Archive 17/01/2023.

Minecraft like game implemented with Urho3D

xyz

Hi, I have released a minecraft like game demo implemented with urho3d. :smiley:

google play link:
https://play.google.com/store/apps/details?id=com.xygamestudio.lostworld

app store link:
https://itunes.apple.com/cn/app/lost-world-building/id1106404042?l=en&mt=8

rku

Thats pretty cool thumbs-up. Whats your experience using urho for mobile? Anything you would like to share?

cadaver

Nice! Minecraft scenario is something I don’t think the engine would do well out of the box - done naively (StaticModel per block) you’d likely get horrible performance, so custom geometry generation is a must. I’d be interested to know, did you feel like the engine helped or hindered the rendering, compared to e.g. if you had done everything using raw OpenGL?

Bananaft

Philips i928, works alright. Great work. Don’t like the movement buttons, wold prefer virtual joystick. Also, I suggest adding fog.

xyz

No, everything is just using urho3d, the chunks of the world is generated with custom geometry, and only generated the visible faces. :slight_smile:

xyz

I have added fog, but not look good.

sabotage3d

I tested your game on snapdragon 650, but I can only see white screen and the controls. Can you share a bit more on how did you implement adds for Android and IOS?

umen

Hey
I tested the game on simple iphone 5 iOS 8.2 and it is working great! fast and smooth .
I have question ,
as Urho3d do not compile outof the box with real iOS device which are lower then iOS 9
How did you succeed to compile it for iOS?
Did you apply the fixes which needed to the engine?
As i had always problem with the iOS port .
see my topics
http://discourse.urho3d.io/t/ios-8-getting-resource-prefix-path-in-01-helloworld/1831/1
http://discourse.urho3d.io/t/ios-skipped-autoload-path-autoload-exception-in-deployme/1624/1

Its will be much appreciated if you share your experience with the process
Thanks!

xyz

[quote=“umen”]Hey
I tested the game on simple iphone 5 iOS 8.2 and it is working great! fast and smooth .
I have question ,
as Urho3d do not compile outof the box with real iOS device which are lower then iOS 9
How did you succeed to compile it for iOS?
Did you apply the fixes which needed to the engine?
As i had always problem with the iOS port .
see my topics
http://discourse.urho3d.io/t/ios-8-getting-resource-prefix-path-in-01-helloworld/1831/1
http://discourse.urho3d.io/t/ios-skipped-autoload-path-autoload-exception-in-deployme/1624/1

Its will be much appreciated if you share your experience with the process
Thanks![/quote]

Sorry, I have’t encountered your compiling problem, I just build urho3d code like this,

./cmake_ios.sh $URHO3D_BUILD_DIR/ios -DURHO3D_SAMPLES=0 -DURHO3D_LUA=0 -DURHO3D_ANGELSCRIPT=0 -DURHO3D_NETWORK=0 -DURHO3D_PHYSICS=1 -DURHO3D_NAVIGATION=0 -DURHO3D_URHO2D=1 -DURHO3D_TOOLS=0 -DURHO3D_PROFILING=0 -DURHO3D_LOGGING=0

You can enable build sample by -DURHO3D_SAMPLES=1

If you want to create your own Xcode project, you can run

rake scaffolding dir=/to/your/project/path  project=yourProjectName  target=yourTargetName

then, enter your project dir, and run

./cmake_ios.sh  /to/your/build/path  -DURHO3D_SAMPLES=0 -DURHO3D_PHYSICS=1 -DURHO3D_HOME=/to/urho3d/build/path/ios

Good luck! :smiley:

xyz

Thank you, I have fixed the bug, you can update the new version. :wink: About adds implementation, I just referenced google admob doc.

umen

Thanks , i will try it
Question :
Did you mange to run the examples on the device ?

xyz

[quote=“umen”]Thanks , i will try it
Question :
Did you mange to run the examples on the device ?[/quote]

I just tested the samples on my ipad4, and every thing is ok, just change the bundle id by removing ‘_’ character.

umen

Thanks!
is the iOS version is below 9 ? i had problems with iOS 8+

xyz

[quote=“umen”]Thanks!
is the iOS version is below 9 ? i had problems with iOS 8+[/quote]

My device version is 9.3, but I think iOS 7+ is ok.