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A few perl modules which can create xml files to run as movies on your 3D RGB LED Cube.
The cubes internal firmware source code was not disclosed when i asked for it. So i developed this to create movies to upload onto the cube.
See the Wiki for more information.
Some additional xml animations for the cube are available in the Files section.
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The Open Descent Foundation (ODF) is a community for developers, who want to help to create open source programs, tools, etc. for the famous games Descent1, -2 or -3. Everyone can join the ODF if he accepts the idea of writing open source programs.
A Perl script which accepts a chess position (in the FEN format) as input and outputs POV-Ray source, which, when rendered by POV-Ray, produces a 3-D view of the chess position.
POVlightboard assists in generating light definitions for inclusion in Persistence of Vision Raytracer (POV-Ray) scene files. POVlightboard supports all light features of POV-Ray, including lighting changes during animations.
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MusicWatcher is a perl based non-realtime music analysis and visualization system with complete example implementations. One example renders a 3d music driven animation in povray.
IMPFarm is a renderfarm for the POV-Ray raytracer. All communication is via http with XML documents. Servers and clients are cross platform. Management and reporting is done using web pages.
To provide users with a customized rendering pipeline, right down to how the bounding code bounds. TRRT is about providing the rendering pipeline you want and need, whether you render at a professional or hobbyist level. Will be RenderMan compliant.
MindGate is a virtual reality multiuser client - server system written in Java. The purpose of the system is to provide communication, persistence, 3d streaming support for users which are imersed into virtual reality worlds - stored anywhere on the Web.
3D modeller that uses OpenGL on many platforms. Usability is a key design goal of this project, as is platform portability. The UI will be done with Qt.
spyGLass is an OpenGL call tracer and debugger. It goes a step further than simply using ltrace because it knows what the arguments to the various gl* calls are, and it also knows about OpenGL's error flag.