My project will be distributed in source code form. Every user will compile it, automatic installation and compilation using pip is highly desirable. If it will have a lot of dependencies, especially hard-to-compile dependencies, the whole project will be less useful. Not 27, no.
As far as I know, you can’t easily ‘subfolder’ Urho like some small library inside your repo because its build process is pretty complex. You will probably have to fork & tune it or use separate CMake build tree just for Urho library.
Yes you can. This patch breaks SDK builds but that is not needed if engine is included as subfolder.
@olegklimov the nice thing about Urho3D is that it bundles all third party dependencies and has proper build scripts. Engine is self-contained and it is highly unlikely to have build issues as external engine dependencies are only ones provided by the OS/platform.
Edit: forgot ti mention that my add_subdirectory() support hack requires project(Urho3D) in main CMakeLists.txt file of game project.
Turso3D is a toy engine for the time being and it has been dormant some time due to not enough time for development. It’s possible that when I continue it, I will nuke the code once more. All that said I don’t recommend trying it currently, at least for anything serious.