Lightweight reimplementation of the realXtend Tundra core using Urho3D engine
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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.

Compiling from Sources

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.

Windows, targeting Windows

Make sure that you have the latest Visual Studio Service Packs or Updates installed.

  1. 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.
  2. Navigate to <Tundra-Urho3D>\tools\Windows\VS<VersionNumber>\
  3. Run BuildDeps-<BuildType>.cmd, or BuildDeps-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 the Debug 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.
  4. After the script has completed, the dependencies can be found deps-vs<VersionNumber>-<TargetArchitecture>\. The needed runtime libraries are automatically copied to bin\. Note: If building with the Windows 8 (or newer) SDK, d3dcompiler_47.dll needs to be available in bin\ so that the executables will run correctly. BuildDeps.cmd should copy the file (from C:\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.
  5. 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.
  6. Build Tundra-Urho3D using the solution file that can be found from build-vs<VersionNumber>-<TargetArchitecture>\, or use the batch files in tools\Windows.

Windows, targeting Android

This is a quick summary. For more details refer to the wiki page.

  1. Navigate to <Tundra-Urho3D>\tools\Windows\
  2. 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.
  3. After the script has completed, the Android dependencies have been produced in deps-android.
  4. Run cmake-android.bat from the checkout root directory to prepare the CMake build of Tundra-Urho3D for Android.
  5. Navigate to <Tundra-Urho3D>\src\Android\ and execute make.
  6. Copy assets from the Tundra bin directory by executing CopyData.bat (todo: automatize/remove this step)
  7. Create the ant build files: android update project -p . -t <targetAPINumber>. Only needed when building the first time. (Use android list targets to list your installed Android target API numbers).
  8. Build the apk: ant debug (use ant release and sign your apk when creating an actual release build).
  9. The apk is written to <Tundra-Urho3D>\src\Android\bin directory where it can be uploaded to a device or run on an emulator.

Ubuntu Linux

  1. Navigate to <Tundra-Urho3D>\tools\Linux\Ubuntu\
  2. Run the script file Build.bash.


Synchronization - Installation and Administration Guide

Synchronization - User and Programmer's Guide

This project is part of FIWARE.

FIWARE catalogue: Synchronization GE