Have worked through the feature samples, and starting to get a basic understanding of Urho3D’s capabilities.
Are there other features or things the Urho3D platform does, things not exhibited in the feature samples?
You know, the guts of the engine on display? Some 3rd party library already integrated that isn’t used in those samples?
Or are the FeatureSamples relatively good coverage of Urho3D?
In the course of working through those samples, put them all into a single voice driven application along with a scene manager and an automated demo mode to display them. Also worked in additional features native to hololens and windows UWP, including the hololens samples done by @Egorbo. There’s no mouse with hololens (but there is a clicker, which I don’t use), so needed a different method of input.
Then added a series of actions that work across all the samples, such as scene controls and basic first person shooter. So you can throw things at the pyramid, or shoot ragdolls en masse or individually, or paint decals or flowers on any object.
Worked through numerous issues, not all of which are solved, such as lack of shadows. Got most of the materials and models, including the PBR materials and water working. Though had to use some workarounds due to the SharpReality binding implementation using StereoApplication as the base application interface. Will put up a project showcase in the next couple weeks. Want to see if I can work through some of the remaining issues, and maybe put a little bit of lipstick on the pig that it is.
But anyway, some of those feature samples viewed via the hololens are really stunning. When new users see the automated demo, most of them stand there with their mouths open and don’t know what to say, their brains are overstimulated. Experienced VR users seem rather non-plussed, but note the difference between VR and AR immediately. Various researchers put AR as a smaller subset of VR, but after viewing these demos, it would seem most agree VR is a smaller subset of AR.