Urho3D - cross-platform rendering and game engine
-------------------------------------------------
http://urho3d.github.io/
Licensed under the MIT license, see License.txt for details.
Credits
-------
Urho3D development, contributions and bugfixes by:
- Lasse Öörni (loorni@gmail.com, AgentC at GameDev.net)
- Wei Tjong Yao
- Aster Jian
- Colin Barrett
- Erik Beran
- Danny Boisvert
- Carlo Carollo
- Pete Chown
- Sebastian Delatorre (primitivewaste)
- Josh Engebretson
- Chris Friesen
- Alex Fuller
- Mika Heinonen
- Graham King
- Jason Kinzer
- Gunnar Kriik
- Ali Kämäräinen
- Pete Leigh
- Paul Noome
- David Palacios
- Alex Parlett
- Jordan Patterson
- Vladimir Pobedinsky
- Nick Royer
- Miika Santala
- Joshua Tippetts
- Daniel Wiberg
- Steven Zhang
- AGreatFish
- Firegorilla
- Magic.Lixin
- Mike3D
- OvermindDL1
- andmar1x
- amadeus_osa
- atship
- att
- mightyCelu
- ninjastone
- rasteron
- reattiva
- skaiware
- szamq
- thebluefish
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
http://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 2.29.1 (http://www.angelcode.com/angelscript/)
- Box2D 2.3.0 (http://box2d.org/)
- Bullet 2.82 (http://www.bulletphysics.org/)
- Civetweb (http://sourceforge.net/projects/civetweb/)
- FreeType 2.5.0 (http://www.freetype.org/)
- GLEW 1.9.0 (http://glew.sourceforge.net/)
- jo_jpeg 1.52 (http://www.jonolick.com/uploads/7/9/2/1/7921194/jo_jpeg.cpp)
- kNet (https://github.com/juj/kNet)
- libcpuid 0.2.0 (http://libcpuid.sourceforge.net/)
- Lua 5.1 (http://www.lua.org)
- LuaJIT 2.0.3 (http://www.luajit.org)
- LZ4 (http://code.google.com/p/lz4/)
- MojoShader (http://icculus.org/mojoshader/)
- Open Asset Import Library (http://assimp.sourceforge.net/)
- pugixml 1.0 (http://pugixml.org/)
- rapidjson 0.11 (https://code.google.com/p/rapidjson/)
- Recast/Detour (https://github.com/memononen/recastnavigation/)
- SDL 2.0.3 (http://www.libsdl.org/)
- StanHull (http://codesuppository.blogspot.com/2006/03/
john-ratcliffs-code-suppository-blog.html)
- stb_image 1.29 (http://nothings.org/)
- stb_vorbis 0.99996 (http://nothings.org/)
- tolua++ 1.0.93 (http://www.codenix.com/~tolua)
DXT / ETC1 / PVRTC decompression code based on the Squish library and the Oolong
Engine.
Jack and mushroom models from the realXtend project. (http://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.
Documentation
-------------
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 http://urho3d.github.io/documentation/
Building prerequisites
----------------------
Although all required third-party libraries are included as source code, there
are system-level dependencies that must be satisfied before Urho3D can be built
successfully:
- For Windows, the June 2010 DirectX SDK needs to be installed.
- For Linux, the following development packages need to be installed:
libx11-dev, libxrandr-dev, libasound2-dev on Debian-based distros;
libX11-devel, libXrandr-devel, alsa-lib-devel on RedHat-based distros.
Also install the package libgl1-mesa-dev (Debian) or mesa-libGL-devel (RH)
if your GPU driver does not include OpenGL headers & libs. Building as 32-bit
on a 64-bit system requires installing also the 32-bit versions of the
development libraries.
- For Raspberry Pi, the following development packages need to be installed:
libraspberrypi0, libraspberrypi-dev, libasound2-dev, libudev-dev on Raspbian;
raspberrypi-vc-libs, raspberrypi-vc-libs-devel, alsa-lib-devel, systemd-devel
on Pidora. The first two packages which contain the Broadcom VideoCore IV
libraries and development headers should normally come preinstalled.
- For Mac OS X, the Xcode developer tools package should include everything
necessary.
- For Android, the Android SDK and Android NDK (minimum API level 12) need to be
installed. Optionally, also install Eclipse ADT plugin for building and
deployment via Eclipse.
To run Urho3D, the minimum system requirements are:
- Windows: CPU with SSE instructions support, Windows XP or newer, DirectX 9.0c,
GPU with Shader Model 2 support (Shader Model 3 recommended.)
- Linux & Mac OS X: CPU with SSE instructions support, GPU with OpenGL 2.0
support, EXT_framebuffer_object and EXT_packed_depth_stencil extensions.
- Raspberry Pi: Model B revision 2.0 with at least 128 MB of 512 MB SDRAM
allocated for GPU. OpenGL ES 2.0 capable GPU.
- Android: OS version 2.3 or newer, OpenGL ES 2.0 capable GPU.
- iOS: OpenGL ES 2.0 capable GPU.
SSE requirement can be eliminated by disabling the use of SSE instruction set,
see "Build options" below.
Desktop build process
---------------------
On desktop systems Urho3D uses CMake (http://www.cmake.org) to build. The
process has two steps:
1) Run CMake in the root directory with your preferred toolchain specified to
generate the build files. You can use the provided batch files or shell
scripts on the respective platform.
Windows: cmake_vs2008.bat, cmake_vs2010.bat, cmake_vs2012.bat, or
cmake_mingw.bat,
Linux: cmake_gcc.sh, cmake_eclipse.sh, or cmake_codeblocks.sh,
Mac OS X: cmake_gcc.sh or cmake_macosx.sh.
2) Open the CMake's generated project file in the IDE of your choice. Change the
build configuration (Debug/Release) and then build all the targets.
Visual Studio: open Urho3D.sln from the Build directory.
Xcode: open Urho3D.xcodeproj.
CodeBlocks: open Urho3D.cbp.
Eclipse: import project using File|Import "Existing Projects into Workspace".
GCC: execute make from the Build directory in a terminal/console.
Note that Eclipse requires CDT plugin to build C/C++ project.
If using MinGW to compile, DirectX headers may need to be acquired separately.
They can be copied to the MinGW installation eg. from the following package:
http://www.libsdl.org/extras/win32/common/directx-devel.tar.gz. These will
be missing some of the headers related to shader compilation, so a MinGW build
will use OpenGL by default. To build in Direct3D9 mode, the MinGW-w64 port is
necessary: http://mingw-w64.sourceforge.net/. Using it, Direct3D9 can be
enabled with the
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这个C#实现的小游戏是一个简单的猜数字游戏,让玩家猜一个1到100之间的随机生成的数字。以下是对这个小游戏的分析: Random 类的使用:游戏开始时,使用 Random 类生成一个1到100之间的随机数作为要猜的数字。 循环结构:游戏使用 while 循环,直到玩家猜对为止。玩家每次猜测后,根据猜测的数字与目标数字的大小关系,给出相应的提示,并根据猜测结果决定下一步的操作。 用户输入处理:通过 Console.ReadLine() 获取用户输入,并使用 int.TryParse() 方法将输入转换为整数。如果用户输入无效,会提示用户输入有效的数字。 游戏逻辑:根据玩家猜测的数字与目标数字的大小关系,给出相应的提示,提示玩家猜的数字是太高了还是太低了。 【引流】 Java、Python、Node.js、Spring Boot、Django、Express、MySQL、PostgreSQL、MongoDB、React、Angular、Vue、Bootstrap、Material-UI、Redis、Docker、Kubernetes
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跨平台渲染及游戏引擎Urho3D_xujing.zip (2000个子文件)
glew.c 851KB
SDL_audiotypecvt.c 605KB
toluabind.c 356KB
mojoshader.c 318KB
SDL_blit_auto.c 275KB
mojoshader_compiler.c 236KB
SDL_test_imageBlitBlend.c 207KB
civetweb.c 190KB
SDL_malloc.c 188KB
SDL_test_imageBlit.c 113KB
SDL_render_d3d11.c 112KB
SDL_blit_N.c 90KB
SDL_test_font.c 83KB
SDL_video.c 79KB
mojoshader_preprocessor.c 66KB
SDL_dxjoystick.c 66KB
SDL_render_gles2.c 63KB
SDL_render_d3d.c 60KB
SDL_RLEaccel.c 53KB
SDL_android.c 53KB
SDL_syshaptic.c 52KB
SDL_test_common.c 52KB
SDL_render.c 52KB
mojoshader_assembler.c 51KB
SDL_test_imagePrimitivesBlend.c 51KB
SDL_windowskeyboard.c 51KB
SDL_render_gl.c 49KB
SDL_x11window.c 47KB
SDL_yuv_sw.c 44KB
SDL_DirectFB_render.c 43KB
SDL_blit_A.c 42KB
SDL_string.c 41KB
SDL_gamecontroller.c 40KB
SDL_syshaptic.c 39KB
SDL_audio.c 37KB
SDL_x11events.c 37KB
SDL_test_imagePrimitives.c 37KB
SDL_render_gles.c 36KB
lparser.c 36KB
SDL_audiocvt.c 36KB
SDL_shaders_gles2.c 35KB
SDL_windowsevents.c 34KB
SDL_evdev.c 33KB
SDL_pixels.c 31KB
SDL_syshaptic.c 30KB
SDL_surface.c 30KB
SDL_x11modes.c 29KB
lz4.c 29KB
mojoshader_lexer.c 29KB
SDL_iconv.c 28KB
SDL_DirectFB_events.c 28KB
SDL_render_psp.c 27KB
SDL_x11opengl.c 27KB
SDL_qsa_audio.c 27KB
SDL_x11messagebox.c 27KB
SDL_pandora.c 26KB
lz4hc.c 26KB
SDL_sysjoystick.c 25KB
mojoshader_common.c 25KB
SDL_sysjoystick.c 25KB
SDL_windowsopengl.c 24KB
SDL_blendline.c 24KB
SDL_test_harness.c 24KB
lstrlib.c 23KB
SDL_render_sw.c 23KB
lvm.c 23KB
imKStoUCS.c 23KB
lapi.c 22KB
SDL_windowswindow.c 22KB
mojoshader_effects.c 22KB
SDL_gesture.c 22KB
SDL_keyboard.c 22KB
SDL_xinputjoystick.c 22KB
SDL_yuv_mmx.c 21KB
SDL_x11video.c 21KB
SDL_joystick.c 21KB
SDL_alsa_audio.c 21KB
lcode.c 21KB
SDL_cpuinfo.c 20KB
SDL_rwops.c 20KB
SDL_mouse.c 20KB
lgc.c 20KB
edid-parse.c 19KB
SDL_wave.c 19KB
loadlib.c 19KB
SDL_bmp.c 18KB
SDL_haptic.c 18KB
SDL_coreaudio.c 18KB
SDL_paudio.c 18KB
SDL_sysjoystick.c 18KB
SDL_xaudio2.c 17KB
SDL_pulseaudio.c 17KB
lauxlib.c 17KB
tolua_map.c 17KB
lbaselib.c 17KB
SDL_events.c 17KB
SDL_directsound.c 17KB
SDL_DirectFB_window.c 16KB
ldebug.c 16KB
SDL_test_imageFace.c 16KB
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