• $300 Free Credits for Your Google Cloud Projects Icon
    $300 Free Credits for Your Google Cloud Projects

    Start building on Google Cloud with $300 in free credits. No commitment, no credit card required until you're ready to scale.

    Launch your next project with $300 in free Google Cloud credits—no strings attached. Test, build, and deploy without risk. Use your credits across the entire Google Cloud platform to find what works best for your needs. After your credits are used, continue with always-free tier services. Only pay when you're ready to scale. Sign up in minutes and start exploring.
    Start Free Trial
  • MongoDB Atlas runs apps anywhere Icon
    MongoDB Atlas runs apps anywhere

    Deploy in 115+ regions with the modern database for every enterprise.

    MongoDB Atlas gives you the freedom to build and run modern applications anywhere—across AWS, Azure, and Google Cloud. With global availability in over 115 regions, Atlas lets you deploy close to your users, meet compliance needs, and scale with confidence across any geography.
    Start Free
  • 1
    TuxRO - Ragnarok Opensource

    TuxRO - Ragnarok Opensource

    Ragnarok Cliente nativo para Gnu/Linux

    Projeto do Ragnarok Cliente, totalmente nativo para o Gnu/Linux. Não precisa ser um grande "expert" em programação com software livre ou conhecimento super avançado em qualquer distribuições Gnu/Linux. Basta ter força de vontade em ajudar com bugs no decorrer do desenvolvimento executando o jogo pelo Terminal ou diretamente no decorrer do jogo. Ajudemos, basta querer! Acesse:
    Downloads: 0 This Week
    Last Update:
    See Project
  • 2
    EasyGL
    EasyGL is really a Super Easy framwork built on top of OpenGL. We use the glfw library to make the openGL window super easy. EasyGL also has math functions and in the future have physics functions and evne other more game based functions
    Downloads: 0 This Week
    Last Update:
    See Project
  • 3

    Lfant

    A small Game Engine project.

    ...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:
    See Project
  • Previous
  • You're on page 1
  • Next