Archive 19/01/2023.

Decommissioning the forums

weitjong

Upon request from Discourse Team, the “discourse.urho3d.io” forum service will be discontinued. The forums will be backed up on 20th Jan 2023 4:00AM UTC and made offline afterwards. The backup file won’t be shared on individual basis. Therefore, if you want to save some of the threads for your own needs then please kindly do so before the above date.

throwawayerino

Why did they request to close the forums? They still have some activity on them

GodMan

So I guess it is true that Urho3D is dead. This sucks I really like the Urho3D library. I got a lot further with it than I did any other library in the past.

Guess its time to find another one.

evolgames

I moved to raylib. It’s more barebones but I love it. Incredibly fast.
It has bindings for lua, and so many others. Really not hard to get up and going. Urho was fun, though.

JTippetts

So many people got banned by the mad Russian ork anyway, might as well close these down.

Eugene

Okay, here we go.
I made archive copy of this forum for historical reasons.
Since it’s just GitHub Pages website, you can always download it for offline use. Note that media are not archived. So, discourse-hosted screenshots will probably go stale.
https://discourse-urho3d.github.io/

1vanK

I banned you for the right reasons, which you proved once again.

elix22

Written by ChatGPT

"As the Urho3D open-source game engine project reaches its final stages, I am feeling a mix of emotions. I am sad to see it come to an end, but also proud of the hard work and dedication that the talented developers who have been a part of this project have put into it.

With the end of the project, the community forums will be decommissioned by the end of this week, marking the end of an era for the Urho3D project and the community that has supported it.

As a member of the open-source community, I have been fortunate to witness firsthand the power of collaboration and the impact it can have on a project. Urho3D game engine project has been a testament to the dedication and passion of the developers who have contributed to its development.

I want to express my appreciation to all the developers for their unwavering support and for working together to make this project a success. I also want to thank the project’s stakeholders for their trust and support. This project would not have been possible without their participation and cooperation.

Although the project has ended, I believe that the impact it has had will be felt for a long time to come. The project code, documentation and the lessons I have learned will continue to be valuable resource for the community and future endeavors. The community will continue to thrive and evolve. I will continue to use it in my personal private projects, and support the open-source community, and look forward to new opportunities and challenges ahead."

1vanK

The engine is dead because people like you are waiting for someone to do what they need for them.

1vanK

What will change with the closure of the forum? The engine will remain in the same condition as it has been for several years.

GodMan

You clearly did not read my post.

1vanK

I have definitely been reading your posts for several years. How many commits have you made to such a wonderful engine that you like so much?

1vanK

Have you used this utility? https://github.com/kitsandkats/ArchiveDiscourse

Eugene

Yeah, and then used some scripts to clean up the stuff that was fucked up by this utility.

Also, I managed to download screenshots, which blowed the repo size up to almost 900 MB.
Let’s see how GH pages handle it.
Maybe we do get to keep screenshots in the forum archive…

Eugene

Urho3D
18th August 2010 – 20th January 2023


FYI: There are two Urho3D-related Discord servers, which have some activity and are not shutting down. If you want a place to discuss something Urho3D-related, you can do it there. You can find up-to-date invites here or here.


I guess I can write some thoughts here too, what’s the worst that can happen? No need for ChatGPT, can do that myself.

I joined Urho just before this forum was launched. I saw it launching, with people, shiny new UI, achievement badges, and other stuff. Now I see it shutting down.

I have been working with Urho3D codebase for 6 years, first in the upstream and then in the fork. I am still using Urho3D codebase, and I don’t think I’ll stop any time soon. I just like it more than any other engine I touched, even if it’s far from perfect.

[CW: personal opinions below]

@1vanK you are right that forum shutdown doesn’t make the engine dead. Urho3D was in decline long before that, forum shutdown is just formal event to draw a line.

I am genuinely sad to see it happening. Five years ago, there were a lot of people who contributed to the engine in different ways. I believed that there was enough of traction even after Lasse retired. Unfortunatelly, the lack of direction and the lack of proper leadership wasted this potential, and almost all these people moved on.

I abandoned Urho3D upstream when I saw the huge gap between “good working code” and “merged PR”, and that I didn’t have the energy to fill this gap anymore. When I proposed a direction for Urho3D to move, there was too much squabble and too little support. These old threads are actually fun to re-read now, with the post-knowledge of the future.

I disagree with this statement.
Urho3D is dead mainly because it rejected contributions and contributiors.
If the project pushes away contributors, at some point it won’t have contributors anymore.

For example, Rokas added support of submodules, and simplified build system a lot. Sure, his build system doesn’t have all the features of the Urho3D build system. But… why does it matter? It is good enough, it works today with minimal tweaks on all platforms, it is much simpler, and in some aspects it is outright better than current Urho3D build system. There was a PR. It was rejected.

Another example. I wanted to contribute my work in Urho3D, three years ago. I proposed the changes that I made. I received a lot of distracting quarell, some insults, and very little support. I concluded that Urho3D doesn’t want my contributions either.

If some open-source project loses contributors, it’s because it’s either becoming irrelevant, or it has poor management/leadership, or both. There is no point in blaming the users, because the users are always the same in all open source projects.

1vanK

Why start this thread again before the forum closes? Rbfx is a little more dead than Urho3D because you makes changes for the sake of changes. There is no niche for him to occupy. It’s trying to be more than just an indie game engine, but you can’t compete with engines that hundreds of people are developing.

If the project pushes away contributors, at some point it won’t have contributors anymore.

There are many reasons to reject PR. A common practice is that a some person sends a poor quality PR and then does not make an effort to finish it. Guess who will have to maintain this piece of unfinished code?

1vanK

For example, Rokas added support of submodules, and simplified build system a lot. Sure, his build system doesn’t have all the features of the Urho3D build system. But… why does it matter? It is good enough, it works today with minimal tweaks on all platforms, it is much simpler, and in some aspects it is outright better than current Urho3D build system. There was a PR. It was rejected.

Let’s deal with facts. Link to that PR and explain why it’s not shit. And also consider whether you have accepted such changes in rbfx.

1vanK

If you are talking about stupid containers, then it is correct that they were not accepted. At the same time, there was a general vote and you were in the minority. You were offended and left because you wanted to push through your point of view, but it differed from the opinion of the majority.

1vanK

I would take your opinion seriously if rbfx had contributors. So far I see the same problem. One and a half people are involved in the development of rbfx and pull requests are not accepted. Pull requests · rbfx/rbfx · GitHub

Eugene

I am sorry if you saw it this way.
I never intended to “start a thread” exactly because the forum closes so soon.
I wanted to say my final thoughts about Urho because it was fitting for this occasion, and I did just that.
You are not obliged to reply to my thoughts either – you can just ignore whatever I write.

Having said that, I will reply briefly for sake of conversation.

Godot has a niche, and I believe there is a place there for rbfx. Only time will tell if I am right or wrong.

True. The problem with Urho3D was that maintenance itself became much more annoying than it should have been (manual bindings, crippled containers, lots of legacy and compatibility concerns).

rbfx as a fork started with this PR, because it wasn’t merged in master.
rbfx lives today just fine with this new build system with minimal issues, therefore it was at least okay-ish PR.
Also, it doesn’t have this weird umaintainable rakefile in ruby :laughing:

Yep. I left because my point of view was’t as supported as I hoped to.
I am not sure about minority tho.

Polls

image

But rbfx now has more contributions than Urho3D?.. rbfx has three active maintainers, Urho3D has only one.

I don’t have any objective numbers about users, but I know at least 5 non-trivial games in development that use rbfx (like this one or this one), and I know 0 of such games that use upstream Urho3D.

weitjong

May I suggest you two to discuss the good/bad of Urho3D project in other thread or even forums, please. Don’t force me to lock this announcement thread.

1vanK

Godot has a niche, and I believe there is a place there for rbfx. Only time will tell if I am right or wrong.

Godot is powerful 2D-engine with scripting. rbfx is… ummm… hm… engine for AAA-projects

rbfx as a fork started with this PR, because it wasn’t merged in master.

So you couldn’t find a PR either. How can I reject a PR that was not sent?

I am not sure about minority tho.

ok you are right. I remembered that we were doing comparative tests of performance and east lost. In addition, you wrote that eastl containers have dreamed allocators that you don’t use in rbfx for some reason.

But rbfx now has more contributions than Urho3D?.. rbfx has three active maintainers, Urho3D has only one.

I dont see difference https://github.com/rbfx/rbfx/commits/master https://github.com/urho3d/urho3d/commits/master

I don’t have any objective numbers about users, but I know at least 5 non-trivial games in development that use rbfx (like this one or this one ), and I know 0 of such games that use upstream Urho3D.

One mobile game two years ago (of which there are also many for Urho3D), screenshot (of which there are also many for Urho3D), promise a super cool games (of which there are also many for Urho3D).

Meanwhile, there are Urho3D games in Steam.

It’s especially funny that I don’t see the useless PBR in the screenshots that you’re promoting as an advantage to the engine. Hence the same game could be made on Urho3D.

You just forgot that rbfx is already an old engine, not a new fork. You can’t say that well, we’ve only just begun, but we’re progressing.

You’re right

1vanK