I am a PhD student working on GameAI.
At the moment I am trying to develop a simple wrapper of Ogre3D and Bullet3.
The idea is to have the AI being trained in the physics simulator and use the 3D rendered to let humans play against it.
The initial 2D project in python and can be found at https://github.com/MichelangeloConserva/TotalWarSimulator.
I was suggested to have a look at Urho3D by the Ogre3D community.
Do you think that Urho3D can be adapted to my necessities?
Years of community conversation and diverse contributions have made the forum a valuable resource in its own right.
The Urho3D Wiki is easily missed and underdeveloped, but editors have tried to keep some popular topics there that may save time; for example New project template for a framework.
Here’s to a smooth start if you choose, and feel free to let us know how things are going.
I have no idea why I’m mentioned as I haven’t really contributed back anything worthy of mention (probably a typo). But thanks, I guess
Summary
I’ve mostly resorted to using Urho privately and keeping my changes privately in order to avoid the drama currently going around here.
To be on topic: Yes you can adapt the engine to just about anything due to its modular design. One of the things I respect most from this engine and why I find it more suitable than anything c++ out there.