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CD (Canvas Draw) is a platform-independent graphics library. It is implemented in several platforms using native graphics libraries: Windows (GDI) and X-Windows (XLIB). The canvas is an abstract surface that can be a window, an image or a metafile.
SceneEngine is an Open Source platform independent 3D Production solution. Mesh creation, deformation, texturing and rendering are some of the features implemented by the SDK. SceneEngine includes a 3D modeling and texturing application named CrackArt.
SDL Framework (SDLFW)
SDLFW is a cross-platform framework from the powerful SDL library to create your own 2D games with the Lua programming language.
It's easy-to-use, free, open-source, and works on Windows and Linux.
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monstrumWaveXL or (mwaveXL) is a Lua based crossplatform application which sends MIDI and sysex data to/from the Waldorf Microwave II/XT/XTk from either standalone mode or as a VST in your favorite DAW.
This is not a software emulator of a Waldorf synth, it is an editor for the actual synth thus requires a Waldorf microwave (xt xtk or II) synthesizer.
irrBuild generates native solution, Makefile and workspace for irrlicht library and its examples using Premake based build scripts. These scripts can also be used as build templates for crossplatform irrlicht applications.
Levana is Lua-based cross-platform integrated scripting environment. It realizes high level multimedia application or video game creating with very short coding. Just for a fun and an ease!
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.
The cc3 project provides software for embedded vision systems. Currently, the software runs on the CMUcam3 hardware platform, which is a NXP LPC2106-based board with an onboard CMOS camera and FIFO, MMC interface, serial UARTs, and servo controller.
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Crossplatform OpenGL simulation/game engine based on the SDL libraries. Supports full HDR with deferred shading using multiple render targets under OpenGL. Post-processing effects include depth of field, edge map anti-aliasing, auto-exposure and shadows
This project aims at writing a threaded, object-oriented and scriptable game engine targetting the .NET platform, using a mixture of c# or managed c++ ports of famous c/c++ components such as OGRE, CEGUI, Newton, Lua, Python, Audiere, OpenAL, etc...