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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
<<lessDirectX 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
Download (0.004MB)
Added: 2006-11-06 License: LGPL (GNU Lesser General Public License) Price:
1111 downloads
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.
<<lessIrrlicht 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.
Download (16.4MB)
Added: 2007-06-20 License: GPL (GNU General Public License) Price:
864 downloads
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.
<<lessThink 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.
Download (11.5MB)
Added: 2007-08-10 License: LGPL (GNU Lesser General Public License) Price:
521 downloads
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.
<<lessU-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.
Download (0.40MB)
Added: 2006-12-12 License: Other/Proprietary License with Source Price:
1059 downloads
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.
<<lessFunctions 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.
Download (0.17MB)
Added: 2005-09-21 License: GPL (GNU General Public License) Price:
1493 downloads
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
<<lessThe 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
Download (2.0MB)
Added: 2006-08-18 License: LGPL (GNU Lesser General Public License) Price:
1163 downloads
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.
<<lessIt 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.
Download (13MB)
Added: 2006-05-27 License: BSD License Price:
1248 downloads
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.
<<lessAlthough 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.
Download (2.5MB)
Added: 2005-09-23 License: GPL (GNU General Public License) Price:
1495 downloads
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
<<lessWe 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
Download (0.54MB)
Added: 2006-09-26 License: GPL (GNU General Public License) Price:
1125 downloads
Quick and Dirty Game Development Framework 0.9.1
qdgdf (Quick and Dirty Game Development Framework) is a set of libraries designed to allow fast development of games. more>>
QDGDF stands for Quick and Dirty Game Development Framework, and its a set of libraries designed to allow fast development of games under a variety of systems. Quick and Dirty Game Development Frameworks main goal is to show a platform-independent, consistent interface to UNIX/Linux and MS Windows.
Supported video systems:
- X11 Window System.
- MS Windows DirectX (DirectDraw).
- DJGPP.
- Linux SVGALIB.
Supported audio systems:
- Linux OSS.
- MS Windows DirectX (DirectSound).
- ESD (Enlightened Sound Daemon).
Enhancements:
- This release includes the following new functions: qdgdfv_load_pcx_pal(), which loads a 256 color PCX file and rearranges it to match the current palette; qdgdfv_load_pcx_pal_set(), which loads a 256 color PCX file and sets its palette as the active one; qdgdfv_home_dir() and qdgdfa_home_dir(), which return a path where a game can create a directory or write data; and qdgdfv_app_dir() and qdgdfa_app_dir(), which return a path where a game can look for its application data.
<<lessSupported video systems:
- X11 Window System.
- MS Windows DirectX (DirectDraw).
- DJGPP.
- Linux SVGALIB.
Supported audio systems:
- Linux OSS.
- MS Windows DirectX (DirectSound).
- ESD (Enlightened Sound Daemon).
Enhancements:
- This release includes the following new functions: qdgdfv_load_pcx_pal(), which loads a 256 color PCX file and rearranges it to match the current palette; qdgdfv_load_pcx_pal_set(), which loads a 256 color PCX file and sets its palette as the active one; qdgdfv_home_dir() and qdgdfa_home_dir(), which return a path where a game can create a directory or write data; and qdgdfv_app_dir() and qdgdfa_app_dir(), which return a path where a game can look for its application data.
Download (0.08MB)
Added: 2006-07-09 License: GPL (GNU General Public License) Price:
1202 downloads
DOOM 3 1.3.1.1304 Patch
DOOM 3 is a sci-fi horror masterpiece, DOOM 3 is like nothing you have experienced. more>>
DOOM 3 is a sci-fi horror masterpiece, DOOM 3 is like nothing you have experienced.
id Software has released a new patch for its FPS DOOM 3. This update brings your retail game to v1.3.1 and adds various fixes and improvements, Vista compatibility, and bringing back cross-platform multiplayer compatibility with the Mac.
Minimum System Requierments:
3D Hardware Accelerator Card Required - 100% DirectX 9.0b compatible 64MB Hardware Accelerated video card and the lateset drivers*.
English verision of Microsoft Windows 2000/XP
Pentium IV 1.5 GHz or Athlon XP 1500+ processoror higher
384MB RAM
8x Speed CD-ROM drive (1200KB/sec sustained transfer rate) and latest drivers
2.2GB of uncompressed free hard disk space (plus 400MB for Windows swap file)
100% DirectX 9.0b compatible 16-bit sound card and the latest drivers
100% Windows compatible mouse, keyboard, and latest drivers
DirectX 9.0b (included)
Multiplayer Requierments:
Internet (TCP/IP) and LAN (TCP/IP) play supported.
Internet play requires broadband connection and latest drivers
LAN play requires network interface card and latest drivers
Enhancements:
- Tested and improved Vista compatibility
- Fix a potential crash in physics
- Fix an issue with pak downloaded being immediately appended without filesystem restart
- Fixes to DNS lookup, reduced the stalls
- Updated the code to gcc 4.0 compliance, for Mac OSX universal binaries and GNU/Linux x86 binaries
- Threading implementation for Mac and Linux is more compliant with the Win32 behaviours
- Fix Alsa sound backend (Linux)
- Fixes to tty code (Linux)
<<lessid Software has released a new patch for its FPS DOOM 3. This update brings your retail game to v1.3.1 and adds various fixes and improvements, Vista compatibility, and bringing back cross-platform multiplayer compatibility with the Mac.
Minimum System Requierments:
3D Hardware Accelerator Card Required - 100% DirectX 9.0b compatible 64MB Hardware Accelerated video card and the lateset drivers*.
English verision of Microsoft Windows 2000/XP
Pentium IV 1.5 GHz or Athlon XP 1500+ processoror higher
384MB RAM
8x Speed CD-ROM drive (1200KB/sec sustained transfer rate) and latest drivers
2.2GB of uncompressed free hard disk space (plus 400MB for Windows swap file)
100% DirectX 9.0b compatible 16-bit sound card and the latest drivers
100% Windows compatible mouse, keyboard, and latest drivers
DirectX 9.0b (included)
Multiplayer Requierments:
Internet (TCP/IP) and LAN (TCP/IP) play supported.
Internet play requires broadband connection and latest drivers
LAN play requires network interface card and latest drivers
Enhancements:
- Tested and improved Vista compatibility
- Fix a potential crash in physics
- Fix an issue with pak downloaded being immediately appended without filesystem restart
- Fixes to DNS lookup, reduced the stalls
- Updated the code to gcc 4.0 compliance, for Mac OSX universal binaries and GNU/Linux x86 binaries
- Threading implementation for Mac and Linux is more compliant with the Win32 behaviours
- Fix Alsa sound backend (Linux)
- Fixes to tty code (Linux)
Download (20.2MB)
Added: 2007-02-04 License: Freeware Price:
1642 downloads
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.
<<lessG3D 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.
Download (30MB)
Added: 2007-08-09 License: BSD License Price:
814 downloads
Freejtv Photo Album & Ajax Slideshow Template 2.06
Freejtv Photo Album & Ajax Slideshow Template is a cross-browser/platform HTML template page for slideshows. more>>
Freejtv Photo Album & Ajax Slideshow Template is a cross-browser/platform HTML template page for slideshows and Web photo albums/galleries or jukeboxes. The project supports more than 30 DirectX transitions in the IE browser and fade in/out effects in Firefox or Safari.
Other features include full screen mode, background music, and pause/resume. Configuration is easy, and does not require changing the code. After thumbnailing and tailoring your photos, you can edit a standalone jtv.xml configuration file.
Main features:
- XML configuration. You do not need any heavy weight GUI applications to make music photo presentation. A text editor such as vi can do all the work. Editing a music photo presentation in an xml file now is as easy as editing a standard html file.
- No installation ( no heavy weight slideshow or photo software required)
- Free: the FreeJTV Ajax slideshow template is a freeware that could be modified for your own need (redistribution as part of software or template is not permitted).
- The slideshows are cross browser(tuned for IE, Firefox and Safari)
- The slideshows are cross platform(based on javascript or java applet)
- Lyric support ( for karakoe)
- Easy photo sharing (the created albums and slideshows can be uploaded to any web sites and viewed by IE, Firefox and Safari)
- > 40 transition effects
- 24 photo effects (in effect slideshow applet)
Enhancements:
- The documentation was revised, and more configuration samples are provided.
- The Pause/Resume function can be disabled.
- Annotation text can be displayed in a slideshow applet.
- More XML options for collage configuration are provided.
<<lessOther features include full screen mode, background music, and pause/resume. Configuration is easy, and does not require changing the code. After thumbnailing and tailoring your photos, you can edit a standalone jtv.xml configuration file.
Main features:
- XML configuration. You do not need any heavy weight GUI applications to make music photo presentation. A text editor such as vi can do all the work. Editing a music photo presentation in an xml file now is as easy as editing a standard html file.
- No installation ( no heavy weight slideshow or photo software required)
- Free: the FreeJTV Ajax slideshow template is a freeware that could be modified for your own need (redistribution as part of software or template is not permitted).
- The slideshows are cross browser(tuned for IE, Firefox and Safari)
- The slideshows are cross platform(based on javascript or java applet)
- Lyric support ( for karakoe)
- Easy photo sharing (the created albums and slideshows can be uploaded to any web sites and viewed by IE, Firefox and Safari)
- > 40 transition effects
- 24 photo effects (in effect slideshow applet)
Enhancements:
- The documentation was revised, and more configuration samples are provided.
- The Pause/Resume function can be disabled.
- Annotation text can be displayed in a slideshow applet.
- More XML options for collage configuration are provided.
Download (0.52MB)
Added: 2007-08-15 License: Free for non-commercial use Price:
846 downloads
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.
<<lessFrom 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.
Download (0.30MB)
Added: 2007-07-31 License: BSD License Price:
842 downloads
Boycott Adv./SDL 0.2.8 R1
Boycott Advance is a SDL based Gameboy Advance Emulator. more>>
Boycott Advance is a SDL based Gameboy Advance Emulator.
Boycott Advance/SDL is based on the BA core, with one essential difference: it uses the Simple Direct Media Library rather than the DirectX libraries. Consequently, it can be used on many different platforms, while still using the excellent BA core.
Unlike the original BA, BA/SDL doesnt have any GUI(except for the BeOS version), though for those who dislike commandline programs there are several frontends available (see download section).
Enhancements:
- Completely insync with BoyCott Advance v0.2.8;
- Incorperated the new sdlemu library;
- BoyCott Advance sdl-core is completely rewritten for use of the new sdlemu library;
- Many bugfixes and code enhancements (somewhat speedier);
- Many filter options to a total of 19(!) different SDL filters;
- Optimized OpenGL and SDL rendering options;
- And many changes which are infact to many to note!;
<<lessBoycott Advance/SDL is based on the BA core, with one essential difference: it uses the Simple Direct Media Library rather than the DirectX libraries. Consequently, it can be used on many different platforms, while still using the excellent BA core.
Unlike the original BA, BA/SDL doesnt have any GUI(except for the BeOS version), though for those who dislike commandline programs there are several frontends available (see download section).
Enhancements:
- Completely insync with BoyCott Advance v0.2.8;
- Incorperated the new sdlemu library;
- BoyCott Advance sdl-core is completely rewritten for use of the new sdlemu library;
- Many bugfixes and code enhancements (somewhat speedier);
- Many filter options to a total of 19(!) different SDL filters;
- Optimized OpenGL and SDL rendering options;
- And many changes which are infact to many to note!;
Download (0.44MB)
Added: 2005-07-22 License: GPL (GNU General Public License) Price:
1562 downloads
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