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Optical System raytracing prototype. It should be a toolkit for the rapid coding of a optical system which someone wants to raytrace. User will code his optical elements and define (code) light sources and optic will render the scene.
POVColor is a visual color and gradient picker for POV-Ray. It allows the user to visually pick the color and/or gradient and automatically generates the output code needed by POV-Ray.
Rage stands for Really Amateurish Graphics Engine. It is designed for use with multiple rendering windows such as in a Win32 MDI application. Inspired by OGRE, RAGE shares some semantics, although uses none of the code. Will help OGRE experienced users.
Open source programmer friendly 3D engine using DirectX/OpenGL/Software renderers (written in C++ for Windows). Project has been moved from sourceforge to google code. New homepage: http://code.google.com/p/l1engine Old one: http://l1engine.sourcefor
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rmapc is an efficient free map compiler for games using BSP files. Although influenced by id Software's quake map compiler, rmapc is developed from scratch and does not reuse code with similar utilities.
SaughGoon Engine 1 is free framework for simple 2D/3D games. Engine is intended to be proving ground for beginner programmers, so code is awful and barely useful for any practical purpose. Be warned.
NOTE: Use Fltk_Contour insted this code! FMesh is a simply scientific data visualization tool based on OpenGL. FMesh can generate 2D and 3D graph of contour and color maps for any (x,y,z) scattered data set, many other options are included.
Educational 3D graphics library and examples using OpenGL and software rendering. Companion code to the books "Linux 3D Graphics Programming" and "Advanced Linux 3D Graphics Programming" by Norman Lin.
Fully customizable and configurable global illumination ray tracer written in C++. H-RT is a research project aimed at comparing popular and less popular light reflection models.
You can obtain the sourcecode of H-RayTracer at (Mercurial repository):
https://bitbucket.org/bayger/hrt
Ocelot3D is a 3D Engine based on DirectX9. It uses direct3D features and it's full integrable with d3d code. You can also extend the engine thanks to the virtual hineritance structure
Vincent ES 1.x is a 3D rendering library based on the OpenGL (R) ES 1.1 API specification (Common Lite) for embedded devices. ATTENTION: A new fixed pipeline implementation is being work on here: https://sourceforge.net/projects/oglsc
Muli3D is a rendering library which implements features of current graphics hardware in software. The focus is on ease of use and clear code; therefore Muli3D is best suited for research and teaching.
SoftWire was the precursor to TransGaming's SwiftAsm. SwiftAsm is an optimizing run-time x86 assembler that can be used as a JIT compiler back-end for scripting languages, or for dynamic code generation of efficient processing pipelines.
Simple Ray Tracer is a platform independepent 3D rendering engine using a technique known as Ray Tracing. The programming language is c++ and the code is object oriented, very simple, and intuitive. It provides a great foundation to learn ray tracing.
IrrLichtRPG is a 3d walk-around game engine being developed with RPG-style play in mind. It is an ENGINE and not an actual game project, meaning it focuses on features and core code that can be used for individual game projects.
AQUYNZA is a set of C++ libraries, sample programs and doc's for the modelling, visualization and persistence of 3D environments. Its modular and highly portable. Its primary objective is helping to learn (and teach) computer graphics. (code in SPANISH)!
Another Ray-Tracing Program. Full impementation from scratch of this well-known algorithm using C++. Thanks to OOP, the code is very simple and not really optimized. I would like it to be a learning basis for the ones interested in ray-tracing.
OS X port of the Svlis the GPL Set-theoretic Kernel Geometric Modeler (Kernel) produced by the University of Bath, UK. The sourcecode was released on the 21nd of September 2001 under the GPL by bath Uni.
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.
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