Urho3D Rebel Fork aka rbfx is an experimental fork of Urho3D game engine.
GitHub Wiki contains fork-specific documentation including build instructions and differences between original project and rbfx.
Doxygen Documentation is cloned from original project and is not updated (yet?), although it still contains relevant information regarding core functionality of the engine.
Note that rbfx is undergoing active developement. Please report all spotted bugs in the issue tracker.
License
Licensed under the MIT license, see LICENSE for details.
Features overview
Multiple rendering API support
Direct3D9
Direct3D11
OpenGL 2.0 or 3.2
OpenGL ES 2.0 or 3.0
WebGL
HLSL or GLSL shaders + caching of HLSL bytecode
Configurable rendering pipeline with default implementations of
Forward
Light pre-pass
Deferred
Component based scene model
Skeletal (with hardware skinning), vertex morph and node animation
Automatic instancing on SM3 capable hardware
Point, spot and directional lights
Shadow mapping for all light types
Cascaded shadow maps for directional lights
Normal offset adjustment in addition to depth bias
Particle rendering
Geomipmapped terrain
Static and skinned decals
Auxiliary view rendering (reflections etc.)
Geometry, material & animation LOD
Software rasterized occlusion culling
Post-processing
HDR rendering and PBR rendering
2D sprites and particles that integrate into the 3D scene
Task-based multithreading
Hierarchical performance profiler
Scene and object load/save in binary, XML and JSON formats
Keyframe animation of object attributes
Background loading of resources
Keyboard, mouse, joystick and touch input (if available)
Cross-platform support using SDL 2.0
Physics using Bullet
2D physics using Box2D
Scripting using C#
Networking using SLikeNet + possibility to make HTTP requests
Pathfinding and crowd simulation using Recast/Detour
Inverse kinematics
Image loading using stb_image + DDS / KTX / PVR compressed texture support + WEBP image format support
2D and “3D” audio playback, Ogg Vorbis support using stb_vorbis + WAV format support
TrueType font rendering using FreeType
Unicode string support
Inbuilt UI based on subset of html and css, localization
WYSIWYG scene editor editor with undo & redo capabilities and hot code reload
Model/scene/animation/material import from formats supported by Open Asset Import Library
Alternative model/animation import from OGRE mesh.xml and skeleton.xml files