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.

Marius Ungureanu cf3cfa7652 Improve the README a bit. 9 年 前
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Bindings cb9d9f9a5c Add IsEmpty to IntVector2 9 年 前
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Nuget 51f6b4bcc6 Update UrhoSharp.targets for Android, remove HLSL shaders 9 年 前
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Samples @ 09ed99f3a9 9e6a810ecf Add Inverse and * operator to Matrix3x4 9 年 前
SharpieBinder 4300a5ab3d Fix Image& surfacing 9 年 前
Urho3D e6532804f9 User-friendly exception if Build Action for pak files is incorrect 9 年 前
docs 80c6e822dd Some docs 9 年 前
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MakeAndroid 6b937c006f add -framework CoreVideo to MakeMac, update CoreData.pak 9 年 前
MakeMac 6b937c006f add -framework CoreVideo to MakeMac, update CoreData.pak 9 年 前
MakeUWP 298ebc42cd Surface URHO3D_NETWORK api for UWP 9 年 前
MakeWindows e3321d5a2c Remove ..\Portable\Generated\VertexElement.cs everywhere 9 年 前
Makefile 7f51e011eb Make makefile able to pickup native mono64. 9 年 前
MakeiOS a494aefa75 Add missing GameController and CoreMotion frameworks to MakeiOS 9 年 前
MaketvOS 400fa527bd Rename binding to Binding and docs to Docs 10 年 前
Namespaces.md b38dae7c04 Add some ideas on renamespacing 10 年 前
README.md cf3cfa7652 Improve the README a bit. 9 年 前
TODO.md 74f3bb9ec6 Update TODO, add RenderPath.Clone 10 年 前
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Urho.sln 1ee1535455 Add SharedProject for all shared code 9 年 前
UrhoSharp.png 74c4007c00 New icon for the project templates and the Nuget 10 年 前

README.md

UrhoSharp

UrhoSharp is a lightweight Game Engine suitable for using with C# and F# to create games that run on Android, iOS, Mac, Windows and Unix. 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.

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

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 (i.e. brew install cmake)
  • Mono 64 bit (i.e. 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, 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, x86)

make -j3 Android

-j3 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 (e.g. 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.