A simple 'HelloWorld' GUI created with Urho.Gui framework.
Shows how to create a 3D scene using a custom component to animate the objects, controlling scene ambiance with Zone components and attaching lights to a Node (the camera).
Populates a 3D scene with boolboard sets and several shadow casting spotlights and shows rendering performance with large object and light counts.
Console input example.
Crow navigation example using a dynamic navigation mesh with obstacles and agents navigating the space .
Performs a raycast to the Octree and adds decals to hit location, shows large objects being used as occluders.
Urho's Gui framework sample.
HelloWorld written in Urho.
Huge object count example.
Light animation example.
Material animation example.
Controlling a humanoid character through physics; Driving animations using the AnimationController component; Manual control of a bone scene node; Implementing 1st and 3rd person cameras, using raycasts to avoid the 3rd person camera clipping into scenery; Defining attributes of a custom component so that it can be saved and loaded; Using touch inputs/gyroscope for iOS/Android (implemented through an external file).
Shows how to add Sprite elements to the UI, storing custom data on UI Elements and handling frame update events when sprites move.
Shows how to setup two viewports with two separate cameras as well as adding post-processing effects to a viewport render path.
Generating a navigation mesh into the scene; Performing path queries to the navigation mesh; Rebuilding the navigation mesh partially when adding or removing objects; Raycasting drawable components; Making a node follow the Detour path.
Creating both static and moving physics objects to a scene; Displaying physics debug geometry; Using the Skybox component for setting up an unmoving sky; Saving a scene to a file and loading it to restore a previous state.
Physics stress test example.
Shows how to detect physics collisions, moving the AnimatedModel bones with physics and connecting them with constraints and using rolling friction to stop rolling objects from moving infinitely.
Creates two 3D scenes and renders one into a texture that is rendered into the other one. Shows creating rendertarget textures and materials programatically.
Scene load example.
Creating a 3D scene with static content and 3D Text using an SDF Font..
Shows how to populate a 3D scene with skeletarlly animated AnimatedModel components as well as shadow maps for directional lights and using the debug geometry tool.
Sound synthesis example.
Shows creating a 3D scene with static content and how to handle keyboard and mouse input to implement a freelook camera.
Urho2D physics constraints sample.
Creating a 2D scene with particle; Displaying the scene using the Renderer subsystem; Handling mouse move to move particle
Urho2D physics rope sample with revolute and roop constraints.
Urho2D physics sample.
Urho2D sprite example and the use of the Renderer subsystem.
Urho2D sprite animation example.
Urho2D tile map example.
Creating a heightmap terrain with collision; Constructing a physical vehicle with rigid bodies for the hull and the wheels, joined with constraints.
Water example using large planes to represent water for rendering and the use of a second camera to render reflections on the water surface.
SamplyGame is a homage to the ShootySkies games and a showcase of how you can structure a game using UrhoSharp.
Shows the Actions framework in action, how you can attach actions to nodes
This sample shows how to build a simple 2D game for iOS and OSX using SpriteKit.
AnalogClock is a cross platform app displaying a classic clock.
Runs an ARKit world tracking session with content displayed in a SceneKit view. To demonstrate plane detection, the app simply places a 3D model onto the first plane that ARKit detects. If the model's position is outside the current field of view of the camera, the app uses SceneKit's positional audio feature to indicate which direction to turn the device to see the model.
Demonstrates how to use the AVFoundation capture API to detect barcodes and faces.
Analog Clock built using BoxView.
This sample shows how to use bracketing API in AVFoundation.
A familiar game with a new twist.
A cat with a clock in its belly
This sample illustrates how to use core animation in Xamarin.iOS.
This sample app demonstrates how to use the image filters from CoreImage Library.
This sample shows how to create a randomly generated city using the [SceneKit API](http://api.xamarin.com/?link=N%3aSceneKit) and is written in C#.
This sample illustrates how to animate custom properties in a CALayer.
Dot-Matrix Digital Clock using BoxView.
This sample illustrates how to use Core Graphics in Xamarin.iOS.
Cloning a Model resource; Modifying the vertex buffer data of the cloned models at runtime to efficiently animate them; Creating a Model resource and its buffer data from scratch.
Demonstrates how to use SceneKit to build a game level.
This sample code demonstrates the following SceneKit features that were added in iOS 11, tvOS 11, and macOS 10.13: * Camera constraints define the camera behaviour of the app/game * A new physically-based depth of field effect achieved with “bokeh” * Screen space GPU tessellation (using Pixar’s openSubdiv) * Animation of character tones using a new animation engine (and API) * Cascaded shadow maps * GameplayKit integration
This F# sample shows how to create a randomly generated city using Scene Kit.
John Conway's Game of Life.
Demonstrates a fractal rotating cube rendered with textures via OpenTK's GL APIs.
Shows how to use GLKit to render OpenGL frames and AVFoundation to capture video from camera.
Drawing and Animation with Core Animation and Core Graphics.
App extension that interacts with the Messages app.
Shows how to create and apply effects to an image using the vImage, Quartz and UIKit.
Sample shows how to use the low-level OpenGL classes to create a touch painting application.
A demonstration of SkiaSharp bitmap animation based on the Mandelbrot Set.
This sample is an equivalent for Xcode OpenGL ES template.
Extends MetalTexturedQuad sample by adding compute encoder.
Sample demonstrates how to use key functionality provided by MetalKit on both iOS.
Demonstrates how easy it is to use the MetalPerformanceShaders framework.
Shows how to create a basic textured quad in metal.
A demonstration of the Xamarin.Essentials OrientationSensor using UrhoSharp 3D graphics
Tracking multi-touch events in iOS.
A game that demonstrates how to use the UIAccessibility protocol.
A collection of samples for using OpenGL in Xamarin.iOS.
Demonstrates using iPhoneOSGameView with OpenGL to create a touch painting application.
A simple example of using OpenGLES in a Xamarin.iOS application.
Demonstrates the use of OpenGLES with an iPhoneOSGameView.
This sample demonstrates the usage of OpenGL in a scroll view.
This sample app shows some PaintCode-generated elements.
A sample of using the Core Graphics capabilities in a Xamarin.iOS application.
Shows a RAW image asset management system
Sample shows how to use AVFoundation to capture video, process video frames.
Demonstrates how to scale and rotate Xamarin.Forms visual elements.
Extends F# Scene Kit for stereoscopic viewing with Google Cardboard.
This application render a 3D environment and presents a series of slides with SceneKit objects.
Sample shows how to create simple iOS game with SceneKit.
A project showing SkiaSharp features in a Xamarin.Forms application.
Smart home sample. Scan your apartments via HoloLens and observe the results in the Xamarin.Forms app
Leveraging touch input for a drawing application
A painting program that creates pretty patterns
Text Decorations using BoxView.
Shows how to test your ideas quickly to save time and money.
This sample demonstrates an effect to trigger events for multi-touch finger tracking.
This sample shows how to create custom view controller transitions in iOS.
Sample shows how to use VTDecompressionSession to access hardware video decoder.
Using SceneKit and SpriteKit on WatchOS
This sample demonstrates using application support icons.
Demonstrates how to cross-platform load, resize, and display an image on the screen.
A collection of samples that demonstrate how to utilize XAML with Xamarin.Forms.
This sample implements the classic 14-15 puzzle using Xamarin.Forms.