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Wine 0.9.43

Wine 0.9.43


Wine is an Open Source implementation of the Windows API on top of X and Unix. more>>
Wine is an Open Source implementation of the Windows API on top of X and Unix.
Think of Wine as a compatibility layer for running Windows programs. Wine does not require Microsoft Windows, as it is a completely free alternative implementation of the Windows API consisting of 100% non-Microsoft code, however Wine can optionally use native Windows DLLs if they are available. Wine provides both a development toolkit for porting Windows source code to Unix as well as a program loader, allowing many unmodified Windows programs to run on x86-based Unixes, including Linux, FreeBSD, and Solaris.
Main features:
Binary Compatibility
- Loads Windows 9x/NT/2000/XP, Windows 3.x and DOS programs and libraries
- Win32 compatible memory layout, exception handling, threads and processes
- Designed for POSIX compatible operatings systems (eg. Linux and FreeBSD)
- ``bug-for-bug compatibility with Windows
Graphics
- X11-based graphics allows remote display to any X terminal
- X11, TrueType (.ttf/.ttc) and Windows Bitmap (.fon) Fonts
- DirectX support for games (limited Direct3D support)
- Printing via PostScript driver or legacy native Win16 printer drivers
- Enhanced Metafile (EMF) and Windows Metafile (WMF) driver
- Desktop-in-a-box or mixable windows
- Windows MultiMedia (WinMM) layer support with builtin codecs
Allows Windows program to interface with:
- Sound devices via ALSA, OSS, ARTS, JACK, and libaudio etc
- Multi-lingual keyboards and CJK input method support via XIM
- Modems, serial devices
- Networks (TCP/IP and IPX)
- ASPI Scanners
- Windows Tablets via XInput (eg. Wacom)
Wine API
- Designed for source and binary compatibility with Win32 code
- Win32 API test suite to ensure compatibility
- Compilable on a wide range of C compilers
- Permits mixing of Win32 and POSIX code
- Permits mixing of ELF (.so) and PE (.dll/.exe) binaries in one address space
- Win32 compatible header files
- Automatically generated API documentation
- Resource compiler
- Message compiler
- IDL compiler
- extensive Unicode support
- Internationalization -- Wine supports 16 languages
- Built-in debugger and configurable trace messages
- External memory checker support using Valgrind
- Sample programs
Enhancements:
- Direct3D support on top of WGL instead of GLX for better portability.
- Many DirectSound fixes.
- Still more gdiplus functions.
- Many crypt32 improvements.
- Lots of bug fixes.
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Download (11.5MB)
Added: 2007-08-10 License: LGPL (GNU Lesser General Public License) Price:
521 downloads
G3D 7.00

G3D 7.00


G3D project is a high-performance 3D graphics for games and simulations. more>>
G3D project is a high-performance 3D graphics for games and simulations.
G3D is a C++ library for game developers, researchers, and students. It is a base of robust and high performance code common to most 3D projects.
It is not a stand-alone graphics or game engine, but is a set of pieces to jump start your own engine or graphics project.
The library has two parts: G3D for pure math, and GLG3D for interacting with hardware acceleration via OpenGL.
You can use G3D without GLG3D if you want to use another 3D API (like DirectX) or dont like the OpenGL abstraction.
Enhancements:
- This release contains a hardware accelerated, skinnable OpenGL GUI, a new user manual, a new unified build system for all platforms, zipfile loading, and hundreds of other new features.
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Download (30MB)
Added: 2007-08-09 License: BSD License Price:
814 downloads
DirectX support for Wine 2005-06-13

DirectX support for Wine 2005-06-13


DirectX support for Wine project enables DirectX 9 support for Wine, which is useful for games and 3D graphics. more>>
DirectX support for Wine project enables DirectX 9 support for Wine, which is useful for games and 3D graphics.
DirectX support for Wine is a set of patches against Wine to implement DirectX 9. It allows modern games and 3D applications to run under Wine.
The patches include many experimental and beta features that have not yet made it into the stable Wine source tree.
The aim of the project is to provide full support for DirectX 8 and 9 so that all games and 3D applications will run on Linux or any other platform that Wine supports.
Main features:
- Shared wined3d codebase for Direct3D 8 and 9
- Hardware non-power2 texstures
- Improved compressed texture support
- Many more texture formats supported
- Offscreen texture improvements
- Colour corrections for textures
- A tonne of bug fixes and other improvements from earlier releases
Enhancements:
- Reworked support for non-power2 textures
- Support for Vertex buffer objects
- Support for caching
- Hardware vertex shaders
- Partial tidyup of vertex declarations
- Better support for compressed textures
- Fix for texturing problems in Axis and Allies and Evil Genius
- Fix for model corruption in Pirates
- Movies in Pirates
- A Fix for the lines on the landscape in Axis and Allies
- Crash fixes in fixupvertices with indexes data
- Numerous other performance improvements
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Download (0.004MB)
Added: 2006-11-06 License: LGPL (GNU Lesser General Public License) Price:
1111 downloads
ZIG 2.0.0

ZIG 2.0.0


ZIG is a client-server game networking engine. more>>
ZIG is a client-server game networking engine. The current main version is "2", and it was launched in July, 2007 with ZIG 2.0.0. This software is free and it is licensed under a BSD-like license.
From the standpoint of ZIG, the graphics renderer, the sound engine and the input handler are all extensions you must provide. You will be able to plug your Allegro, SDL, DirectX, OpenGL etc. stuff into ZIG with ease. ZIG is a cross-platform C/C++ library which depends only on HawkNL versions 1.7 beta 1 or later.
Enhancements:
- This release brings about two years of bugfixes and enhancements, plus documentation rewritten from scratch.
- It includes SCTP-like transport of multiple message streams through a single ZIG client-server connection.
- Each stream enforces a message ordering that is independent of other streams.
- The ZIG streams also allow you to control bandwidth use (if you want to) and to mix reliable and unreliable messages on the same stream.
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Added: 2007-07-31 License: BSD License Price:
842 downloads
Graphics3D 6.09

Graphics3D 6.09


Graphics3D is a free, Open Source C++ library for game developers, researchers, and students. more>>
Graphics3D is a free, Open Source C++ library for game developers, researchers, and students. Graphics3D project is a base of robust and high performance code common to most 3D projects.
It is not a standalone graphics or game engine--it is the set of pieces you need to jumpstart your own engine or graphics project. The library has two parts: G3D for pure math, and GLG3D for interacting with hardware acceleration via OpenGL.
You can use G3D without GLG3D if you want to use another 3D API (like DirectX) or dont like the OpenGL abstraction.
G3D does not contain scene graph or GUI routines. Because of this, there is a lot of flexibility to how you structure your programs. The tradeoff is that you have to know more about 3D programming. G3D is intended for users who are already familiar with C++ and DirectX or OpenGL.
G3D does not draw widgets by itself. Several good G3D-compatible GUI libraries exist and we recommend using one with G3D if your project has extensive UI needs.
Enhancements:
- Rendering is now approximately 20% faster for applications using the high-level ArticulatedModel and IFSModel objects.
- A new Half-life-style interactive text console and World of Warcraft-style camera controller enable more sophisticated debugging and interaction.
- Other new features include querying texture dimensions from GLSL shaders, support for Mesa3D software rendering, and high-quality Bayer-to-RGB conversion for video frames.
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Download (13MB)
Added: 2006-05-27 License: BSD License Price:
1248 downloads
Irrlicht Engine 1.3.1

Irrlicht Engine 1.3.1


The Irrlicht Engine is a high performance real-time 3D engine written and usable in C++, and also available for .NET languages. more>>
The Irrlicht Engine is an open source high performance realtime 3D engine written and usable in C++ and also available for .NET languages.
Irrlicht Engine is completely cross-platform, using D3D, OpenGL and its own software renderer, and has all of the state-of-the-art features which can be found in commercial 3d engines.
Weve got a huge active community, and there are lots of projects in development that use the engine.
You can find enhancements for Irrlicht all over the web, like alternative terrain renderers, portal renderers, exporters, world layers, tutorials, editors, language bindings for java, perl, ruby, basic, python, lua, and so on. And best of all: Its completely free.
Main features:
- High performance realtime 3D rendering using Direct3D and OpenGL [more]
- Platform independent. Runs on Windows95, 98, NT, 2000, XP and Linux.[more]
- Huge built-in and extensible material library with vertex and pixel shader support [more].
- Seamless indoor and outdoor mixing through highly customizeable scene mangagment. [more]
- Character animation system with skeletal and morph target animation. [more]
- Particle effects, billboards, light maps, environment mapping, stencil buffer shadows, and lots of other special effects. [more]
- .NET language binding which makes the engine available to all .NET languages like C#, VisualBasic, and Delphi.NET.
- Platform and driver independent fast software renderer included. It features z-buffer, gouraud shading, alpha-blending and transparency, fast 2D drawing.
- Powerful, customizeable and easy to use 2D GUI System with Buttons, Lists, Edit boxes, ..
- 2D drawing functions like alpha blending, color key based blitting, font drawing and mixing 3D with 2D graphics.
- Clean, easy to understand and well documentated API with lots of examples and tutorials.
- Written in pure C++ and totally object orientated.
- Direct import of common mesh file formats: Maya (.obj), 3DStudio (.3ds), COLLADA (.dae), DeleD (.dmf), Milkshape (.ms3d), Quake 3 levels (.bsp), Quake2 models (.md2), Microsoft DirectX (.X)... [more]
- Direct import of Textures: Windows Bitmap (.bmp), Portable Network Graphics (.png), Adobe Photoshop (.psd), JPEG File Interchange Format (.jpg), Truevision Targa (.tga), ZSoft Painbrush (.pcx)... [more]
- Fast and easy collision detection and response.
- Optimized fast 3D math and container template libraries.
- Directly reading from (compressed) archives. (.zip)
- Integrated fast XML parser.
- Unicode support for easy localisation.
- Works with Microsofts VisualStudio6.0?, VisualStudio.NET 7.0-8.0?, Metrowerks Codewarrior, and Bloodshed Dev-C++ with g++3.2-4.0.
- The engine is open source and totally free. You can debug it, fix bugs and even change things you do not like. And you do not have to publish your changes: The engine is licensed under the zlib licence, not the GPL or the LGPL.
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Added: 2007-06-20 License: GPL (GNU General Public License) Price:
864 downloads
K-3D 0.6.7.0

K-3D 0.6.7.0


K-3D is a 3D modeling, animation, and rendering system. more>>
K-3D is the free-as-in-freedom 3D modeling, animation, and rendering system for GNU / Linux, Posix, and Win32 operating systems. K-3D features a robust, object-oriented plugin architecture, designed to scale to the needs of professional artists, and is designed from-the-ground-up to generate motion-picture-quality animation using RenderMan-compliant render engines. We strongly recommend the Aqsis render engine for use with K-3D.
K-3Ds innovative interactive tutorial system will introduce you to basic use of the program. New tutorials can easily be recorded and shared with the rest of the community.
K-3D allows you to create and edit documents in multiple realtime OpenGL solid, shaded, texture-mapped views. You can even model, animate, and interact with animations while they play back for maximum productivity!
Main features:
- Camera: pan/tilt, zoom, dolly, modeling and tripod modes.
- Viewing Modes: Detailed selection of visible features.
- Hide / unhide geometry.
- Powerful scene graph procedual modeling with complete modeling history.
- Selection: Objects, meshes, faces, edges, patched, curves, point groups, point.
- Geometry types: Polygon, NURBS, subdivision, blobby.
- 3D Primitives: Cone, circle, cushion, cylinder, disk, grid, paraboloid, polyhedon, sphere, torus.
- Boolean modeling operations.
- Text: FreeType? support.
- Instantiation: Create duplicates without adding gemometry to the scene.
- Directed Acyclic Graph (DAG) allows arbitrary dataflow - any object property can be connected to any other compatible property.
- Animate any value.
- Unlimited number of animation channels.
- Bezier curve channels.
- Animate modeling operations.
- Textures with 16-bit float bitdepth.
- Procedual RenderMan shaders.
- Full RenderMan Support: Aqsis, Pixie, BMRT, PRman, 3Delight, Render Dot C.
- Extensible support for alternate render engines and models: YafRay.
- Render OpenGL previews to disk.
- Python engine (preferred for new script development).
- K3DScript engine (minimal scripting engine for tutorials / macros).
- JavaScript engine (legacy script engine).
- Support for alternate script engine plugins and environments.
- Basic 2D compositing.
- Bitdepth 16-bit float per channel.
- Geometry Formats: AC3D, ASCII Scene Export, Apple QuickDraw?3D, AutoCad, Ayam, DirectX?, GNU Triangulated Surfaces, Quake II, PDB, RenderMan Interface Bytestream, VRML, Wavefront ... (some of them depend on PLIB installation)
- Image Formats:
- JPEG (all platforms).
- PNG (all platforms).
- TIFF (all platforms).
- OpenEXR (requires optional OpenEXR plugin).
- BMP (requires optional ImageMagick? plugin).
- SUN (requires optional ImageMagick? plugin).
Enhancements:
- This release features major changes to the internal file-handling code to work correctly with files containing non-ASCII characters.
- Due to the sweeping changes needed to make this possible, this version is considered a "development" release, so users are encouraged to use this release for testing and feedback only.
- All users are strongly encouraged to upgrade to the 0.6 series of K-3D for its completely rewritten user interface, many new features, and significantly improved stability over 0.4.
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Added: 2007-01-26 License: GPL (GNU General Public License) Price:
1323 downloads
U-Hexen 0.601

U-Hexen 0.601


U-Hexen is a port of Hexen to Simple Directmedia Layer. more>>
U-Hexen project is a port of Hexen to Simple Directmedia Layer.
U-Hexen is a port of the popular 3D game, Hexen by Raven Software/Id Software, to the Simple Directmedia Layer library.
It uses an SDL mixer for sound and music. Some new menus were added for easier configuration. It works on Linux, FreeBSD, OpenBSD, and Windows.
On FreeBSD, the game can work on the console without X.
Enhancements:
- Fixed palette handling (problems with DirectX).
- Added 24 bpp surface support.
- Fixed save path on Windows.
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Added: 2006-12-12 License: Other/Proprietary License with Source Price:
1059 downloads
Raydium 0.680

Raydium 0.680


Raydium is a small/useless/ugly 3D engine which uses OpenGL. more>>
Raydium is a game engine. It provides a set of functions wich allow quick and flexible games creation.
Functions covers things like player inputs (keyboard, mouse, joystick, joypad, force feedback), rendering (3D objets, OSD (On Screen Display)), time (a game must run at the exact same speed on every computer), sound, ... (theres a lot more things to manage, in fact
The project was started in 2001, trying to become a small 3D library, as a training to OpenGL.
But Raydium starts to manage more and more things (time engine, PHP scripting, physics engine, ...), and is now about to become a full "game engine".
Main features:
- Portability (ANSI C) : Linux / Win32 (and probably some others)
- OpenGL rendering (80 000 vertices per frame at a correct framerate), fog support, dynamic lighting, transparency, skyboxes, MultiTexturing, MipMapping, ...
- Totally simplified API : simple learning curve (example: raydium_object_draw_name("objet.tri"), raydium_sound_load_music("musique.ogg"), ...)
- ODE integration (Open Dynamics Engine) in Raydiums core, providing a simple access to a physics engine (see RayODE)
- Ingame console, allowing access to Raydium or application on the fly.
- PHP Support: PHP/Raydium interface, for a full interaction between PHP and applications. Its possible to write almost all the application with PHP (see RayPHP and RegAPI).
- Integrated network API, for multiplayer games in all simplicity.
- OpenAL support : sound, music (streaming OGG), 3D source positioning) in a few function calls.
- Simplified building scripts and static binaries support for an easy distribution.
- Import/export solutions to other 3D formats: 3DStudio, Blender and DirectX (see ImportExportTri).
- Joysticks and wheels fore feedback support (Linux only, for now).
- Data repositories : Raydium applications can download (or update) missing files. Data uploading is also supported (see R3S).
- Lightmaps support, radiosity lightmaps calculations, with FsRadRay (example : http://ftp.cqfd-corp.org/radiosity_tex.png)
Raydium is free software, available under GPL License.
Raydium is designed to be the engine used behind the MeMak project, but some tests were already created with this engine (see references at the bottom of this page), and a "complete" game: NewSkyDiver.
There are a lot of others 3D/game engines (and some are very complete, such as Ogre, Crystal Space, ...). Raydium does not try to be as complex as these engines, but contrary, is aiming quick and simple developpement. A good example of this simplicity is NewSkyDiver, a game in less than 750 lines of code.
Enhancements:
- This release features Augmented Reality, Live video capture from any video4linux source, video playback to texture, dynamic lightmap filters, Python bindings, remote data repositories listing, full API documentation, and more.
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Added: 2005-09-21 License: GPL (GNU General Public License) Price:
1493 downloads
SDL_sound 1.0.1

SDL_sound 1.0.1


SDL_sound is a library that handles the decoding of several popular sound file formats, such as .WAV and .MP3. more>>
SDL_sound is a library that handles the decoding of several popular sound file formats, such as .WAV and .MP3. It is meant to make the programmers sound playback tasks simpler. The programmer gives SDL_sound a filename, or feeds it data directly from one of many sources, and then reads the decoded waveform data back at her leisure.
If resource constraints are a concern, SDL_sound can process sound data in programmer-specified blocks. Alternately, SDL_sound can decode a whole sound file and hand back a single pointer to the whole waveform. SDL_sound can also handle sample rate, audio format, and channel conversion on-the-fly and behind-the-scenes, if the programmer desires.
As the name implies, SDL_sound is an add-on to Simple Directmedia Layer, and as such, youll need it to build and use SDL_sound. SDL gives us lots of convenience for porting and implementing some elements of the library, not to mention that it is a powerful, cross platform answer to DirectX. You should definitely look into it, whether you use SDL_sound or not.
Places SDL_sound is known to be used:
- The Ambient Music System uses SDL_sound in its player module.
- The popular game glTron uses SDL_sound for sound playback.
- Dominik Haumann wrote in to mention C++ wrappers for SDL_sound, which can be found here.
- MusicBox, a GNUstep music manager, uses SDL_sound to decode various audio formats.
- The SuSE Linux distribution has been know to package SDL_sound (at least version 0.1.5 has been spotted in the wild).
- Gentoo Linux distributes SDL_sound via their "portage" system. Just "emerge sdl-sound".
- FreeBSD has SDL_sound in their Ports tree: herere the details.
- NetBSD Appears to have packaged SDL_sound, too: details.
- Debian has packaged SDL_sound, too: details.
- ROCK Linux has an SDL_sound package: details.
- Probably other places. Email me if you want to be listed here.
What works:
- Support for "decoding" raw audio samples.
- Support for decoding Microsoft WAVE audio files (uncompressed and MS-ADPCM encoded waveforms are supported, currently) (.WAV).
- Support for decoding various MPEG audio files through SMPEG (.MP3, .MPG, .MPEG).
- Support for decoding MPEG-1 Layer 3 audio files internally (makes use of LGPLd code from mpg123.) (.MP3).
- Support for decoding MIDI music files (.MIDI, .MID).
- Support for decoding Ogg Vorbis audio files through libvorbis (.OGG).
- Support for decoding Speex voice files through libspeex (.SPX).
- Support for decoding FLAC audio files through libFLAC (.FLAC, .FLA).
- Support for decoding Creative Labs Voice files (.VOC).
- Support for decoding Audio Interchange File Format files (.AIFF).
- Support for decoding Shorten-compressed audio data (.SHN).
- Support for Suns audio format (.AU).
- Support for decoding through MikMod. (.MOD, .IT, .XM, .S3M, .MTM, .669, .STM, .ULT, .FAR, .MED, .AMF, .DSM, .IMF, .GDM, .STX, .OKT).
- Support for decoding through ModPlug. (.669, .AMF, .AMS, .DBM, .DMF, .DSM, .FAR, .IT, .MDL, .MED, .MOD, .MT2, .MTM, .OKT, .PTM, .PSM, .S3M, .STM, .ULT, .UMX, .XM)
- Experimental support for decoding through Apple Quicktime (MacOS only).
- Compiles/runs on Linux (x86 tested).
- Compiles/runs on Linux (x86-64 tested).
- Compiles/runs on Linux (PowerPC tested).
- Compiles/runs on FreeBSD (x86 tested).
- Compiles/runs on Win32 (x86 tested).
- Compiles/runs on MacOS Classic (PowerPC tested).
- Compiles/runs on MacOS X (PowerPC tested).
- Compiles/runs on BeOS (x86 tested).
- Compiles/runs on WinCE/PocketPC (StrongARM tested).
- May compile and run elsewhere with little to no modification. Success stories and patches are welcome.
What doesnt work:
- Support for more forms of compressed .WAV files is planned, but not yet implemented.
- Support for various forms of compressed .AIFF files is planned, but not yet implemented.
- Contributions of other ports are, of course, welcome.
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Added: 2005-09-16 License: GPL (GNU General Public License) Price:
1504 downloads
AntTweakBar 1.03

AntTweakBar 1.03


AntTweakBar allows programmers to quickly add a light and intuitive graphical user interface into graphic programs. more>>
AntTweakBar allows programmers to quickly add a light and intuitive graphical user interface into graphic programs to interactively tweak them. AntTweakBar is a small and easy to use library that can be readily integrated into OpenGL and DirectX applications.
Program variables can be linked to a graphical control that allows users to modify them. Thus, parameters exposed by programmers can be easily modified. They are displayed into the graphical application through one or more embeded windows called tweak bars.
Design and integration:
The library is designed to minimize programmer work while offering a fast, clean, intuitive and non-invasive graphical interface. For instance, numerical values are automatically mapped to a RotoSlider control for rapid editing.
It is composed of few functions. Common variables like booleans, integers, floats and enums can be directly mapped to a graphic control through pointers or callback functions. Additionnal editing informations like min and max values can be provided. Keyboard shortcuts can also be associated to controls and an help window which summurizes these shortcuts can be displayed. Programmers are not required to design the graphical interface by providing coordinates or by using a visual UI editor. Controls are automatically organized following an optional given hierarchy. In most cases, only one line of code is needed to add a new variable to a tweak bar.
The AntTweakBar library mainly targets graphical programs that need an easy way to tweak parameters and see the result in real-time like 3D demos, light inline game editors, small 3D applications, prototypes, debug facilities of weighter graphical programs, etc.
While the library itself is written in C++, its programming interface is a C interface, and then it can be directly integrated in any C++ or C program.
It has been designed with performance in mind. Embeded in a typical 3D application, its rendering time is almost insignificant. Bars can also be iconified to fully minimize their rendering time.
Enhancements:
- The medium font is antialiased.
- The code now compiles on 64-bit x86 platforms.
- A problem which occurred if the library was initialized or uninitialized more than once was fixed.
- Some other minor fixes were done.
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Added: 2006-10-30 License: zlib/libpng License Price:
1089 downloads
Dave Gnukem 0.56

Dave Gnukem 0.56


Dave Gnukem is a 2D scrolling platform shooter. more>>
Dave Gnukem is a 2D scrolling platform shooter. It is inspired by and similar to Duke Nukem 1, one of my all-time favourite games. It currently runs on Windows, Linux and BeOS.

Although this is by no means a finished game, it is playable. You can walk, jump, shoot baddies, collect stuff, die, teleport, open doors, use lifts, open boxes etc. There is also a level editor.

I started writing this back in 1995 in my first year at university (actually it goes back longer than that, before that there was a pascal/assembly version), and work on it intermittently whenever I get time and inspiration.

It was originally a DOS-based 16 color EGA game; I then converted it to Linux/GGI, then I did a DirectX-based Windows port, and then I converted it to SDL. The code is a bit messy due to its colourful history, Im slowly trying to clean it up.

Let me know if you would like to help with this project; comments, code, graphics, sound and levels are all very welcome.

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Added: 2005-09-23 License: GPL (GNU General Public License) Price:
1495 downloads
GGI 2.2.2

GGI 2.2.2


GGI stands for General Graphics Interface, and it is a project that aims to develop a reliable, stable and fast graphics system. more>>
GGI stands for General Graphics Interface, and it is a project that aims to develop a reliable, stable and fast graphics system that works everywhere. We want to allow any program using GGI to run on any platform, requiring at most a recompile.
Historically, GGI was developed in order to provide a unified interface to manage access to graphics hardware under Linux, to avoid the conflicts and instability arising from the direct access of hardware by competing graphics systems such as X and svgalib.
GGI project is now focussed on developing a set of portable user-space libraries, with an array of different backends or targets (eg. framebuffer, X, quartz, directx).
While GGI no longer aims to manage direct access to graphics hardware, we provide a target to use the interfaces provided by our associated KGI Project[->], which is concerned with providing the necessary kernel level support (protection, virtualization and abstraction) through a fast, secure and portable Kernel Graphics Interface.
Developed in a professional manner, the clean design, stability and scalability of GGI make it excellent in embedded, production and research environments, and it is user-supported with complete source.
The GGI project provides various libraries, of which the two most fundamental are LibGII (for input-handling) and LibGGI (for graphical output). All other packages add features to these core libraries, and so depend on one or both of them; for a more in-depth explanation of package categories, see the longer introduction to GGI.
Enhancements:
- Bootstrapping (aka running autogen.sh) now works with automake 1.10.
- display-lcd823, display-vgl, display-tile, display-quartz, crossblit, and generic blitting operations have been fixed.
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Added: 2007-01-28 License: BSD License Price:
1000 downloads
SPRINT May 24 2003

SPRINT May 24 2003


SPRINT is an emulator of the Peters Plus super-Speccy, the Sprinter. more>>
SPRINT is an emulator of the Peters Plus super-Speccy, the Sprinter. SPRINT is using Fuses Z80 core for its CPU emulation.

We emulate OS Estex as interface to real OS of emulator. We dont emulate SPECTRUM mode yet, but its possible in the future. We developed this project in C++ for using object-oriented technique and portability.

Default video mode is 640x480 with 256 colors. If you have any problems with this mode, edit SPRINT.INI file. Now you may use windowed mode for SDL version of SPRINT. Developed for WIN9X (SDL+DirectX), MS-DOS (DOS4GW), LINUX (svgalib) and LINUX (SDL+X11).

SUPPORTED FUNCTIONS:

At present, a number of supported functions is not too big, namely:

Accelerator: all

Bios (RST #08):

#81,#82,#83,#84,#85,#86,#87,#88,#89,#8A,#8B,#8C,#8D,#8E,
#A1,#A4,#C0,#C1,#C2,#C3,#C4,#C5,#C6,#C7,#EF

Estex (RST #10):

#01,#02,#0A,#0B,
#11,#12,#13,#14,#15,#19,#1A,#1D,#1E,#21,
#30,#31,#32,#33,#35,#37,#38,#39,#3A,#3B,#3C,#3D,#3E,
#40,#41,
#50,#51,#52,#53,#54,#55,#56,#57,#58,#59,#5A,#5B,#5C
else jump to real SYSTEM.DOS

Mouse (RST #30):

#00,#03

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Added: 2006-09-26 License: GPL (GNU General Public License) Price:
1125 downloads
Crazy Eddies GUI System 0.5.0 RC2

Crazy Eddies GUI System 0.5.0 RC2


Crazy Eddies GUI System is a free library providing windowing and widgets for graphics APIs / engines. more>>
Crazy Eddies GUI System is a free library providing windowing and widgets for graphics APIs / engines where such functionality is not natively available, or severly lacking.
The library is object orientated, written in C++, and aimed at game developers.
Enhancements:
- Added: single colour support to PropertyHelper::stringToColourRect
- Added: missing support to Irrlicht renderer for creating a texture with a given size.
- Added: Updates to renderers for D3D8.1 and D3D9 to report correct values for original size and actual texture size. (Related to Mantis ticket #45).
- Added: Support for using user defined image codec by name (using dso) or directly throught a pointer to an existing image codec.
- Added: Long property export (allows for properties containing multiple lines).
- Added: Helper methods to Window to return EventSet::Iterator and PropertySet::Iterator objects.
- Added: Reworked TabControl by zap. Mantis #82.
- Added: TabControlDemo sample. Mantis #82.
- Added: Danish language in the FontDemo sample.
- Added: Output of summary of configure results (for configure based builds)
- Added: Texture extra size information to CEGUI::Texture in order to be able to handle scaled/stretched textures within Imageset.
- Added: Texture Scaling support in IrrlichRenderer
- Removed: Empty source file CEGUIVector.cpp
- Removed: TabPane files.
- Modified: Behaviour of Editbox so that EventCharacterKey events are only marked as handled if the key press actually resulted in a change to the Editbox text string. (Related to Mantis #59)
- Modified: Replaced all getWindow with get
- Modified: Replaced all setWindow with set
- Modified: EventSet::EventIterator now known as EventSet::Iterator
- Modified: PropertySet::PropertyIterator now known as PropertySet::Iterator
- Modified: ImageCodec modules are now DynamicModule
- Modified: Falagard PropertyDim now supports a type attribute for UDim properties. Mantis #82.
- Modified: Improved TabControl imagery. Mantis #82.
- Modified: autotools makefiles now symlink the sample binaries (to avoid having to do make install). Mantis #82.
- Modified: PropertyHelper now uses snprintf instead of std::ostringstream again. Mantis #82.
- Modified: Removed static Makefile for tolua++cegui generator tool and switched to autotools style build, with enable/disable configure option, for tolua++cegui generator tool
- Modified: Moved tolua++ into its own dir, removed lua_and_tolua++
- Modified: Externalised our use of the Lua library
- Modified: premake updates
- Modified: Updated AUTHORS file.
- Modified: Remove exec file attribute on Falagard.xsd
- Modified: XMLRefSchema/Font.xsd for font rewrite
- Modified: LuaScriptModule public headers no longer need include lua.h included.
- Modified: Made a bunch of warnings go away in MSVC in the new font code.
- Modified: Deleted the remaining old msvc project files.
- Bug Fix: Clean the XMLSerialization code: remove empty autowindow
- Bug Fix: Added missing glDisable(GL_FOG); in gl renderer
- Bug Fix: Irrlicht and D3D8.1 renderer modules would keep live pointers to Texture objects that failed to fully initialise (file or size errors for example) Mantis #43.
- Bug Fix: Disable texture stages we do not use in Direct3D renderers. (Mantis #95)
- Bug Fix: Mouse cursor z value. Mantis #49
- Bug Fix: Imagset XML attribute for image file name is Imagefile and not Filename.
- Bug Fix: normal attributes use true, only properties sometimes use True.
- Bug Fix: Global default resource group was not being used by DefaultResourceProvider.
- Bug Fix: XML output from CEGUI::Image class.
- Bug Fix: Imageset scaling issue when renderer automatically scales the image #45 (this is currently a partial fix)
- Bug Fix: IrrlichtRenderer - Mouse event error. Mantis #98.
- Bug Fix: IrrlichtRenderer - size error in addQuad. Mantis #99.
- Bug Fix: IrrlichtRenderer - Sample driver had linker lib name wrong for renderer module. Mantis #100.
- Bug Fix: TinyXMLParser bug. Mantis Tracker #57
- Bug Fix: a bug in the openglrenderer cleanup related to image codec.
- Bug Fix: Install renderer module includes at the same place as in Win32 (linux / mac autotools)
- Bug Fix: OpenGL sample driver did not inject middle mouse up (injected it as down). Mantis #82.
- Bug Fix: Corrected some mistakes in the Falagard Lua bindings
- Bug Fix: Apparently in some cases OpenGLRenderer needs NOMINMAX in Win32 (Mantis #63)
- Bug Fix: FreeTypeFont did not free the font data properly, also fixes a potential infinite loop in FreeTypeFont (Mantis #60)
- Bug Fix: FairChar font texture was not power of 2 (Mantis #64)
- Bug Fix: SliderThumb incorrectly mapped in some schemes (mantis #88)
- Bug Fix: Updated Irrlicht renderer to work with 0.5.0 codebase.
- Bug Fix: some missing data
- Bug Fix: DirectX 8.1 sample driver
- Bug Fix: some missing files in the make dist command (Mantis #89)
- Bug Fix: Change the name of an enumeration value in schema Font.xsd.
- Bug Fix: Memory leak in Font.
- Bug Fix: Lua bindings was missing ImagesetManager::createImagesetFromImageFile + some missing tolua_throws modifiers
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