Showing 118 open source projects for "g-code"

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  • 1
    Java 3D Game SDK based on J2SE 1.4 and Java 3D 1.3. No native code is used, so this SDK should be portable to all operating systems, which provide the above SDKs. The SDK provides functions from initializing the window till model animating and renderin
    Downloads: 0 This Week
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  • 2
    POD is a project designed to produce working distributed model code, and applying that to 3d spaces. At first, this will work with simple cases, working upward to a fully working 3d environment, with interaction.
    Downloads: 0 This Week
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  • 3
    simple, portable and customizable library providing headers and initialisation code for OpenGl extensions. glex
    Downloads: 0 This Week
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  • 4
    Right now we\'re in a stepping stone stage. We\'re ditching all the Quake 2 code, so we\'re drafting some new specs. For all those that are wondering when it\'s going to be done, just remeber the famous J. Carmack line. \"When it\'s done.\" -junkieboo
    Downloads: 0 This Week
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  • 5
    The goal of the miniGL project is to allow for easy porting of 3D OpenGL code to the Palm Computing platform.
    Downloads: 3 This Week
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  • 6
    Loose intention is to develop a particle engine visualised with Java3D. Along the way various aspects of Java3D will be explored. Hopefully code generated will have benefit to others as a learning base.
    Downloads: 0 This Week
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  • 7
    GLOOP is Liquid Object Oriented Particles. libGLOOP render implicit surfaces from a set of "meta-points". Uses include: modeling liquids, volume rendering, computerized silly putty. Based on code by Brian Sharp
    Downloads: 0 This Week
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  • 8
    Microsoft Visual C++ 6 code for a 3D renderer for Milkshape 3D objects.
    Downloads: 0 This Week
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  • 9
    This is a viewer for ase (ASCII Scene Export) files. This code should be used to implement object loading in your own software (eg.: games).
    Downloads: 0 This Week
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  • 10
    A free texture editor for Windows 9x which will support POV-Ray 3.1 textures. It also has a preview feature. This is basically a front-end to generate POV texture code.
    Downloads: 0 This Week
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  • 11
    The PowerPov rendering tool is more than a graphical front-end to PovRay. It includes scripting capabilities and even allows one to use embedded code in PovRay files, thus making easy to use complex and repetitive shapes.
    Downloads: 0 This Week
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  • 12
    LxDoom is a version of the classic fps game Doom by id Software. Specifically, it's an engine for playing Doom levels, based on the source code released by id Software. It aims to be free, reliable, portable, and support a wide range of levels.
    Downloads: 0 This Week
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  • 13
    A public standart to manipulate actions script 2.0 code. Les include this as code in you .fla file and trie.
    Downloads: 0 This Week
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  • 14

    WebGLworld

    my webGL code

    Downloads: 0 This Week
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  • 15
    A game engine in C# and Mono using managed code wherever possible with focus on loading and rendering complex animated scenes and objects using the standard COLLADA format and interactivity with animations and physics.
    Downloads: 0 This Week
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  • 16
    The Daedalus Engine is a 3D rendering engine that uses both OpenGL and DirectX 9.0 for its implementation. This project serves as a method of study for its developers in the areas of game design, 3D rendering, audio, game related physics, net code, etc.
    Downloads: 0 This Week
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  • 17
    The Wiiframe is a cross platform codebase that connects a Nintendo Wii remote to a 3D graphics window. This code is intended to be used as a base for other cross platform applications that take advantage of the Wii remote, such as games or design tools.
    Downloads: 0 This Week
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  • 18

    Lfant

    A small Game Engine project.

    Lfant is a small (so far) 3D game engine, rendered using OpenGL. It will be primarily aimed toward action games, but able to conform to other genres. The code uses an Entity-Component model, a bit like Unity3D, where Entities have a list of Components that they can access at any given time. These components "add" functionality to the owner Entity (albeit not directly). Examples of Components are Rigidbody, HeatTransfer, Inventory, MeshRenderer, ParticleSystem. The intent of use for this system is that most of the time you won't have super specific entities, only child or grandchild classes, but have many components that can be added, removed, or even swapped between Entities, at runtime. ...
    Downloads: 0 This Week
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