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Horde3D is a 3D rendering engine written in C++ with an effort being as lightweight and conceptually clean as possible.
Horde3D requires a fully OpenGL 2.0 compatible graphics card. In terms of DirectX that means a card supporting at least Shader Model 2.0 or higher. For mobile operating systems (Android and IOS) OpenGL ES 3.0 capable device is required.
You need to have a C++11 compiler and CMake 3.7+ installed.
CMake is a meta-build system, e.g. it creates Makefiles or Visual Studio files using Generators. The main ways to use CMake are cmake-gui
(Qt Interface), ccmake
(Curses Interface) and cmake
(Commandline Interface). Instructions for commonly used generators:
CMakeLists.txt
as new project, follow the instructions, hit build and you're done.cmake-gui
, choose OGDF as source path, build-vs
as build path, press generate, open build-vs\Horde3D.sln
and start compiling. You could also generate the solution from the command line running mkdir build-vs && cd build-vs && cmake -G "Visual Studio XYZ" ..
, where XYZ is the correct identifier for the desired version of Visual Studio (i.e. 14 2015
for VS 2015, 15 2015
for VS 2017, etc. Please run cmake --help
for more info).mkdir build-xcode && cd build-xcode && cmake -G "Xcode" ..
, then open the generated project file inside Xcode.mkdir build-make && cd build-make && cmake -G "Unix Makefiles" .. && make
(hint: use export JOBS=MAX
to speed things up).mkdir build-ninja && cd build-ninja && cmake -G "Ninja" .. && ninja
.In order to build the samples you need GLFW (>3.x) or SDL (>=2.0.9).
By default, if not present on the system, a default version will be automatically downloaded, built and linked for you.
You could force this behavior using HORDE3D_FORCE_DOWNLOAD_GLFW
flag with CMake (from your build directory):
cmake -DHORDE3D_FORCE_DOWNLOAD_GLFW=ON ..
With SDL you can use HORDE3D_FORCE_DOWNLOAD_SDL
flag with CMake (from your build directory):
cmake -DHORDE3D_FORCE_DOWNLOAD_SDL=ON ..
On Debian/Ubuntu platforms, you also need to install the following packages:
sudo apt-get install xorg-dev
You could also skip sample building using HORDE3D_BUILD_EXAMPLES
flag with CMake (from your build directory):
cmake -DHORDE3D_BUILD_EXAMPLES=OFF ..
Building for Android requires using two build systems: CMake and Gradle. Gradle project is included in Horde3D distribution.
Requirements:
Android Studio is recommended, but not required.
CMake GUI usage is recommended. Following instruction depends on using GUI for building.
Currently, building is supported only on macOS. Only iPhone target is supported for now, iPad and tvOS are not tested,
A new version of CMAKE is recommended, Cmake 3.16 was tested and was working correctly.
Requirements:
CMake GUI usage is recommended. Following instruction depends on using GUI for building.
SDL is required for samples. Automatic download and build is disabled for iOS as SDL fails to build with CMAKE (HORDE3D_FORCE_DOWNLOAD_SDL will have no effect ). Please download SDL manually and build it with XCode project, located in
To get your development team id go to Applications -> Utilities -> Keychain Access. Under the 'login' Keychain, go into the 'Certificates' category.
Scroll to find your development or distribution certificate. It should be something like that:
Apple Development:
Double click on this certificate. "Organizational Unit" is the Team ID.
Please note that ParticleVortex and Tessellator sample will not run on iOS as OpenGL ES 3.2 is not available.
There is also a scene editor available for Horde3D. To enabling build of the editor, first make sure you have the Qt 4.8 or any newer Qt 5.x SDK installed. To enable creating makefiles for the editor via cmake set the HORDE3D_BUILD_EDITOR flag to ON (default is OFF).
cmake -DHORDE3D_BUILD_EDITOR=ON
As the editor needs Lua as a dependency you can either make sure the Lua development files can be found by cmake, or Lua will be automatically downloaded by CMake.
Here are some quick links to help you get started:
Horde3D is licensed under the Eclipse Public License v1.0 (EPL).
The EPL is a quite liberal license and has fewer restrictions than the popular LGPL. Basically it allows you to use Horde3D in free and commercial projects as long as you contribute improvements like bug fixes, optimizations and code refactorings back to the community. The EPL allows static linking and is not viral; hence it does not affect any other modules of your application.