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DisCoBotS is a Distributed Collective Robotics Simulator
DisCoBotS (Distributed Collective Robotics Simulator) aims to be a robotics simulator with a focus on swarm and modular robotics that can be run in parallel on multiple computers to speed up calculations of sensor values. Other features are: Fast calculation of sensor values by using graphics hardware, physics, integrated python shell, simple xml-based scene setup. Site is currently under construction. Repository will be setup soon. Stay tuned.
A 3D OpenGL demo which uses latest shader language enhancements.
It provides a custom 3D engine and a COLLADA loader for scene management and animation.
Virtual Camera is a combination of current technologies to create a virtual representation of a recorded scene aiding in alteration of source, such as automatic rotoscoping, light-balancing, backdrop or prop removal/adding, etc.
CasualSkin is a portable, high level game engine designed for creating 2D casual games. It is a C++ API and has features like resource management, widgets and a scene graph. It is designed to be flexible and easily extendible.
Initially, this project will consist in develop one scene and only one combat between two street fighter characters. You can join us or get further information at our website | ¿Quieres participar? ¡Visita nuestra web y únete!
Shade is an Object-Oriented, Shader-based, Distributed Scene Graph. Designed using C++ (with optional Lua bindings), OpenGL, and MPI, Shade allows the creation of applications that work on a single machine and on a tiled display.
RenderStack is a support library for OpenGL 3+, currently in C++. Features currently for example basic window creation, mesh generation, wrappers for OpenGL programs, framebuffer, texture and vertex buffer objects.
Predecessor: https://github.com/tksuoran/renderstack_net
Successor: https://github.com/tksuoran/RenderStack
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The visualization framework contains a scene graph to manage 3D objects. Processing of input data is handled by operators. Operators have ports which can be connected, so that the evaluted data is passed from one to the next operator.