Lightweight reimplementation of the realXtend Tundra core functionality primarily aimed at mobile platforms. The Urho3D engine is used for the platform abstraction and rendering.
Tundra-Urho3D is licensed under Apache 2.0.
Tundra-Urho3D uses CMake as its build system.
Partial support for C++11 is required to compile successfully: in particular support for the auto
, override
,
and nullptr
keywords. Also the C99 <stdint.h>
/<cstdint>
header is required. More C++11 features may be
considered later if found necessary. Currently minimum compiler requirements are VS 2010 or newer (VS 2008 not
supported) or GCC 4.7 or newer. All Clang versions should support the needed feature set.
Make sure that you have the latest Visual Studio Service Packs or Updates installed.
- Open up the Visual Studio (x64 Win64) Command Prompt which is required in order to have the required build tools and several other utilities in your PATH.
- Navigate to
<Tundra-Urho3D>\tools\Windows\VS<VersionNumber>\
- Run
BuildDeps-<BuildType>.cmd
, orBuildDeps-x64-<BuildType>.cmd
(if wanting to do a 64-bit build).RelWithDebInfo
is recommended for the common development work, but you probably want to have theDebug
build available too. The build script will print information what you need in order to proceed, follow the instructions carefully. You can abort the script with Ctrl+C at this point and setup your environment. - After the script has completed, the dependencies can be found
deps-vs<VersionNumber>-<TargetArchitecture>\
. The needed runtime libraries are automatically copied tobin\
. Note: If building with the Windows 8 (or newer) SDK,d3dcompiler_47.dll
needs to be available inbin\
so that the executables will run correctly.BuildDeps.cmd
should copy the file (fromC:\Program Files (x86)\Windows Kits\8.0\Redist\D3D\<x86|x64>
) automatically as part of Urho3D build, but if it fails, you must to it manually. - Now run CMake batch script corresponding to your desired build configuration. This script will set up the needed
build environment variables for CMake and invoke CMake to generate a tundra-urho3d.sln solution into the
build-vs<VersionNumber>-<TargetArchitecture>
subdirectory. - Build Tundra-Urho3D using the solution file that can be found from
build-vs<VersionNumber>-<TargetArchitecture>\
, or use the batch files intools\Windows
.
This is a quick summary. For more details refer to the wiki page.
- Navigate to
<Tundra-Urho3D>\tools\Windows\
- Run
BuildAndroidDeps.cmd
. The build script will print information what you need in order to proceed, follow the instructions carefully. You can abort the script with Ctrl+C at this point and setup your environment. - After the script has completed, the Android dependencies have been produced in
deps-android
. - Run
cmake-android.bat
from the checkout root directory to prepare the CMake build of Tundra-Urho3D for Android. - Navigate to
<Tundra-Urho3D>\src\Android\
and executemake
. - Copy assets from the Tundra bin directory by executing
CopyData.bat
(todo: automatize/remove this step) - Create the ant build files:
android update project -p . -t <targetAPINumber>
. Only needed when building the first time. (Useandroid list targets
to list your installed Android target API numbers). - Build the apk:
ant debug
(useant release
and sign your apk when creating an actual release build). - The apk is written to
<Tundra-Urho3D>\src\Android\bin
directory where it can be uploaded to a device or run on an emulator.
- Navigate to
<Tundra-Urho3D>\tools\Linux\Ubuntu\
- Run the script file
Build.bash
.
Synchronization - Installation and Administration Guide
Synchronization - User and Programmer's Guide
This project is part of FIWARE. https://www.fiware.org/
FIWARE catalogue: Synchronization GE