DragChallenge is intended to be a public evolution of a Drag Racing simulation that will evolve from a 2D, side scrolling format, into a full 3D exoerience full of different tracks, realistic physics, and realistic car modeling.
2T3E: T3E: The Terrible Three A soon to be video game
A Crossplatform OpenGl Gui for a Accelerometer (via USART/Atmega).
this project aims to create a 3D engine with specialized gui facility to create immersive programs, games, scientific visualization program
3D File format viewer/explorer
Fast file browser for more than 30 3D file formats, with windows shell extensions.
This is a game written in C++, based on the popular slime series. This is slime volley ball, except with a third dimension. Unfortunately, until this project goes beta, only two people are allowed to contribute to the code.
This Game was made by JOGL and Java It's pure 3d tank game and easy to operate. This open source project was done by Chinese people Charles.Ding, hope you like this game. The source is in the dist files.
3D-Maze , a 3D maze game written in Delphi using OpenGL API with map edior :) by ERFAN ARABFAKHRI
The 3D Toolkit provides algorithms and methods to process 3D point clouds. In includes automatic precise registration (6D simultaneous localization and mapping, 6D SLAM) and other tools, e.g., a fast 3D viewer, plane extraction software, etc.
A 3D puzzle game for PC. A tetris like game. All in OpenGL and C++.
4-Dimensional Cell Simulator (4DiCeS) is a framework on hybrid (stochastic and deterministic) modeling and simulation of (whole) cell environments in 4D. The framework may incorporate any reaction and diffusion algorithms applicable in a 4D grid layout.
Primary goal is to develop 4k-demos, that is, demos that somehow fit into four kilobytes. From time to time, 4k-contests will be initiated to push the project contributors' motivation.
A 3D Space Shooter. Based on the game "Star Fox".
AniDam is a 3D animated Dam.
A4Fighter is a FPS made with paper planes
Cross platform Space-based MMORPG: spaceship construction using basic bricks of structural elements with infinity modularity. Space exploration and trading, factory building, spaceship and weapon creation, development of guilds and politics.
New 32-bit Atari computer clone. Virtual machine running on top of your favorite operating system. Faster than any Atari compatible machine ever made, with better graphics and more memory. That is ARAnyM.
ARGSS is a project which aims to replicate RPG Maker XP and RPG Maker VX players, both RGSS 1.02E and RGSS 2.02E.
ATOM3D.NET is a Realtime 3D Game Engine thats inded to support everything needed to create games. A3D.NET will support Graphics through OpenGL and DirectX, Sound, Network, Physics, GUI and more. A3D.NET is a complete state of art game engine.
AVRCNC is a CNC-Controller based on an ATMega8 and some other (cheap) hardware. Main advantages compared to L297+L298 are: - simpler to build - easier to expand - mega8 controlls motors directly - no time-critical tasks on PC
An RTS engine intended for user-produced rules, AI, and media modules (mods). Thus, sound and flexible design are priorities.
A virtual planetarium for observers of the real sky.
Aciqra is a virtual planetarium and sky mapping program which tracks celestial bodies including planets, deep sky objects and stars to an accuracy of a fraction of a degree for thousands of years into both the future and the past. It includes the 2.5 million stars of the Tycho-2 catalog supplemented by data of 120,000 stars from the Hipparcos catalog, 13,000 deep space objects from the NGC and IC catalogs and a large number of asteroids and comets from the Minor Planet Center. The program is platform-independent and can be made to work on most modern computers that support OpenGL.
Reenactment of the classic Atari 2600 game
Adventure Revisited is my attempt at creating a lightweight but HIGHLY ACCURATE open-source and platform independent version of the classic Atari game Adventure. So what is Adventure Revisited? Is it an emulator? A simulator? A port? This may be the first instance of some sort of bizarre hybrid. As mentioned above, I used a dissassembled and annotated version of the original game's source code as a reference in creating this software. Certain pieces of the code could be considered "emulation" - for example, the player/missile collision detection is, in a way, emulating that particular part of the original hardware. I also kept all the game data in the same format as the original source where practical to ensure the most accuracy possible.
An arcade-style racing game, in the style of the old Rollcage series of games. Fast, gravity-defying cars, fancy weapons, large, mindbending tracks and the inability to stop playing are what we're aiming for.