Showing 7 open source projects for "entity"

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  • 1
    3dsmax toolkits for ogre3d engine, eazy to use, fully support for all sorts of entity type: skinned meshes, billboards, morph-targets, uv animation...etc.
    Downloads: 0 This Week
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  • 2
    Tool support for creating FMC* diagrams [Block diagrams, Petri nets, Entity-Relationship diagrams (ERD)] in MS-Visio 2000 and newer. Features: stencils, consistency checking, Petri net simulation, exporter e.g. pdf, ... *Fundamental Modeling Concepts A stripped down version of the stencil set is available for TAM (Technical Architecture Modeling of SAP). This set uses UML notation and contains Block, Activity, Sequence, State, Class, and Component diagrams.
    Downloads: 5 This Week
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  • 3
    Crystal Entity Layer (CEL) is a game entity layer based on Crystal Space. It makes it easier for game developers to create games based on Crystal Space. CEL can optionally be used together with Python or other scripting languages.
    Downloads: 0 This Week
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  • 4

    FixeEngine

    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 :)
    Downloads: 0 This Week
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  • 5
    This is an entity relationship diagram visualization widget programmed on QT4. With this tool you can draw objects (computers, people, whatever), and the relationship between them.
    Downloads: 0 This Week
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  • 6
    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.
    Downloads: 0 This Week
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  • 7

    Lfant

    A small Game Engine project.

    Lfant is a small (so far) 3D game engine, rendered using OpenGL. It will be primarily aimed toward action games, but able to conform to other genres. The code uses an Entity-Component model, a bit like Unity3D, where Entities have a list of Components that they can access at any given time. These components "add" functionality to the owner Entity (albeit not directly). Examples of Components are Rigidbody, HeatTransfer, Inventory, MeshRenderer, ParticleSystem. The intent of use for this system is that most of the time you won't have super specific entities, only child or grandchild classes, but have many components that can be added, removed, or even swapped between Entities, at runtime. ...
    Downloads: 0 This Week
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