Showing 248 open source projects for "multi-system"

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  • 1
    Powerful platform for creating networked multiplayer 3D games. The system includes specifications for a client engine and 2 protocols. Demo apps: mud/moo proxy, tetris. Currently uses OpenGL, VRML, java, tcl. Client/server architecture for security.
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  • 2
    gMax graphic tools for jMax
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  • 3
    Project closed ! Please use JOGL. http://jogamp.org OpenGL[tm] for Java[tm], formerly known as GL4Java, supports Java with a native OpenGL mapping. The OS native OpenGL functionality is avaiable from
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  • 4
    An Open Source Render compatible with the RenderMan Interface (currently version 3.2) from Pixar and highly expandable, with addition of geometric plug-ins, hidder plug-ins, output device plug-ins, and Shading Language extension plug-ins.
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  • 5
    Smoke is a C++ Mac/Win game library built on top of OpenGL and parts of the Whisper application framework.The first test app will be a 3D WorldForge client.
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  • 6
    Pyplace is a toolkit which helps Python developers to render data as isometrically viewed 'places' around which the user can navigate. The look and feel by version 1 will be similar to an early UO or AOE, but only a few unit sprites & no network
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  • 7
    Raytracing rendering engine written in Java. Plug it into a modeling environment, or programmatically create a scene. Uses Constructive Solid Geometries (CSG), bounding boxes, and fully extensible design (at least eventually).
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  • 8
    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
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  • 9
    A universal 3D game engine designed to be portable, powerful, flexible, and easily extendable through an extensive plugin system.
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  • 10
    The GLOW Toolkit is a cross-platform user interface framework for building interactive applications using OpenGL or similar APIs. It provides an object-oriented API and an extensible library of cross-platform widgets.
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  • 11
    This will be an RPG engine for single player RPG's, using OpenGL
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  • 12
    Kobayashi Maru is a free, expandable, portable, multi-theme Open Source 3D-Space Fight Simulator in the traditions of games like Elite, X-Wing vs. Tie-Fighter or Wing Commander. KobayashiMaru is portable to any platform featuring OpenGL.
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  • 13
    The OpenGL Class Library (GLCL) is intented to be a set of C++ classes, available through static and dynamic libraries, that will allow the developer to create OpenGL applications using C++ quickly.
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  • 14
    A System for Rendering Graphics with Java and C++
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  • 15
    A 3D System for System Visualization, System Administration and intended to be a platform for VR Apps in the future.
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  • 16
    Anepsosis is a skill based 3D MMORPG placed in a fantasy world of levitating islands inspired by ancient Greece arts, architecture and mythology. For more informations visit http://anepsosis.org
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  • 17
    NetBlend is a full featured network rendering system for Blender, made from the ground up in C++. Take full advantage of the computers on your network, to slash render times.
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  • 18
    Glutmaster is a set of platform-independent classes that wrap GLUT in a C++ object model.
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  • 19
    The program Visualizes the diffusion of water in the brain through ellipsoids.
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  • 20
    VisTer is system for terrain and landscapes visualization. It is graphical scene editor with built-in java3d renderer, which may be used in your java3d application. VisTer is based on plug-in system, so you can easily develope and test our own algorithms
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  • 21
    A library and many frontends written to achieve an unbiased renderer with many features and good performance.
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  • 22
    OgrePx set the link between 3d engine Ogre and PhysX Physics System. WARNING! Now, there no any stable release, and I don't recommend you to download anything. Check it at July 2008.
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  • 23

    Lfant

    A small Game Engine project.

    ...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. I am also using the Bullet physics engine (with some modifications here and there), a portion of Boost, GLEW, GLFW, GLM, Squirrel (scripting language), and TinyXML2.
    Downloads: 0 This Week
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