8000 GitHub - xyuan/Horde3D: Horde3D is a small 3D rendering and animation engine. It is written in an effort to create an engine being as lightweight and conceptually clean as possible.
[go: up one dir, main page]
More Web Proxy on the site http://driver.im/
Skip to content
/ Horde3D Public
forked from horde3d/Horde3D

Horde3D is a small 3D rendering and animation engine. It is written in an effort to create an engine being as lightweight and conceptually clean as possible.

Notifications You must be signed in to change notification settings

xyuan/Horde3D

< 8000 script type="application/json" data-target="react-partial.embeddedData">{"props":{"initialPayload":{"allShortcutsEnabled":false,"path":"/","repo":{"id":37733037,"defaultBranch":"master","name":"Horde3D","ownerLogin":"xyuan","currentUserCanPush":false,"isFork":true,"isEmpty":false,"createdAt":"2015-06-19T16:23:07.000Z","ownerAvatar":"https://avatars.githubusercontent.com/u/664424?v=4","public":true,"private":false,"isOrgOwned":false},"currentUser":null,"refInfo":{"name":"master","listCacheKey":"v0:1614063477.916634","canEdit":false,"refType":"branch","currentOid":"111a42ada5170cc99d4916b998748d40492ac968"},"tree":{"items":[{"name":"CMake","path":"CMake","contentType":"directory"},{"name":"Extensions","path":"Extensions","contentType":"directory"},{"name":"Horde3D","path":"Horde3D","contentType":"directory"},{"name":".gitattributes","path":".gitattributes","contentType":"file"},{"name":".gitignore","path":".gitignore","contentType":"file"},{"name":"CMakeLists.txt","path":"CMakeLists.txt","contentType":"file"},{"name":"README.md","path":"README.md","contentType":"file"}],"templateDirectorySuggestionUrl":null,"readme":null,"totalCount":7,"showBranchInfobar":true},"fileTree":null,"fileTreeProcessingTime":null,"foldersToFetch":[],"treeExpanded":false,"symbolsExpanded":false,"isOverview":true,"overview":{"banners":{"shouldRecommendReadme":false,"isPersonalRepo":false,"showUseActionBanner":false,"actionSlug":null,"actionId":null,"showProtectBranchBanner":false,"publishBannersInfo":{"dismissActionNoticePath":"/settings/dismiss-notice/publish_action_from_repo","releasePath":"/xyuan/Horde3D/releases/new?marketplace=true","showPublishActionBanner":false},"interactionLimitBanner":null,"showInvitationBanner":false,"inviterName":null,"actionsMigrationBannerInfo":{"releaseTags":[],"showImmutableActionsMigrationBanner":false,"initialMigrationStatus":null}},"codeButton":{"contactPath":"/contact","isEnterprise":false,"local":{"protocolInfo":{"httpAvailable":true,"sshAvailable":null,"httpUrl":"https://github.com/xyuan/Horde3D.git","showCloneWarning":null,"sshUrl":null,"sshCertificatesRequired":null,"sshCertificatesAvailable":null,"ghCliUrl":"gh repo clone xyuan/Horde3D","defaultProtocol":"http","newSshKeyUrl":"/settings/ssh/new","setProtocolPath":"/users/set_protocol"},"platformInfo":{"cloneUrl":"https://desktop.github.com","showVisualStudioCloneButton":false,"visualStudioCloneUrl":"https://windows.github.com","showXcodeCloneButton":false,"xcodeCloneUrl":"xcode://clone?repo=https%3A%2F%2Fgithub.com%2Fxyuan%2FHorde3D","zipballUrl":"/xyuan/Horde3D/archive/refs/heads/master.zip"}},"newCodespacePath":"/codespaces/new?hide_repo_select=true\u0026repo=37733037"},"popovers":{"rename":null,"renamedParentRepo":null},"commitCount":"39","overviewFiles":[{"displayName":"README.md","repoName":"Horde3D","refName":"master","path":"README.md","preferredFileType":"readme","tabName":"README","richText":"\u003carticle class=\"markdown-body entry-content container-lg\" itemprop=\"text\"\u003e\u003cdiv class=\"markdown-heading\" dir=\"auto\"\u003e\u003ch1 tabindex=\"-1\" class=\"heading-element\" dir=\"auto\"\u003eHorde3D\u003c/h1\u003e\u003ca id=\"user-content-horde3d\" class=\"anchor\" aria-label=\"Permalink: Horde3D\" href=\"#horde3d\"\u003e\u003csvg class=\"octicon octicon-link\" viewBox=\"0 0 16 16\" version=\"1.1\" width=\"16\" height=\"16\" aria-hidden=\"true\"\u003e\u003cpath d=\"m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z\"\u003e\u003c/path\u003e\u003c/svg\u003e\u003c/a\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eHorde3D is a 3D rendering engine written in C++ with an effort being as lightweight and conceptually clean as possible.\u003c/p\u003e\n\u003cp dir=\"auto\"\u003eHorde3D requires a fully OpenGL 2.0 compatible graphics card. In terms of DirectX that means a card supporting at least Shader Model 2.0 or higher.\u003c/p\u003e\n\u003cdiv class=\"markdown-heading\" dir=\"auto\"\u003e\u003ch2 tabindex=\"-1\" class=\"heading-element\" dir=\"auto\"\u003eFeatures\u003c/h2\u003e\u003ca id=\"user-content-features\" class=\"anchor\" aria-label=\"Permalink: Features\" href=\"#features\"\u003e\u003csvg class=\"octicon octicon-link\" viewBox=\"0 0 16 16\" version=\"1.1\" width=\"16\" height=\"16\" aria-hidden=\"true\"\u003e\u003cpath d=\"m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z\"\u003e\u003c/path\u003e\u003c/svg\u003e\u003c/a\u003e\u003c/div\u003e\n\u003cul dir=\"auto\"\u003e\n\u003cli\u003eModern, cross-platform, shader-based architecture (requires OpenGL 2.0+)\n\u003cul dir=\"auto\"\u003e\n\u003cli\u003eLightweight, non-intrusive design with very few dependencies, avoiding complexity where possible\u003c/li\u003e\n\u003cli\u003eC-style API for easy usage from virtually any programming language\u003c/li\u003e\n\u003c/ul\u003e\n\u003c/li\u003e\n\u003cli\u003eResource management\n\u003cul dir=\"auto\"\u003e\n\u003cli\u003eGarbage collected resources, loaded from virtually any type of data stream\u003c/li\u003e\n\u003cli\u003eHot-reloading of resources for more increased productivity during development\u003c/li\u003e\n\u003cli\u003eAccess to vertex data for collision detection and interoperability with physics engines\u003c/li\u003e\n\u003c/ul\u003e\n\u003c/li\u003e\n\u003cli\u003eÜbershader-based, customizable rendering pipeline\n\u003cul dir=\"auto\"\u003e\n\u003cli\u003eHot-reloading of pipelines for rapid testing of different rendering techniques\u003c/li\u003e\n\u003cli\u003eSupport for post processing effects like bloom, DOF or motion blur\u003c/li\u003e\n\u003cli\u003eSupport for almost all forward, deferred and High Dynamic Range rendering techniques\u003c/li\u003e\n\u003cli\u003eSupport for real-time reflections and other techniques that require several cameras\u003c/li\u003e\n\u003cli\u003eReal-time shadows using Parallel Split Shadow Maps (PSSM)\u003c/li\u003e\n\u003cli\u003eParticle systems that can cast shadows and have effects like motion blur\u003c/li\u003e\n\u003c/ul\u003e\n\u003c/li\u003e\n\u003cli\u003eUnified scene system\n\u003cul dir=\"auto\"\u003e\n\u003cli\u003eWorld, models and skeletons are scene nodes instead of special objects\u003c/li\u003e\n\u003cli\u003eFrustum culling based on spatial graph\u003c/li\u003e\n\u003cli\u003eHardware occlusion culling\u003c/li\u003e\n\u003cli\u003eLevel of detail for model geometry and materials\u003c/li\u003e\n\u003c/ul\u003e\n\u003c/li\u003e\n\u003cli\u003eUnified, low-level animation system\n\u003cul dir=\"auto\"\u003e\n\u003cli\u003eKey frame animation for joints and meshes\u003c/li\u003e\n\u003cli\u003eSkeletal animation with up to 4 weights per vertex for articulated models\u003c/li\u003e\n\u003cli\u003eLayered animation blending and mixing using masks and additive channels\u003c/li\u003e\n\u003cli\u003eMorph targets for facial animation and lip synchronization\u003c/li\u003e\n\u003cli\u003eAccess to joint data for dynamic animations and ragdoll physics\u003c/li\u003e\n\u003c/ul\u003e\n\u003c/li\u003e\n\u003cli\u003eContent Pipeline\n\u003cul dir=\"auto\"\u003e\n\u003cli\u003eMixture of binary and XML formats for best tradeoff between performance and productivity\n\u003cul dir=\"auto\"\u003e\n\u003cli\u003ePipeline, material and scene descriptions are XML\u003c/li\u003e\n\u003cli\u003eModel and animation are binary for maximum performance\u003c/li\u003e\n\u003cli\u003eTextures are common image formats (DDS, PNG, JPEG, etc.)\u003c/li\u003e\n\u003c/ul\u003e\n\u003c/li\u003e\n\u003cli\u003eCOLLADA Converter for importing assets from many common DCC tools\n\u003cul dir=\"auto\"\u003e\n\u003cli\u003eCalculation of tangent space basis for normal mapping\u003c/li\u003e\n\u003cli\u003eOptimization of geometry for GPU post-transform vertex cache\u003c/li\u003e\n\u003c/ul\u003e\n\u003c/li\u003e\n\u003cli\u003eEditor for composing scenes, developing shaders and rendering techniques\u003c/li\u003e\n\u003c/ul\u003e\n\u003c/li\u003e\n\u003c/ul\u003e\n\u003cdiv class=\"markdown-heading\" dir=\"auto\"\u003e\u003ch2 tabindex=\"-1\" class=\"heading-element\" dir=\"auto\"\u003eBuilding\u003c/h2\u003e\u003ca id=\"user-content-building\" class=\"anchor\" aria-label=\"Permalink: Building\" href=\"#building\"\u003e\u003csvg class=\"octicon octicon-link\" viewBox=\"0 0 16 16\" version=\"1.1\" width=\"16\" height=\"16\" aria-hidden=\"true\"\u003e\u003cpath d=\"m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z\"\u003e\u003c/path\u003e\u003c/svg\u003e\u003c/a\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eYou need to have a C++ compiler and \u003ca href=\"http://www.cmake.org/\" rel=\"nofollow\"\u003eCMake 2.4+\u003c/a\u003e installed. CMake is a meta-build system, e.g. it creates Makefiles or Visual Studio files using Generators. The main ways to use CMake are \u003ccode\u003ecmake-gui\u003c/code\u003e (Qt Interface), \u003ccode\u003eccmake\u003c/code\u003e (Curses Interface) and \u003ccode\u003ecmake\u003c/code\u003e (Commandline Interface). Instructions for commonly used generators:\u003c/p\u003e\n\u003cul dir=\"auto\"\u003e\n\u003cli\u003e\u003ca href=\"http://qt-project.org/downloads#qt-creator\" rel=\"nofollow\"\u003eQt Creator\u003c/a\u003e: open \u003ccode\u003eCMakeLists.txt\u003c/code\u003e as new project, follow the instructions, hit build and you're done.\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"http://www.microsoft.com/visualstudio/eng/products/visual-studio-express-products\" rel=\"nofollow\"\u003eVisual Studio\u003c/a\u003e: start \u003ccode\u003ecmake-gui\u003c/code\u003e, choose OGDF as source path, \u003ccode\u003ebuild-vs\u003c/code\u003e as build path, press generate, open \u003ccode\u003ebuild-vs\\Horde3D.sln\u003c/code\u003e and start compiling.\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"http://www.gnu.org/software/make/\" rel=\"nofollow\"\u003eMakefiles\u003c/a\u003e: open up a terminal, navigate to the repository and run \u003ccode\u003emkdir build-make \u0026amp;\u0026amp; cd build-make \u0026amp;\u0026amp; cmake -G \"Unix Makefiles\" .. \u0026amp;\u0026amp; make\u003c/code\u003e (hint: use \u003ccode\u003eexport JOBS=MAX\u003c/code\u003e to speed things up).\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"http://martine.github.io/ninja/\" rel=\"nofollow\"\u003eNinja\u003c/a\u003e: open up a terminal, navigate to the repository and run \u003ccode\u003emkdir build-ninja \u0026amp;\u0026amp; cd build-ninja \u0026amp;\u0026amp; cmake -G \"Ninja\" .. \u0026amp;\u0026amp; ninja\u003c/code\u003e.\u003c/li\u003e\n\u003c/ul\u003e\n\u003cdiv class=\"markdown-heading\" dir=\"auto\"\u003e\u003ch2 tabindex=\"-1\" class=\"heading-element\" dir=\"auto\"\u003eWhat's next\u003c/h2\u003e\u003ca id=\"user-content-whats-next\" class=\"anchor\" aria-label=\"Permalink: What's next\" href=\"#whats-next\"\u003e\u003csvg class=\"octicon octicon-link\" viewBox=\"0 0 16 16\" version=\"1.1\" width=\"16\" height=\"16\" aria-hidden=\"true\"\u003e\u003cpath d=\"m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z\"\u003e\u003c/path\u003e\u003c/svg\u003e\u003c/a\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eHere are some quick links to help you get started:\u003c/p\u003e\n\u003cul dir=\"auto\"\u003e\n\u003cli\u003e\u003ca href=\"http://horde3d.org/\" rel=\"nofollow\"\u003eHomepage\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"http://www.horde3d.org/docs/html/_tutorial.html\" rel=\"nofollow\"\u003eIntroduction Tutorial\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"http://www.horde3d.org/docs/manual.html\" rel=\"nofollow\"\u003eReference Documentation\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"http://www.horde3d.org/forums\" rel=\"nofollow\"\u003eCommunity Forums\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"http://horde3d.org/wiki/\" rel=\"nofollow\"\u003eCommunity Wiki\u003c/a\u003e\u003c/li\u003e\n\u003c/ul\u003e\n\u003cdiv class=\"markdown-heading\" dir=\"auto\"\u003e\u003ch2 tabindex=\"-1\" class=\"heading-element\" dir=\"auto\"\u003eLicense\u003c/h2\u003e\u003ca id=\"user-content-license\" class=\"anchor\" aria-label=\"Permalink: License\" href=\"#license\"\u003e\u003csvg class=\"octicon octicon-link\" viewBox=\"0 0 16 16\" version=\"1.1\" width=\"16\" height=\"16\" aria-hidden=\"true\"\u003e\u003cpath d=\"m7.775 3.275 1.25-1.25a3.5 3.5 0 1 1 4.95 4.95l-2.5 2.5a3.5 3.5 0 0 1-4.95 0 .751.751 0 0 1 .018-1.042.751.751 0 0 1 1.042-.018 1.998 1.998 0 0 0 2.83 0l2.5-2.5a2.002 2.002 0 0 0-2.83-2.83l-1.25 1.25a.751.751 0 0 1-1.042-.018.751.751 0 0 1-.018-1.042Zm-4.69 9.64a1.998 1.998 0 0 0 2.83 0l1.25-1.25a.751.751 0 0 1 1.042.018.751.751 0 0 1 .018 1.042l-1.25 1.25a3.5 3.5 0 1 1-4.95-4.95l2.5-2.5a3.5 3.5 0 0 1 4.95 0 .751.751 0 0 1-.018 1.042.751.751 0 0 1-1.042.018 1.998 1.998 0 0 0-2.83 0l-2.5 2.5a1.998 1.998 0 0 0 0 2.83Z\"\u003e\u003c/path\u003e\u003c/svg\u003e\u003c/a\u003e\u003c/div\u003e\n\u003cp dir=\"auto\"\u003eHorde3D is licensed under the \u003ca href=\"http://www.eclipse.org/legal/epl-v10.html\" rel=\"nofollow\"\u003eEclipse Public License v1.0 (EPL)\u003c/a\u003e.\u003c/p\u003e\n\u003cp dir=\"auto\"\u003eThe EPL is a quite liberal license and has fewer restrictions than the popular LGPL. Basically it allows you to use Horde3D in free and commercial projects as long as you contribute improvements like bug fixes, optimizations and code refactorings back to the community. The EPL allows static linking and is not viral; hence it does not affect any other modules of your application.\u003c/p\u003e\n\u003c/article\u003e","loaded":true,"timedOut":false,"errorMessage":null,"headerInfo":{"toc":[{"level":1,"text":"Horde3D","anchor":"horde3d","htmlText":"Horde3D"},{"level":2,"text":"Features","anchor":"features","htmlText":"Features"},{"level":2,"text":"Building","anchor":"building","htmlText":"Building"},{"level":2,"text":"What's next","anchor":"whats-next","htmlText":"What's next"},{"level":2,"text":"License","anchor":"license","htmlText":"License"}],"siteNavLoginPath":"/login?return_to=https%3A%2F%2Fgithub.com%2Fxyuan%2FHorde3D"}}],"overviewFilesProcessingTime":0}},"appPayload":{"helpUrl":"https://docs.github.com","findFileWorkerPath":"/assets-cdn/worker/find-file-worker-263cab1760dd.js","findInFileWorkerPath":"/assets-cdn/worker/find-in-file-worker-881e9a930386.js","githubDevUrl":null,"enabled_features":{"copilot_workspace":null,"code_nav_ui_events":false,"react_blob_overlay":false,"accessible_code_button":true,"github_models_repo_integration":false}}}}
 
 

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

39 Commits
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

Horde3D

Horde3D is a 3D rendering engine written in C++ with an effort being as lightweight and conceptually clean as possible.

Horde3D requires a fully OpenGL 2.0 compatible graphics card. In terms of DirectX that means a card supporting at least Shader Model 2.0 or higher.

Features

  • Modern, cross-platform, shader-based architecture (requires OpenGL 2.0+)
    • Lightweight, non-intrusive design with very few dependencies, avoiding complexity where possible
    • C-style API for easy usage from virtually any programming language
  • Resource management
    • Garbage collected resources, loaded from virtually any type of data stream
    • Hot-reloading of resources for more increased productivity during development
    • Access to vertex data for collision detection and interoperability with physics engines
  • Übershader-based, customizable rendering pipeline
    • Hot-reloading of pipelines for rapid testing of different rendering techniques
    • Support for post processing effects like bloom, DOF or motion blur
    • Support for almost all forward, deferred and High Dynamic Range rendering techniques
    • Support for real-time reflections and other techniques that require several cameras
    • Real-time shadows using Parallel Split Shadow Maps (PSSM)
    • Particle systems that can cast shadows and have effects like motion blur
  • Unified scene system
    • World, models and skeletons are scene nodes instead of special objects
    • Frustum culling based on spatial graph
    • Hardware occlusion culling
    • Level of detail for model geometry and materials
  • Unified, low-level animation system
    • Key frame animation for joints and meshes
    • Skeletal animation with up to 4 weights per vertex for articulated models
    • Layered animation blending and mixing using masks and additive channels
    • Morph targets for facial animation and lip synchronization
    • Access to joint data for dynamic animations and ragdoll physics
  • Content Pipeline
    • Mixture of binary and XML formats for best tradeoff between performance and productivity
      • Pipeline, material and scene descriptions are XML
      • Model and animation are binary for maximum performance
      • Textures are common image formats (DDS, PNG, JPEG, etc.)
    • COLLADA Converter for importing assets from many common DCC tools
      • Calculation of tangent space basis for normal mapping
      • Optimization of geometry for GPU post-transform vertex cache
    • Editor for composing scenes, developing shaders and rendering techniques

Building

You need to have a C++ compiler and CMake 2.4+ installed. CMake is a meta-build system, e.g. it creates Makefiles or Visual Studio files using Generators. The main ways to use CMake are cmake-gui (Qt Interface), ccmake (Curses Interface) and cmake (Commandline Interface). Instructions for commonly used generators:

  • Qt Creator: open CMakeLists.txt as new project, follow the instructions, hit build and you're done.
  • Visual Studio: start cmake-gui, choose OGDF as source path, build-vs as build path, press generate, open build-vs\Horde3D.sln and start compiling.
  • Makefiles: open up a terminal, navigate to the repository and run mkdir build-make && cd build-make && cmake -G "Unix Makefiles" .. && make (hint: use export JOBS=MAX to speed things up).
  • Ninja: open up a terminal, navigate to the repository and run mkdir build-ninja && cd build-ninja && cmake -G "Ninja" .. && ninja.

What's next

Here are some quick links to help you get started:

License

Horde3D is licensed under the Eclipse Public License v1.0 (EPL).

The EPL is a quite liberal license and has fewer restrictions than the popular LGPL. Basically it allows you to use Horde3D in free and commercial projects as long as you contribute improvements like bug fixes, optimizations and code refactorings back to the community. The EPL allows static linking and is not viral; hence it does not affect any other modules of your application.

About

Horde3D is a small 3D rendering and animation engine. It is written in an effort to create an engine being as lightweight and conceptually clean as possible.

Resources

Stars

Watchers

Forks

Packages

No packages published

Languages

  • C++ 44.6%
  • C 21.9%
  • HTML 20.0%
  • C# 7.9%
  • Objective-C 1.7%
  • CSS 1.6%
  • Other 2.3%
0