Hello my fellow Urho3D users
First let me give a huge thanks to all the developers who have donated their time and hard work to create this magnificent game engine.
I’ve been keeping up with the progress of Urho3D for a few months now and I am very impressed. It literally is the most complete open source c++ game engine out there with a viable and realistic license (in my opinion). All the other actual free C++ based engines I’ve encountered are very fragmented and missing most of the functionality Urho3D has. They also require the user to hunt down many libraries and implement them themselves, making these engines nearly out of the question for all novice programmers. Then we have the commercial alternatives. Almost all of these have heavily crippled free versions and do not allow any source access unless you pay an insane amount of funds which is virtually impossible for indi devs who aren’t millionaires. So there you have it; could Urho3D possibly be the greatest indi game engine of all time? I sure think so!
I have all but decided to use this engine for a serious game project I’ve been conceptualizing for over a year now. I’d also love to contribute whatever improvements I make to help further the cause of Urho3D which I think seems to be making an actual complete, multi-platform game engine of commercial quality that doesn’t have an overly restrictive viral license available to the public for the first time (correct me if I’m wrong here but I really don’t think there is anything even close to comparable out there at the moment). The engine looks nearly perfect for my indi game endeavor but I have a few quick questions regarding the engine’s core structure/api for the devs.
1.
Would it be feasible (not insanely difficult) to create an in-game level editing system in c++ by using the same calls made to the angel script editor within the Urho3D player?
Does the engine’s code structure allow for this or would it simply be out of the question? I’m asking because my second engine choice was actually Cube 2(aka Sauerbraten) or the improved version known as “Tesseract” which has one of the best level editing systems I’ve seen in any game/engine, not just open source. I’d even considered porting some of it’s functionality over to Urho3d as they both have a very permissive license
2.
Can the engine be compiled with LUA only and exclude the angelscript library/add-on since I do not intend to use angel script?
3.
Is the networking system currently fully integrated with all the supported platforms?
The last two are both requests and questions I suppose.
4.
Now that asm.js can run at only 1.5x slower than native code (as of 12-21-13) will the devs consider targeting browsers as a viable platform using emscripten, which I’m sure most are aware is capable of compiling c++ code and even open gl es 2.0 graphic programming straight to javascript with little to no modification/cleanup required in the code. Epic games has made full use of this and now there is even an actual full fledged commercial
released called “Monster Madness” that uses this technology. It’s also worth pointing out that the entire LUA vm has already been fully compiled to java script using emscripten and runs at near native speed.
5.
Do you plan to implement support for Oculus Rift VR in the future?
Thank you very much,
Jace