This project develops a sound rendering plugin for the 3D animation package Maya from Autodesk. The name of the project comes from the latin word crepo, which means "to sound".
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.
WoW Model Viewer is an application that uses the WoW MPQ files to create character and npc models that can be used for graphics or machinima. The project was originally created by Darkjk, who left the source for developers to use should the need arise.
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Networix is a Open Source Framework programmed in c# to allow users to script in lua, c# and GLSL in a OpenGL Environment using an object based interface.
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The JitOgre Project is a Jitter external for Cycling 74's Max graphical data flow language, which embeds the Ogre3D rendering engine, exposing its functionality to the Max-Jitter environment.
An exploration into the techniques of procedural content generation. The aim of the project is to generate a 3D realistic looking bathroom from procedurally generated content.
Cross-platform C# OpenGL .NET Winform Control. waglx allows to use OpenGL on a WinForm Control without knowledge in operating systems OpenGL initializations. The waglx applications can be run from the same binary on any platform using Mono.
Damn Long Gnome sequencer Project, is a short java program designed to create large files of random gnome sequences. Currently the projects main interest is for a sculptor looking to create unique art.
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.
A collection of macros for POV-Ray to convert isosurface objects (typically complex and consumes a lot of render time) into simpler mesh objects, increasing render time at the expense of scene parsing time.
A project to provide a simple platform-independent framework for rendering with hardware-accelerated OpenGL in an offscreen buffer. Results are captured for print, broadcast over video, web, etc.