UrhoSharp is great but...

IanThompsonIanThompson GBMember

A couple of things I would like to see...

A better way to get media into Urho. There is no real way to get game-ready model formats into Urho from the distro. I suggest using AssImp (http://www.assimp.org/ ) and create a custom importer-exporter.

If you want to use the demos you have to rip them out from the current monolithic mega demo menu project their currently structured within. This may seem trivial but when I just wanted a "Hello World" start I had to rip the hello world demo and patch in my own C# project code, for setting up Urho and initialising it, with its own resources. Really a noob just want to compile a "hello world" project and then see how its done, simple.

You need a 3D editor Again for a noob this is a pain as you need to go and compile your own version from the Urho main source branch on another site. Alternatively, these tools would be a great start for a C# opensourced level editor, https://github.com/SonyWWS IMHO

Also... https://github.com/SonyWWS/LevelEditor/wiki/LevelEditor-Gallery

Cheers,

Ian

Posts

  • VincentwxVincentwx CAMember ✭✭
    edited February 2016

    @IanThompson . Some of your issues can be solved by using the scene editor from Urho3D. I download the Urho3D engine here which includes the editor.

    https://sourceforge.net/projects/urho3d/files/Urho3D/

    After download, go to the following folder, \Urho3D-1.5-Windows-64bit-STATIC-3D11\bin

    you will find the Editor.bat there. The editor is not perfect, but you try lots of stuff instead of try it in C# code. The editor has built in model import from other 3D model formats. I have used it to import some .obj models and it worked. The import is actually using assimp library.

  • EgorBoEgorBo BYXamarin Team ✭✭✭

    A better way to get media into Urho. There is no real way to get game-ready model formats into Urho from the distro. I suggest using AssImp (http://www.assimp.org/ ) and create a custom importer-exporter.

    Actually there are two ways to get them, see https://developer.xamarin.com/guides/cross-platform/urho/using/#Bringing_3D-Models_and_Images for details.

    If you want to use the demos you have to rip them out from the current monolithic mega demo menu project their currently structured within. This may seem trivial but when I just wanted a "Hello World" start I had to rip the hello world demo and patch in my own C# project code, for setting up Urho and initialising it, with its own resources. Really a noob just want to compile a "hello world" project and then see how its done, simple.

    We've recently introduced project templates for VS so they should help to get started with UrhoSharp :smile:

    You need a 3D editor Again for a noob this is a pain as you need to go and compile your own version from the Urho main source branch on another site. Alternatively, these tools would be a great start for a C# opensourced level editor, https://github.com/SonyWWS IMHO
    Also... https://github.com/SonyWWS/LevelEditor/wiki/LevelEditor-Gallery

    As it was mentioned, there is a built-in Urho3D editor, however it's not as good as the most popular tools. But unlike them Urho is simple, and easy to integrate even to non-gaming applications with full power of C#6.

  • DanielPackardDanielPackard USMember ✭✭

    Hey @EgorBo et al. -- love what you're doing with Urho! The new Xamarin.Forms integration is excellent

    RE:

    A better way to get media into Urho.

    External utilities like AssetImporter and Blender definitely work for converting/exporting various 3D formats and whatnot... but what I'd really like to see is library support for assimp.org in C#, so I can import/convert various 3D formats directly in my application code. So far I've been unable to add support for this library to my project :disappointed: -- Do you know of anyone else who might be using the assimp library directly in their project?

    PS - In case you're wondering "why?" - I have an application where STL files are generated as part of a workflow, but as far as I can tell these must be converted into .mdl format to be displayed by the Urho game engine

  • MigueldeIcazaMigueldeIcaza USXamarin Team Xamurai

    Thanks for sharing that link Daniel.

    I know that Mikayla did a nice design for processing assets into games for MonoGame in pure MSBuild. I do not think that this code has been merged, but a similar process might work.

    I have pointed her to this thread, and hopefully she can shed some light on what can be done.

  • JulianWinterJulianWinter GBMember ✭✭

    I would like to see some better Tutorials on Physics World and Rigid Bodies. I have a Secondary Higher education in Physics, But I am struggling with avoiding my Vehicles Tumbling, wheel slipping on Terrain gradients. The Urho site describing RigidBody dynamics API is pretty sparse on the effects of Friction, AngularDamping, Rolling Friction, Body Velocity Coordinate systems etc.

    I am thinking of giving up on Physics, and going Kinematics=True. But the I don't know how to simply set RigidBody, Velocity, Position, Rotation because these seem to be Read only.

    Urho3D is Powerful, but overwhelming with its vast APIS, and lack of clear documentation, and limited Physics/Vehicle samples. I know Urho3D is small team, and documentation by volunteers, but I am at the point of giving up because I cannot comprehend the consequences of all those RigidBody Attributes.

  • EgorBoEgorBo BYXamarin Team ✭✭✭

    @JulianWinter Physics actually is a well known 3rd party - Bullet (or Box2D for 2D) thus you can find a lot of docs there. Anyway don't hesitate to ask here or at the official Urho3D forum :smile:

  • mcintyre321mcintyre321 USMember
    edited June 2016

    What would be really great for new-to-UrhoSharp developers (like myself) would be if there was a Nuget package (and a github project) with some assets in it (even if it's just cubes and prisms) so that the hurdle of figuring out the how assets work is postponed until after something is running.

    Even better if there were enough models on Nuget to prototype a scrolly game, a platformer and an RTS. Thinking about it though, maybe all you need for that is cubes and prisms!

  • EgorBoEgorBo BYXamarin Team ✭✭✭

    @mcintyre321 nuget package does contain basic assets (CoreData + some additional) including those Box, Pyromid, Sphere, etc. You can access them via CoreAssets
    For example:
    Model boxModel = CoreAssets.Models.Box;

  • mcintyre321mcintyre321 USMember

    Brilliant!

    I think I ran into a problem when I was working against this guide*: https://developer.xamarin.com/guides/cross-platform/urho/introduction/ - would it make sense for it to be updated from:

    modelObject.Model = ResourceCache.GetModel("Models/Box.mdl");

    to:

    modelObject.Model = CoreAssets.Models.Box; //ResourceCache.GetModel("Models/Box.mdl");

    ?

    *admittedly a few months ago.

  • EgorBoEgorBo BYXamarin Team ✭✭✭

    @mcintyre321 said:
    Brilliant!

    I think I ran into a problem when I was working against this guide*: https://developer.xamarin.com/guides/cross-platform/urho/introduction/ - would it make sense for it to be updated from:

    modelObject.Model = ResourceCache.GetModel("Models/Box.mdl");

    to:

    modelObject.Model = CoreAssets.Models.Box; //ResourceCache.GetModel("Models/Box.mdl");

    ?

    *admittedly a few months ago.

    Actually CoreAssets.Models.Box does ResourceCache.GetModel("Models/Box.mdl"); so it doesn't matter if you know what is inside the CoreData.

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