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