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realXtend Tundra SDK, a 3D virtual world application platform.
C++ JavaScript CMake Java GLSL C# Other
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realXtend Tundra

Tundra is a scriptable 3D internet application development platform. It is aimed primarily for application developers, as a platform for creating networked 3D worlds with customized content.

Tundra is licensed under Apache 2.0 and based on Qt and Ogre3D.

Getting Started

Tundra uses the traditional client-server architecture for networking. After installing you will find the Tundra executable from the install directory, run Tundra --help for available command line parameters.

This executable can be configured to run a set of C++ and JavaScript plugins. You can create your own configuration file, or use the ones provided. Some examples: Tundra --config viewer.xml - Starts Tundra with a client configuration which provides an user interface for connecting to Tundra servers.

Tundra --server --headless --port 6565 --protocol tcp - Starts Tundra with the default plugin set in server mode serving TCP connections at port 6565. The Tundra server defaults are port 2345 and UDP protocol, for it you can simply run Tundra --server --headless. If no --config parameter is provided, the default plugins.xml is used.

The Tundra server mode is used for standalone-mode editing and viewing Tundra documents. To host a 3D scene, run Tundra in dedicated mode using the --server and --headless command line parameters. The Tundra client mode is used to connect to a server.

See the scenes folder for example demo scenes and applications. F.e.x. Tundra --file scenes/Avatar/Scene.txml

Compiling from sources

Tundra source code is available at the realXtend github repository. This repository hosts various branches for new and old viewers from the realXtend team, so be sure to checkout tundra2 branch after cloning.

Tundra uses CMake as its build system and depends on various other open source projects. See more from doc/dependencies.txt.


For Windows Visual Studio 2008 and 2010 build environments are supported, but at the moment Visual Studio 2008 is recommended. There are two ways of acquiring the dependencies 1) Automated script to build them from sources 2) Use prebuilt dependencies from a svn repository.

TODO: Document VS2010 build path once one is available either with full build or prebuild deps!

1) Building with full dependencies

  1. cd tools and run windows-build-deps.cmd. You need to run this script in the Visual Studio Command Prompt for build tools and have several other utilities in your PATH. This script will print information what you need to proceed, follow the instructions carefully. You can abort the script with Ctrl+C at this point and setup your environment.
  2. Once you are done setting up your build environment hit any key to continue the script as it instructs. Full depedency build will take about 2-3 hours.
  3. After the script completes dependencies can be found from /deps. Needed runtime libraries are automatically copied to /bin.

Now run windows-build-tundra.cmd. This script will setup the needed build environment variables for cmake. Next it will run cmake to generate a tundra.sln solution file and build it.

If you want the script to build Tundra you need to run it in the Visual Studio Command Prompt as it needs msbuild. However you can hit Ctrl+C after the cmake step finishes and open the solution file with the Visual Studio IDE, if that is what you prefer.

2) Building with prebuild dependencies

Prebuilt dependencies are only available for Visual Studio 2008 at the moment.

  1. cd tools and run windows-fetch-prebuilt-deps.cmd.
  2. This will download a prebuilt package, extract it to /deps-prebuilt, copy needed runtime libraries to /bin and runs cmake against the prebuilt deps.
  3. Open tundra.sln and build.


See tools for distro-specific build scripts.


See tools/build-mac-deps.bash for automated dependency and Tundra build script.


More information about Tundra can be found online at

Contact Information

You can find Tundra developers from IRC #realxtend-dev @ freenode. Also check out the user-oriented mailing list and the developer-oriented mailing list.


New releases are announced on the mailing lists and at the realXtend blog. The releases are uploaded to Google Code project site, that is used for hosting downloads.

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