CAPCOM's Street Fighter 4 character models C++ viewer. Uses DirectX9 and pure Win32 API. Animation code courtesy of revelation @ Xentax board. Original mxtk win32 layer by chUmbaLum sOft
Thatcher Ulrich's game engine testbed. A motley collection of experimental and not-so-experimental game- and graphics-oriented code. Public domain!
A tool for finding missing or corrupt images in a sequence. Also generates basic statistics from Exif data. Targeting time-lapse and render-farm users when using post-processing tools such as After Effects.
CrackArt is an open source 3D modeling and texturing application. CrackArt is object oriented and features a flexible plug-in architecture. CrackArt is part of The SceneEngine Project, a 3D Production Solution.
OpenArena is a 3d game creation engine. It is a rendering system that can be used for more than just games but it is targeted at games. The basic use being create some game media textures models maps and config files for physics and rules.
Multiplatform Game Engine for next generation hardware.
The OpenGpuLib is a cross platform gpu math library that is focused on making it easy for developers to work with programmable gpu's. The OpenGpuLib allows you to program a wide range of GPU's using a singe api and a singe set of function calls.
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.
This is a very simple OpenGL visualization library with a 3D and 4D volume renderer. It can easily be reused in other projects (e.g. with medical volumes). It is just perfect for learning or great if you like to hack your own code.
Well just a raytracer in Visual basic 6, thus the name VB6 raytracer. Not because it is easy or logical, but because it is hard. I know this is not the right language to write a raytracer, see it as a stubborn POC that it is still somehow possible.
This project is a 3D multi-player game similar to the old Scorched Earth. Each player will have a cannon statically positioned in a vast 3D terrain. Players will attempt to destroy each other by strategically firing their cannons. Refer to release notes.
A 3D surface upon which effects can be applied. Written in C (with a little C++) and using openGl to render. Different effects are implemented as dlls. Can be used to illustrate effects link constructive/destructive interference.
AXE is a modular 3D game engine using Windows and DirectX 9.0+
Bindenlicht is a Java(tm) binding for the Irrlicht Engine, bringing a high quality open source 3D engine to the Java(tm) platform.
BlueWar is a 3D Multiplayer Real-Time Strategy Game (RTS) that features a futuristic combat on the surfaces of various planets in the universe.
GPS tracklogs viewer in 2D and 3D too.
An easy to use managed graphics engine. Utilises OpenGL, Direct3D9, and Xna through an abstraction layer. Accompanied by a number of other helpfull tools, for example to simplify input and networking.
The Fluxions 3D Engine is a full-featured 3D application toolkit for developing 3D simulations and games.
An object oriented 3D graphics API on top of OpenGL
This project has moved to GitHub: https://github.com/ubershader/GLSlayer OpenGL Sanity Layer is an object-oriented 3D graphics API on top of OpenGL written in C++. It is designed not just to provide an encapsulation of OpenGL objects, but to provide a cleaner and more streamlined interface similar to Direct3D and hide some of OpenGL's weak spots such as bind-to-edit semantics, multiple stage object creation, unavailability of platform independent initialization and loading of extensions to expose features. With GLSlayer it is easy to create a rendering context just by filling a structure and calling a function. All extensions needed to expose features for requested OpenGL version are loaded automatically. The code needed to create, setup and use objects is reduced and made intuitive. It supports OpenGL versions from 3.3 to 4.3, only forward compatible contexts.
A small multi-platform and multi-API graphic engine in C++
The Hardware Assisted Visibility Sorting (HAVS) algorithm is a GPU-based, direct volume renderer for unstructured grids. The algorithm operates in both object- and images-space and includes a sample-based, dynamic level-of-detail algorithm.
A CHOP that enables Houdini to use and record OpenSoundControl data.
A project created from scratch to gain experience with game design and graphics engines. Currently it contains a solid GUI framework, terrain/world editor, sprite system, sky box system and entity manager.
Ink9000 is software designed to create non-photorealistic graphic novel style images from 3D models using OpenGL
Ivf++ is a small class library encapsulating OpenGL functionality. It comes with ~10 tutorials and a user's guide. See homepage for latest news and updates.