I'm on vacation in California right now so I don't have access to a lot of stuff, but I did find an old project on my wife's laptop that I uploaded on github. https://github.com/JTippetts/U3DIsometricTest
It's a small isometric demo that features a controllable character, a bunch of randomly-walking mobs, an isometric maze and click-to-move pathfinding.
It's implemented purely in Lua, and can be run with the vanilla Urho3DPlayer.exe using either the run.bat batch file or the command Urho3DPlayer.exe Scripts/main.lua -borderless (use -w instead of -borderless to run windowed).
I tend to do things somewhat unconventionally. By default, Urho3D allows instancing objects from XML or JSON files. However, I like to instance from Lua tables instead, so I wrote a script file (objectinstancing) that can take a Lua table structured in a certain way and instance an object from it. This allows me to write object descriptions such as:
player=
{
Scale={x=0.5,y=0.5,z=0.5},
Components=
{
--{Type="CombatCameraController", Offset=1},
--{Type="ScriptObject", Classname="IsometricCamera"},
{Type="ScriptObject", Classname="CameraControl"},
{Type="ScriptObject", Classname="PlayerController"},
{Type="ScriptObject", Classname="RotationSmoothing"},
{Type="AnimatedModel", Model="Models/gob.mdl", Material="Materials/gob.xml", CastShadows=true},
{Type="AnimatedModel", Model="Models/CubeSword.mdl", Material="Materials/CubeSword.xml", CastShadows=true},
{Type="AnimationController"},
{Type="ScriptObject", Classname="AnimationMap",
Parameters=
{
animations=
{
walk="Models/GC_Walk.ani",
idle="Models/GC_Idle.ani",
start="Models/GC_Idle.ani",
attack="Models/GC_Melee.ani",
}
},
},
},
Children=
{
{
Position={x=0,y=1.5,z=0.5},
Components=
{
{Type="Light", LightType=LIGHT_POINT, Color={r=0.85*2,g=0.45*2,b=0.25*2}, Range=5, CastShadows=true},
},
},
{
Position={x=0,y=1.5,z=-0.5},
Components=
{
{Type="Light", LightType=LIGHT_POINT, Color={r=0.85*2,g=0.45*2,b=0.25*2}, Range=1, CastShadows=false},
},
},
}
}
And the code will instance a player object based on that description. I do it this way because I do all of my game logic and control as Lua scripts, but serializing script objects and their parameters in Urho is weird. It wants to serialize script object members as an opaque stream of data rather than as named members.
When I get back home in a couple weeks, I could probably find some other small projects if you're still interested.