Showing 4 open source projects for "inventory system"

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  • 1
    PyCAPGE

    PyCAPGE

    PyCAPGE - Python Classic Adventure Point and Click Game Engine

    ...Developers can build rich narratives using the branching Dialogue System and a Cutscene Manager for scripted events. The architecture is data-driven: texts and definitions are separated into YAML files for easy localization. Includes a JSON Save/Load system and debug console.
    Downloads: 0 This Week
    Last Update:
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  • 2
    Castle Game Engine

    Castle Game Engine

    Game engine supporting many 3D/2D formats and graphic effects

    This project has moved to: - Our website https://castle-engine.io/ - GitHub repo: https://github.com/castle-engine/castle-engine/ Cross-platform 3D and 2D game engine for Object Pascal. Rendering and processing of game assets in glTF, X3D, VRML, Collada, Spine and other formats. Many graphic effects including shadows, shaders, mirrors, screen effects. Animation, collision detection, 3D sound. Extensible system of 3D objects, with out-of-the-box levels, items, intelligent creatures...
    Downloads: 8 This Week
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  • 3

    VB .NET PHYSX (PHYSICS) DX9 - Engine

    .NET - VISUAL BASIC NVIDIA +ATI PHYSX SLIMDX DIRECTX 9 -ENGINE/WRAPPER

    Visual Basic .Net , Nvidia Physx (PHYSICS - ATI INTEL ETC. COMPATIBLE) , DirectX 9 (using SlimDX) 3D ENGINE/HELPER/WRAPPER This project incorporates these technology into a simple Open Source Engine, allowing simple access to Nvidia PhysX library using DirectX 9 (VIA - SLIMDX) to render "Simulations/Games" ALL IN VB.NET -with- C# and other .NET language compatibility. Visuals now include .X model loading with Animations and Skeletons (shaders) Level loading and AUTOMATIC object (mesh)...
    Downloads: 2 This Week
    Last Update:
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  • 4

    Lfant

    A small Game Engine project.

    ...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. 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
    Last Update:
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