Engine de jogos C++,para jogos 2D e 3D. Bibliotecas Utilizadas: SDL, SDL_Image, SDL_Mixer, SDL_ttf, FreeType, LUA, FTGL, OpenGL
A canvas library for generating technical drawings
The ADG library (Automatic Drawing Generation) is a set of functions focused on automating the drawing of mechanical parts. It is not a CAD system but a GObject-based library where a custom application can put common CAD entities such as paths, hatches and dimensions, to automatically create technical drawings. A demo application is provided in order to show the capabilities of the canvas. Although it is possible to interact with the library directly in C (that is what the adg-demo program is doing), the canvas is expected to be used from higher level languages, much in the same way as what done in the GNOME stack. Lua bindings based on LGI are already provided out of the box. The adg-lua project, downloadable from the "Files" section, provides Lua programs and demos that leverages these bindings.
CGDK, Claesson's Game Development Kit is a powerful C++ game engine with a sophisticated toolchain with a wide array of features for your game development needs.
Rule-based source code transformation and analysis platform
The CodeXFormer will be an extensible .NET based application and IDE for rule based source code transformation and analysis. It will provide a pipe-line for source code parsing, abstract syntax tree generation, symbol table generation, symbol resolution, rule-based abstract syntax tree transformation and rule based source code generation from abstract syntax trees. It will enable the user to perform complex source code refactorings or language to language conversions. The platform will provide extensibility through .NET plugin assemblies and LUA scripts.
Aim: Creating a bunch of higher-level C functions, exposing them to Lua. Hopefully later on there would be IDE's too. similar to Processing (processing.org)
Despair Text Adventure Engine is an engine for old school text based adventure games consisting of a client and an editor.
A 3D rendering / entity engine
This engine is not an attemp to re-inventing the wheel. It is a more learning-oriented project than something intended to provide a wide set of features. The approach to the OpenGL in this engine is something very experimental born from my own thoughts and can be usefull in future. If you want to help for your portfolio just ask: the TODO list is very long :)
Instead of trying to merge all different flowgraph nodes into one single Mod Dll, they have now been separated into their own, lightweight Dll file. These plugins are then loaded by the system automatically and merged into the main system.
Gamudo Game Framework
A generic game entity manager written in C++ with Lua bindings. In early stages atm. Game Entity System - Currently Seeking Additional Project Members.
Cross platform SDK
Develop your app in Lua language and export it to most popular platforms, from desktop PC and Mac to mobile (Android, iOS, Windows Phone) and even Web. While Gideros is mainly dedicated to game development, it is also a good fit for professional apps. Code once, run everywhere! Intro documentation: http://docs.giderosmobile.com/ Reference documentation: http://docs.giderosmobile.com/reference/ Forum: http://giderosmobile.com/forum Full source code: https://github.com/gideros/gideros
Holy Reaper this is a bloody first person shooter created by ARStream Interactive Company
A game engine written in C++ with lua for scripting.
Ion is a game engine project written in C++ in the Windows API (although the goal is for this engine to support multiple platforms) and Lua has been used to make the actual games. The graphics engine is OpenGL, the sound engine will vary between systems and physics engine is currently under development by myself. I am using Code::Blocks on Windows 7 with the GNU GCC compiler. I am the only person working on this engine currently although I do have some 'moral support' from my friend(s) who seem to think they made the whole thing. I am in high school. NOTE: This project is not finished yet and I will put up very little information during the development until I actually get a build that is viable for the first alpha.
An 3D space ship game, as a re-make of the original space invaders. Using 3D models for the ships, and raw terrain files. It is an Ogre 3D based project, Ode library for the physics, FMOD for the music layer and RakNet for the network layer.
A cross-platform multimedia library aimed at supporting a wide range of programming languages. It exposes a set of C APIs used to generate high-level object-oriented bindings for supported languages at compile-time.
RPG Games without coding!
LumenLiquid is a game engine which offers high flexibility. Every user can create his own game without having to worry about code. Trough the high customisation there are almost endless possibilities to create games and stories. To show up the endless possibilities, LumenLiquid is deployed with an example game, Fabled Lands. The story is taken from the homonymous books written by Dave Morris and Jamie Thomson.
This project use OGRE3D graphic module, Havok Physics, RakNet and OpenAL. Make a MMO game framework.
Make games with Lego-like building blocks
OpenBlox lets you make games with a built-in physics engine, Lego-like building blocks, and a scripting language called Lua. Once you've made a game with OpenBlox, you can pack it into a single file with one mouse click, and share your game with anyone you want.
Game engine for playing tomb raider 1 - 5 levels.
PLEASE NOTE: Project development moved to Github! https://github.com/opentomb Here you can find ONLY nightly builds for Windows. OpenTomb is an engine that can play classic Tomb Raider 1 - 5 levels and custom TRLE levels. It is developed for fans and fun. Some code was taken from OpenRaider project and Quake Tenebrae project. Resource loading routines are taken from http://icculus.org/vt/vt/ project. It is developing in netbeans 7 + GCC TDM 4.9.2 Used libraries: SDL2, SDLimage with jpeg and png libs, vorbis (ogg support), OpenGL, OpenAL, freetype 2, LUA, BULLET. Youtube engine work example: http://www.youtube.com/watch?v=Jf3JGm67oS0 I need some help in game behavior algorithms, level parsing, e.t.c. Needed for work: 1) Original Tomb Raider levels 2) Font .ttf 3) Config files (config.lua and autoexec.lua)
A 2-dimensional cross-platform game engine based on SDL.
All-In-One PyGI/PyGObject for Windows Installer
Cross-platform python dynamic bindings of GObject-based libraries for Windows 32-bit and 64-bit.
This is an open source, open platform video game editor specifically suited for spline based generated terrain, with collision detection, surface types and AI racing lines. It is multi-branched and can branch to and from multiple branches.
3D real-time framework designed for rapid prototyping and interactive environments. Using Lua as the high-level access point to the engine and component-based entities, one only needs to alter scripts to create an interactive environment, like a game.
The RealDPS project is designed to create a modular, customizable, user-friendly, and accurate DPS (damage per second) simulator utility for World of Warcraft.