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Java Interactive Virtual Enviroment System - A framework to create latest generation 3D Inventory Based Adventure Games and simulators, where user can combine items of an inventory and make them interact with the entites of a virtual world.
Test JIVES online:
1) Download basic demo script from http://sourceforge.net/projects/jives/files/1.0/basic-demo-jme.jives/download
2) Run the applet from http://simonesegalini.altervista.org/jives/test/test.html
XreaL is a heavily improved Quake 3 Arena engine. It's bundled with new tools and a demo game that was never finished. ET:XreaL is a subproject bringing all XreaL enhancements to Return to Castle Wolfenstein: Enemy Territory.
RayLab is a simple, portable ray tracer for producing 3D images. It uses a custom text-based scene description language, and supports several mathematical shapes, as well as CSG operations (constructive solid geometry).
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Lightfeather is a 3D engine for Linux, Mac OS X and Windows. It is designed to be easy to use but still take advantage of the features of modern graphics hardware.
Equalizer is the standard middleware to create parallel OpenGL-based applications. Please visit https://github.com/Eyescale for current development information.
Embedded Font Generator (EFGen) is a generator of a cross-platform ANSI C code that renders a text using OpenGL. Generated code includes everything you need to render a custom text, also it is easy to compile and link with your application.
This Minimal OpenGL Utility Library is a library similar to GLUT, only with fewer features! You can write window-system-independent OpenGL programs with even fewer lines of code than GLUT. Initial support for X11 and Win32. Examples.
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SL is a suite of C++ template classes that support
geometric computation (specifically adapted to OpenGL).
It includes many different kind of algorithms (linear algebra methods, coding/decoding tecniques, generalized data structures, utilities).
The so3DTools aims to provide many different helper class, examples and tutorial in C++ for OGRE3D. It aims to make understand how to use some advanced features in OGRE 3D. It is LGPL. At 2011/03/28, the project contains 20 tutorials + Ogre.chm.
GLC_lib is a C++ library for high performance 3D application based on OpenGL and QT4 GUI. Some GLC_lib features : Supported file format : 3DS, OBJ, COLLADA, 3DXML, OFF, STL. Easy view manipulation, Level of detail, shaders...
RAY++ is a collection of C++ classes needed for ray tracing (shapes, surfaces, cameras etc.). The object-oriented design makes it easy to extend the package.
SOLARIS is a graphic adventure created and developing by Blender. The game takes place in the Solaris space station, as is described in the book "Solaris" by Stanislaw Lem and Tarkovsky's film.
Quake 3 Movie Maker's Edition is a special version of Quake 3 engine that aids the creation of game movies, making it possible to simplify required tasks and adds new features to the engine that are related to the movie making.
Combines Blender's graphical interface and rendering capabilities with MBDyn's multi-body dynamics, aerodynamics, and aeroelastics simulation and analysis, for rapid modeling and realistic rendering of physics based multi-body simulations.
Ding3D is a branch of the Java 3D scenegraph API with some modifications. Ding3D enables you to create three-dimensional graphics applications and Internet-based 3D applets. It provides high-level constructs for building virtual worlds.
VR Juggler is a virtual platform for virtual reality application development created at the Virtual Reality Applications Center at Iowa State University. Applications developed in VR Juggler can transparently move between a wide range of VR systems.
qliss3d renders 3d-Lissajous-figures (figures made of a different sine functions for each dimension) with a Qt interface. You can look at the figures from any viewing position you like and even "listen" to the sound of the figures.
This is a 3D graphics lib providing the tools easily load and draw 3D meshes on the screen. It also provides a SceneGraphManager for culling. The rendering pipeline is completly based on shaders so no fixed functions.