Learn URHO3D with Real Code Examples

Updated Nov 24, 2025

Explain

Urho3D is C++-based with scripting support via AngelScript and Lua for rapid prototyping.

It supports both 2D and 3D graphics, physics, networking, audio, and scene management.

Used by indie developers, hobbyists, and educators for games, simulations, and interactive applications.

Core Features

Node and component system

3D and 2D model support (OBJ, FBX, glTF)

Camera and lighting system

Physics and collision detection

Audio, input, GUI, and particle systems

Basic Concepts Overview

Scene graph: hierarchical node structure

Node: basic object container

Component: adds functionality to nodes

Resource cache: manages models, textures, audio

Event system: signal-slot messaging

Project Structure

Main.cpp - entry point

Scenes/ - scene files

Resources/ - models, textures, audio

Scripts/ - AngelScript/Lua files

Components/ - custom C++ or scripts

Building Workflow

Create project in IDE or use prebuilt template

Initialize engine and create Scene

Add Nodes and attach Components

Load resources (models, textures, audio)

Set up camera, lighting, physics, and input

Test and deploy

Difficulty Use Cases

Beginner: simple 2D scene

Intermediate: 3D game with physics

Advanced: shader effects and post-processing

Expert: networked multiplayer or VR

Enterprise: cross-platform game deployment

Comparisons

Urho3D vs Unity: lightweight C++ engine vs full-featured editor-based engine

Urho3D vs jMonkeyEngine: C++/AngelScript vs Java, more 2D support

Urho3D vs Godot: flexible C++ core vs GUI-rich editor

Urho3D vs Unreal: lightweight open-source vs AAA engine

Urho3D vs LibGDX: C++/3D+2D vs Java/2D+3D hybrid

Versioning Timeline

2007 – Urho3D created by Jukka Jylänki

2010 – First stable releases

2013 – AngelScript integration

2015 – Improved 2D support

2025 – Current version with modern graphics and scripting updates

Glossary

Scene: root structure of objects

Node: positionable object container

Component: functionality attached to nodes

ResourceCache: asset manager

Event system: message/event handling