakeMac, update CoreData.pak 9 лет назад
MakeHoloLens 50e23eca30 Fix compilation errors in Release mode 9 лет назад
MakeMac e6224c24fd Add missing "-framework AudioToolbox" to MakeMac 9 лет назад
MakeUWP f7f093c475 Fix UWP build 9 лет назад
MakeWindows 1a22f8f0bf Move CoreData to Urho3D/CoreData. Urho3D now supports pak files for Android. 9 лет назад
Makefile d22eb94775 Fix build 9 лет назад
MakeiOS 65f2a02d4f Add missing -framework AVFoundation to MakeiOS 9 лет назад
MaketvOS 400fa527bd Rename binding to Binding and docs to Docs 10 лет назад
Namespaces.md b38dae7c04 Add some ideas on renamespacing 10 лет назад
README.md 47284c5b73 Update README.md 9 лет назад
TODO.md 74f3bb9ec6 Update TODO, add RenderPath.Clone 10 лет назад
Urho.Forms.nuspec b68f755b0c Update release-notes 9 лет назад
Urho.HoloLens.nuspec f846dcdcfb Update Sample, fix broken solution template 9 лет назад
Urho.nuspec b68f755b0c Update release-notes 9 лет назад
Urho.sln d040203ccc Add test XForms projects (Playgrounds.Forms) 9 лет назад
UrhoSharp.png 74c4007c00 New icon for the project templates and the Nuget 10 лет назад

README.md

UrhoSharp

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 portable class 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.

Supported platforms:

  • Windows, WPF, WinForms
  • iOS, tvOS
  • macOS
  • Android
  • UWP (x86 only)
  • HoloLens (3D holograms)
  • Xamarin.Forms (iOS, Android, UWP)

UrhoSharp can be embedded into any of these platforms as a custom view (UIView, Grid, Surface, etc).

Samples

Sample code lives in https://github.com/xamarin/urho-samples and repository has them as a git submodule. Samples use UrhoSharp via nuget.

Sample Sample Sample

Setup

Quick start

To help developers get up and running quickly with UrhoSharp we are providing a solution template 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):

VS

How to build bindings

This is currently a little messy, so YMMV.

In order to compile binaries for all platforms you will need both Windows and OS X environment. Please follow these steps:

1. Install:

  • XCode
  • Xamarin Studio
  • CMake (brew install cmake)
  • Mono 64 bit (Mono 4.4+ or brew install mono)
  • Command Line tools (xcode-select --install)
  • Android NDK (and ANDROID_NDK variable)

2. Clone the repository including submodules

git clone [email protected]:xamarin/urho.git --recursive

3. Compile Urho.pch

The following command will download Clang 3.7.0 if you do not have it installed, and use this to scan the Urho header files:

make PchMac

4. Generate C# bindings from Urho.pch

Open SharpieBinder/SharpieBinder.sln via Xamarin Studio and change .NET runtime to 64 bit mono (installed from homebrew is usually located in "/usr/local/Cellar/4.x.x.x"). Run SharpieBinder project and make sure it generated *.cs files in /bindings/generated dir.

Alternatively, you can do make SharpieBinder.

Then execute:

make ParseEventsMac

it should generate bindings/generated/events.cpp file

5. Compile UrhoSharp for Mac (fat dylib)

make Mac

it takes 5-10 minutes.

6. Compile UrhoSharp for iOS (fat dylib: i386, x86_64, armv7, arm64)

make iOS

Note: Make sure you have an iOS 9.0 simulator target or modify SDKVER to target another simulator.

7. Compile UrhoSharp for Android (armeabi, armeabi-v7a, arm64, x86, x86_64)

make -j5 Android

-j5 means a job per ABI. Make sure you have installed Android SDK and NDK (see MakeAndroid file)

8. Compile UrhoSharp for Windows (64 bit)

Obviously you can't do it on OS X so you have to switch to Windows environment. Make sure you have installed:

  • Visual Studio 2015
  • CMake
  • GNU make (cygwin)

SharpieBinder doesn't work on Windows yet so you will have to copy bindings/generated folder from OS X environment to Windows.

Execute:

make Windows64  (or Windows32)

(you can also compile Android on Windows via "make Android") Then, open Urho.sln and compile MonoUrho.Windows project in Release configuration.

All compiled binaries could be found in the Bin/{platform} folder.

**9. Compile UrhoSharp for UWP and HoloLens

Execute:

make UWP32
make HoloLens

And compile MonoUrho.UWP and MonoUrho.HoloLens projects in Release (x86 only) configuration.

Updating Documentation

Once you have a build, run the refresh-docs target, like this:

make refresh-docs

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.

[1] http://github.com/xamarin/DocWriter