Urho3D is a CPU-friendly, cross-platform rendering and game engine developed in C++.
Urho3D is heavily inspired by OGRE (http://www.ogre3d.org) and Horde3D (http://www.horde3d.org.)
Here are some key features of "Urho3D":
· Direct3D9 or OpenGL rendering (Shader Model 2 or OpenGL 2.0 required as minimum)
· HLSL or GLSL shaders + offline generation of shader permutations
· Forward, light pre-pass and deferred rendering modes
· Component based scene model
· Skeletal animation with hardware skinning
· Vertex morph animation
· Automatic instancing on SM3 capable hardware
· Point, spot and directional lights
· Shadow mapping for all light types; cascaded shadow maps for directional lights
· Particle rendering
· Auxiliary view rendering (reflections etc.)
· Geometry, material & animation LOD
· Software rasterized occlusion culling
· Post-processing
· Task-based multithreading
· Hierarchical performance profiler
· Scene and object load/save in binary and XML format
· Cross-platform support using GLFW and PortAudio (currently runs on Windows, Linux and Mac OS X)
· Physics using Bullet
· Scripting using AngelScript
· Networking using kNet
· Image loading using stb_image + DXT1/3/5 compressed texture support
· 2D and "3D" audio playback, Ogg Vorbis support using stb_vorbis + WAV format support
· TrueType font rendering using FreeType
· Unicode string support
· Inbuilt UI system
· Scene editor implemented in script
· Model/scene/animation/material import from formats supported by Open Asset Import Library
· Alternative model/animation import from OGRE mesh.xml and skeleton.xml files
· Minimal DLL dependencies (no VS runtime, no D3DX)
What's New in This Release: [ read full changelog ]
· UI editing support in the editor.
· Undo/redo in the editor.
· Recast/Detour library integration for navigation mesh generation and pathfinding.
· Open Asset Import Library update, enables FBX file support.
· "Is Enabled" attribute in scene nodes and components for an uniform mechanism to temporarily disable unneeded audiovisual, physics or logic objects.
· Script object public variables editing and serialization.
· New components: Text3D and Sprite.
· UI library functionality improvements.
· sRGB texture and framebuffer support.
· Switched to GLEW library for OpenGL extension handling.
· Vegetation and lightmapping example shaders.
· Engine configuration through a parameter map.
· Lots of refactoring, code cleanup and bugfixes.