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.
Starting up a network server or connecting to it; Implementing simple chat functionality with network messages.
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.
Playing sound effects and music; Controlling sound and music master volume.
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
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.
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
Implements a simple "Hello World" app for tvOs.
An empty tvOS MonoGame project.
Basic Photos-like app which introduces the Photos framework.
Shows how to display alerts in a Xamarin.tvOS app.
An example of working with buttons in a Xamarin.tvOS app.
Working with Collection View Controllers in Xamarin.tvOS.
An example of working with Focus Guides in a Xamarin.tvOS app.
Working with Navigation Bars in Xamarin.tvOS.
Demonstrates how to use many views and controls in the UIKit framework on tvOS.
Working with Page Controls in Xamarin.tvOS.
Working with Progress Indicators in Xamarin.tvOS.
Shows how to work with the Siri Remote in a Xamarin.tvOS App.
Working with Split Views in Xamarin.tvOS.
Working with Stack Views in Xamarin.tvOS.
tvTable shows how to use a Table View in a Xamarin.tvOS app.
Shows how to work with Text and Search Fields in a Xamarin.tvOS app.