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TORCS, The Open Racing Car Simulator is a highly portable multi platform car racing simulation. It is used as ordinary car racing game, as AI racing game and as research platform. It runs on Linux (x86, AMD64, ARM and PPC), FreeBSD, OpenSolaris and Windows.
Vamos is an automotive simulation framework with an emphasis on thorough physical modeling and good C++ design. Vamos includes a real-time, first-person, 3D driving application.
Quan is designed to model physical quantities in C++
programs. Advantages include automated dimensional analysis checking,
automatic unit conversions, self documentation of code.
GWIC (Gynoid World Interactive Constructor) is a sandbox environment where you can freely create, edit and play with complex worlds contains almost unlimited terrain space, static, dynamic and physics objects, and unlimited count of actors, like a script-driven physical gynoid models. Or anything you can imagine!
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...It is working on winXP but it could also be easily adapted to linux
due to the fact that it use compatible library.
This game integrate :
- (no external) Physical engine.
- Terrain with 3D texture.
- ...
Step is an interactive physical simulation program for education. StepCore is a physical simulation library on which Step is based. Please refer to http://edu.kde.org/step for more details.
MultiBrain is an experimental object oriented 3D graphic engine based on OpenGL.
It is focuses on rendering technics and physical simulation, so it was created to be an environment simulator rather then a gaming framework.
G3C provides the main features for 3D-game developers: 3D rendering engine based on openGL, collision detection, physical rules, p2p network... A game-sample will be avaible, binding a wargame, a flight simulator, a first person shooter, a MMOG...
"Krezie Kugel" is a physical marble simulation game.
Planned features are: full OpenGL gameplay, multiplayer(network)action,
easy to use level editor and of course a neat looking game :)
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A C++ library which implements the physical modeling framework described in the book 'Physically-Based Modeling for Computer Graphics' by Ronen Barzel. It includes low-level and high-level classes for computing motion of physical bodies, and some demos.