cross-platform features in c++ to do to some opengl
An opensource 3d game engine using OpenGL. Fast easy to use with all of the latest gimmicks.
osgJuggler is a library suite that makes developing computer graphics appications for virtual reality easier. osgJuggler is a framework that allows you to develop a scene with OpenSceneGraph and view it on any platform supported by VRJuggler.
TinyGL on SDL is a free implementation of TinyGL library (mini-openGL) under multiplatform SDL library. Also, it is a fixed-point fast implementation for low platform as GP32 console.
Habitat is my experiment at making a simple OpenGL based 3D game engine. I am interested in learning how parts of a game engine work together. My main goal is to create a flexible engine that can be used for many types of games.
Genecys is an online, multiplayer third person 3D MMORPG similar to Final Fantasy Online, or Everquest. We intend to design a game, where the entire universe is dynamically generated by the server. NPCs in this game will be just as important as players
SETH is a fully integrated Shader-IDE for prototyping Vertex- and Pixelshaders for OpenGL written in the fxPascal-High Level Shader Language (with Pascal-like Syntax).
FIEUI is a combination of a utility library and tools, for Managed DirectX 9. It is built on top of Direct3D and written in C#. It provides a high level solution for creation and integration of 2D user interface overlays. UI data files are XML based.
T4PEditor is a graphical application for easy and fast creation of povray (Persistence of Vision Raytracer) textures.
PyDemeter is a Python wrapper for the Demeter terrain engine, a cross-platform terrain rendering engine that uses advanced techniques such as dynamic tessellation to render complex landscapes at high frame rates. It can be used in conjunction with PyOSG,
The fst2v5d package converts data stored in the Canadian RPN Standard File (FST) format into Vis5D format. FST files, commonly used to store meteorological data, are scanned by fst2v5d to generate both 4D fields and independent topography input files.
Asmoday is an easy to use 3D graphics library and engine for Freepascal developers. It uses OpenGL for hardware accelerated, cross plattform, real-time or offline rendering.
Modifications to the id Software Quake engines to assist in the capture of the output of those engines in conventional audio/video media formats. The first releases are modified Quake1 and Quake2 engines that support AVI capture on Win32 platforms.
A library of POV-Ray definitions of LDraw parts to be used in conjunction with L3P and POV-Ray
vNET (Visual Network Exploration Tool) is a C++ program aiming at making administration and visualization of networks easier by displaying a synthetic vision of network related informations in 3D.
SMGL (Scriptable MiniGame Library) is a small library to make it easy to quickly write 3D MiniGames.
Simulation of star movements with great visualizations of flights through star fields.
DarkMaps is a program that reads images and builds a 3D map from them.
Artificial Intelligence, 3D Graphics and Physics Framework
A C++ framework and applications for experimenting with artificial intelligence, 3D graphics and simulated physics. It's primary focus is to provide a testbed for simulated robotics using Ogre 3D and the Open Dynamics Engine.
Code libraries and media files contributed by Whoola, Inc. Includes Whoola Cyberspace, a virtual reality web browser with fly-through hyperlinks. The source code includes a COLLADA loader for Xith. Click on the "Home Page" link above to install.
screenhack is a 3D animation system designed to work with RenderMan-compliant renderers.
VRVis is a programmer's toolkit for rapid development of Virtual Reality applications in the field of geospatial data visualization. It is based on VR Juggler and the Geospatial Data Abstraction Library (GDAL).
A light graphics library that integrates cross-platform libraries (OpenGL, ODE, OpenAL, DevIL, FreeType) with STL-enabled techniques.
StateGL++ is an abstraction layer hiding OpenGL implementation details such as stack depths and attribute settings and allowing pushing and popping of lights and materials. With StateGL you don't have to worry about GL_MAX_*STACK_DEPTH.