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libglfps 0.1

libglfps 0.1


libglfps project is a library that adds an FPS display to any OpenGL application. more>>
libglfps project is a library that adds an FPS display to any OpenGL application.

It adds a framerate display to OpenGL apps that dont have one built in, through the magic of LD_PRELOAD.

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Added: 2006-11-27 License: GPL (GNU General Public License) Price:
1062 downloads
SDL::App::FPS 0.21

SDL::App::FPS 0.21


SDL::App::FPS is a framework for event-driven SDL games/applications. more>>
SDL::App::FPS is a framework for event-driven SDL games/applications.

SYNOPSIS

Subclass SDL::App::FPS and override some methods:
package SDL::App::MyFPS;
use strict;
use SDL::App::FPS;
use SDL;

use base qw/SDL::App::FPS/;

# override the method draw_frame with something to draw
sub draw_frame
{
my ($self,$current_time,$lastframe_time,$current_fps) = @_;

...
}

# override post_init_handler and add some event handlers
sub post_init_handler
{
my ($self} = shift;

my $self->add_event_handler(SDL_KEYDOWN, SDLK_q, sub
{
my $self = shift; $self->quit();
} );
# or easier for often-used events (note quoted SDLK_f!)
$self->watch_event( fullscreen => SDLK_f, pause => p,
quit => SDLK_q,
);
# You can also specify the key/mousebutton bindings for these events
# in the config file like "bind_event_fullscreen = f"
}

Then write a small script using SDL::App::MyFPS like this:

#!/usr/bin/perl -w

use strict;
use SDL::App::MyFPS;

# fill in here default options if you like
my $options = { };

# create a new application including window
# automatically uses a config file or the command line:
my $app = SDL::App::MyFPS->new( $options );

# run the application, will exit when done
$app->main_loop();

Thats all!

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Added: 2006-09-29 License: Perl Artistic License Price:
1126 downloads
FakeNES 0.5.7

FakeNES 0.5.7


FakeNES is a portable Open Source NES emulator. more>>
FakeNES project is a portable, Open Source NES emulator which is written mostly in pure C, while using the Allegro library for multi-platform capabilities.
Currently supported systems are Windows 9x/2000/Me/XP, 32-bit DOS, Linux, FreeBSD, QNX, BeOS, and Mac OS X. However, it should run on any system that Allegro supports. This includes, but is not limited to: any version of Windows released after 1995, any 32-bit DOS compatible, and many POSIX compliant systems and UNIX clones such as Linux, FreeBSD, QNX, BeOS, and Mac OS X.
Configuration
FakeNES uses a standard configuration system similar to that used by many DOS, Windows, and UNIX applications.
Each item in the configuration file that is not surrounded by square brackets ([ and ]) defines an element or key.
The equal sign (=) is used to assign a value to that element.
Items which are surrounded by brackets are called headers. Headers define a section or group of related elements.
Comments are delimeted by the pound (#) sign and are ignored by the configuration file parser.
At this time, command-line options are not supported. However, you may supply the name of an NES ROM file that you would like to load on the command-line instead of loading it from the GUI.
Input engine
Currently, FakeNES supports two different keyboard layouts on a single keyboard, and up to two (2) joystick-like devices such as joypads. Each device may be assigned to any player, you can even assign a single device to multiple players.
All configuration of the controls is done in the configuration file, under the [input] header. You can assign a specific device to each player by modifying the player_#_device elements (replace # with the associated player number).
The following values are permitted:
0: No input (disables all input for this player).
1: Keyboard layout #1
2: Keyboard layout #2
There are two (2) configurable keyboard layouts which are present on the same keyboard, and may define overlapping keys without conflicts. Modifying the key1_scancodes and key2_scancodes elements allow you to customize the key mappings for each layout.
Note that due to portability reasons, FakeNES does not accept standard IBM scancodes. Instead, you need to supply a sequence of 8 integer scancodes as defined by the Allegro multimedia library.
The order in which the scancodes are applied is very important, and corresponds to the associated NES standard controller buttons: A, B, Select, Start, Up, Down, Left, and Right. If a complete sequence of 8 scancodes cannot be found, then the defaults will be used.
For layout #1, they are X, Z, Tab, and Enter, respectively, combined with the arrow keys for directional control.
3: Joystick device #1
4: Joystick device #2
Core timing
FakeNES contains an automatic speed throttling system. By modifying the frame_skip_min and frame_skip_max elements under the [timing] header in the configuration file, you can toggle speed cap and set the parameters for frame skipping.
Frame skipping is a technique that allows the emulation to run much faster, at the cost of fewer frames-per-second (FPS) being rendered, which results in more latent or choppy gameplay.
Speed capping effectively limits the maximum amount of FPS to be rendered to match that of the NES itself, which keeps the emulation from running too fast on fast processors or when frame skipping is being used.
frame_skip_min defines the least amount of frames to be skipped, setting it to zero (0) effectively disables minimum frame skipping and enables the speed capping mechanism.
frame_skip_max defines the highest allowable amount of frames to be skipped. FakeNES will never skip more frames than is defined by this element, even if full speed is not obtained.
Setting frame_skip_min and frame_skip_max to equal values effectively sets a fixed amount of frames to be skipped.
If the speed cap is enabled, you can use the fast forward key to surpass the speed cap and skip frame_skip_max frames as long as the key is being held down. By default, the fast forward key is defined as the tilde key above the Tab key on most keyboards.
The machine_type element allows you to select which standard is to be used by the speed throttling system and sound/graphics engines. Set it to zero (0) for NTSC or one (1) for PAL. There are not many PAL NES games, and many of them should run fine in NTSC mode. Only modify this element if you have problems.
Enhancements:
- AUDIO: Fixed all while() loops in the APU to never be truely infinite (thus preventing hard lock-ups), removed a previous hack that was added to get around such a thing.
- AUDIO: Implemented a new ExSound API.
- AUDIO: Added full save state support to VRC6 Sound and MMC5 Sound.
- AUDIO: Rreduced default audio buffer length from 6 to 4 frames to reduce latency.
- AUDIO: Added in mixing of MMC5s digital audio channel (untested).
- CODE: Moved a bunch of code out of gui.c and into the GUI header files.
- CODE: Various code edits.
- DOCS: Updated docs.
- GUI: Added a GUI menu to configure the audio buffer length.
- GUI: Added a GUI menu to configure video buffer size.
- GUI: Enabled double buffered GUI while in OpenGL mode.
- GUI: Added custom drawing code for the sl_radiobox object.
- GUI: Cleaned up the Help->About dialog and added loomsoft under Special thanks to.
- GUI: Added more splitters to the Audio and Video menus to better group submenus.
- GUI: Added a Close button to the Help->Shortcuts dialog.
- GUI: Hide some menus when their respective features arent available for whatever reason.
- GUI: Made sl_frame object behave properly in a double buffered environment.
- GUI: Removed extended video resolutions, since if anyone wants to actually use any of the obscure things, they can set them manually via the configuration file.
- INPUT: Overhauled input system and input configuration system.
- MISC: Fixed a cosmetic bug where the enabled flag of CPU patches were written to the *.fpt file with the value of 2 instead of 1 when enabled.
- VIDEO: Added (buggy) OpenGL support.
- VIDEO: Added support for a screen buffer smaller or larger than the actual screen (it will be scaled to fit).
- VIDEO: Set all bitmaps to NULL after destroying them in video_exit(), fixes various problems.
- VIDEO: Improved the operation of video_blit().
- VIDEO: Improved efficiency of HQ4X slightly by removing extra assertions.
- VIDEO: Added size checking to the Normal and Stretched blitters.
- VIDEO: Changed blitter error message.
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Added: 2006-04-17 License: The Clarified Artistic License Price:
1291 downloads
WESTBANG

WESTBANG


WESTBANG is a western FPS style game for Linux. more>>
WESTBANG is a western FPS style game for Linux.

Comics

Files: DATA/COMIX/*.CMX

Comics are simple animations with given images made by a script file.
Comics are used for intro and outro animation and for interlevel shots.
There are these reserved comics:

intro.cmx played after the start of the program
gameover.cmx played, when a player loose his last life
goodbye.cmx played after the quit

You can modify these files as you wish, but you have to keep these names,
because they are called directly from the program. Other comics, their
names or number, is random.

Any of the *.cmx file can contain these commands:

delay < ticks >

Specifies the time the computer will wait before he does the next
command.

image < index > < name >

Image loads the specified bitmap and gives it an index number. In the
< name > can be just the name of the bitmap (the *.bmp file) or the path
and the name. The path starts in ../WESTBANG/DATA/COMIX, so all your
bitmaps and dirs have to be in the COMIX directory.

Note: The color 255,0,255 is transparent.

destroy < index >

Removes the image from the memory. Dont forget to destroy images,
or you can glut the memory.

virtual < v_index > < index > < pos_X > < pos_Y > < width > < height >

Virtual is the quad shaped object taken out of the image you can work
with by the commands of the comics. You can define more than one virtual
in one image.
< v_index > is the index given to the new virtual.
< index > is the index of the source bitmap.
< pox_X > < pos_Y > are the coords of the upper left corner of the virtual
in the image.
< width > < height > set the size of the virtual.

anime < v_inde x> < frames > < delay >

Makes the specified virtual the animated one. < Frames > is the number of
the frames and < delay > sets the pause between the two frames (speed of
animation).
Animated virtuals are made of bitmaps with all the frames placed in the
row. So the height of the bitmap is the same as the frames height and
width equals to times width of the frame.

anime_type < v_index > < type >

Sets the type of the animation of the specified virtual.
1: from first to last (1->2->3->...)
2: zig zag (1->2->3->2->1->...)
3: random

Example: These three commands make a short animated virtual.
virtual 3 1 0 0 10 10 //defines the first frame (size 10x10)
//taken from the image 1 (size 40x10)
anime 3 4 18 //makes 4-frames animation
anime_type 3 1 //sets the type of the animation to normal

setxy < v_index > < x > < y >

Puts the specified virtual on the given coords.

vis_on < v_index >

Shows the specified virtual. New created virtuals are hiden. You have to
use vis_on, if you want to see them on the screen.

vis_off < v_index >

Hides the specified virtual.

move < v_index > < tx > < ty > < sx > < sy > < tempo >

Sets the virtual as "the moving" one. Moving virtual goes automaticaly
from actual coords to target coords < tx >,< ty >. The speed of the motion
can be controled by the length of the single step (< sx >: step along the
x-axis, < sy >: step along the y-axis in pixels), or by the < tempo > - the
delay between the two steps.

resize < v_index> < sw> < sh> < speed_x> < speed_y>

Sets the virtual as "the resizing" one. < Sw> and < sh> are starting
height and witdth. Resizing can go by the very small steps, thats why
you have to set sw=100000 and sh=100000 if you want the starting size
of the virtual to be 100% x 100%.

sound < index> < name>

This is the same as the image command for the bitmaps.

play_sound < index> < volume> < panning>

Plays the sound once.

repeat_sound < index> < volume> < panning>

Repeats the sound, until you stop it by the command:

stop_sound < index>

destroy_sound < index>

Removes the sound from the memory.

pause

Waits for input. The script wont continue, until the user presses any key.

include < file_name>

Plays the < file_name> comics file. You can make the hierarchy in the files by this command. Its usefull for the good control of the long comics to create one "main" cmx file, that calls the single scenes as you can see in the "intro.cmx".

If you want to learn more, how to create the script look in our *.cmx files. Note: Max number of images is 50. Max number of virtuals is 50. Max number of samples is 20.
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Added: 2005-11-30 License: Freeware Price:
1423 downloads
TUER Alpha

TUER Alpha


TUER is a 3D FPS written in JAVA + JOGL + JOGG. more>>
TUER is a 3D FPS written in JAVA + JOGL + JOGG.

TUER is a very small first player shooter. You can shoot robots in a museum with your rocket launcher. It uses a kind of dynamic lighting. You can also perform screenshots and snapshots.

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Added: 2007-08-23 License: Freeware Price:
487 downloads
MP3SPI for Linux 1.9.4

MP3SPI for Linux 1.9.4


MP3SPI is a Java Service Provider Interface that adds MP3 more>> MP3SPI is a Java Service Provider Interface that adds MP3 (MPEG 1/2/2.5 Layer 1/2/3) audio format support for Java Platform. It supports streaming, ID3v2 frames, Equalizer, .... It is based on JLayer and Tritonus Java libraries.
MP3 support (MPEG 1/2/2.5 Layer 1/2/3). VBR support, ID3v2 frames support.Skip support.Equalizer support.This release targets J2SE 1.3 and 1.4 but it provides audio properties that will be available in J2SE 1.5 :
MpegAudioFormat (bitrate, vbr).
MpegAudioFileFormat (duration, title, author, album, date, copyright, comments).It also provides custom properties :
MpegAudioFileFormat (mp3.version.mpeg, mp3.version.layer, mp3.framerate.fps, mp3.id3tagv2, ...).
DecodedMpegAudioInputStream (mp3.frame.bitrate, mp3.equalizer, ...) jUnit tests included.CPU usage : ~12% under PIII 1Ghz/Win2K+J2SE 1.4.1
FootPrint : ~10MB under WinNT4/Win2K + J2SE 1.4.1
RIFF/MP3 header support added.
FLAC and MAC headers denied.
Skip bug fixed for 320kbps files.
ID3v2.x support improved :
size computation bug fixed.
"mp3.id3tag.publisher" (TPUB/TPB) added.
"mp3.id3tag.orchestra" (TPE2/TP2) added.
"mp3.id3tag.length" (TLEN/TLE) added.
Mark limit increased.
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Added: 2009-04-04 License: Freeware Price: Free
202 downloads
etvis 0.03

etvis 0.03


etvis is a demo viewer/commenter for Wolfenstein: Enemy Territory FPS game. more>>
etvis is a demo viewer/commenter for Wolfenstein: Enemy Territory FPS game.
Demos recorded with ET can be sorted, renamed, deleted, and viewed. Comments can be stored for each demo individually.
Comments will remain no matter if a demo-file gets renamed by etvis or by another application.
For now you have to edit some things by hand before compiling, this will be changed in a later release:
Edit src/main.h EXECPARAMS for options to give to ET
src/main.c line 174 for the dir that is filled with your demos
src/main.c line 184 for your ET executable
Usage:
double-click on the filename to rename it
delete-key to delete the selected demo files
double-click views the selected demo in ET
Enhancements:
- A demo file can now be given as a command line parameter to omit the GUI, which is nice for associating etvis with .dm_84 files in your favorite file manager.
- In addition, basic gettext functionality was added.
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Added: 2006-05-05 License: GPL (GNU General Public License) Price:
1267 downloads
Video::Info::MPEG 0.993

Video::Info::MPEG 0.993


Video::Info::MPEG is a basic MPEG bitstream attribute parser. more>>
Video::Info::MPEG is a basic MPEG bitstream attribute parser.

SYNOPSIS

use strict;
use Video::Info::MPEG;

my $video = Video::Info::MPEG->new( -file => $filename );
$video->probe();

print $file->type; ## MPEG

## Audio information
print $file->acodec; ## MPEG Layer 1/2
print $file->acodecraw; ## 80
print $file->achans; ## 1
print $file->arate; ## 128000 (bits/sec)
print $file->astreams ## 1

## Video information
printf "%0.2f", $file->fps ## 29.97
print $file->height ## 240
print $file->width ## 352
print $file->vstreams ## 1
print $file->vcodec ## MPEG1
print $file->vframes ## 529
print $file->vrate ## 1000000 (bits/sec)

The Moving Picture Experts Group (MPEG) is a working group in charge of the development of standards for coded representation of digital audio and video.
MPEG audio and video clips are ubiquitous but using Perl to programmatically collect information about these bitstreams has to date been a kludge at best.

This module parses the raw bitstreams and extracts information from the packet headers. It supports Audio, Video, and System (multiplexed audio and video) packets so it can be used on nearly every MPEG you encounter.

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Added: 2006-07-21 License: GPL (GNU General Public License) Price:
1195 downloads
MTASC 1.11

MTASC 1.11


MTASC (Motion-Twin ActionScript2 Compiler) is an ActionScript2 cross-platform compiler. more>>
MTASC is the first ActionScript 2 Open Source free compiler.
MTASC project can compile large number of .as class files in a very short time and generate directly the corresponding SWF bytecode without relying on Macromedia Flash or other tools.
You can download it now and please read the comparison between MTASC and Macromedia compiler that is sold with Flash. If its your first time using MTASC, please read how to install and use MTASC.
INSTALL
Theses install notes are for windows user unfamiliar with commandline tools usage.
First download the MTASC package corresponding to your system and install/unzip somewhere on your computer. Then add the path of the installed executable to your PATH environment variable (see http://www.chem.gla.ac.uk/~louis/software/faq/q1.html if you dont kwnow how to do).
For example if youve installed into c:program filesmtasc you might add c:progra~1mtasc to your PATH. Now the executable is accessible everywhere. You can then write a compile.bat file containing the following text :
mtasc.exe YourFiles.as... -swf YourProject.swf
pause
Put the compile.bat file with your source files and run it when you want to compile.
USAGE
MTASC is a commandline compiler, it can then be better integrated into [Your favorite editor] by configuring it to compile .as files with MTASC. The general usage of mtasc tool is : mtasc (your .as class files) -swf (you project swf). Please note that if you have two classes Point and Line with Line.as using Point for its code, you dont need to ask MTASC to compile Point.as when compiling Line.as since it will do it automatically for you. Then if you want to include the minimal set of classes needed by your program to run, you can simply compile using mtasc Main.as where Main.as is your "main" class, the entry point of your program (if you have any).
Now that you know how to call MTASC, lets have a look at how it works : MTASC takes the SWF file specified with the -swf flag, compile all .as specified files, and update the SWF file by replacing all classes that are present inside it by the newly compiled classes. To use MTASC instead of Macromedia Flash Compiler, its simple. Open your project and publish it normally (for example project.swf). Now run MTASC using the published SWF as input : mtasc (your as files) -swf project.swf. This will compile your classes and update the SWF that you can use for your website. Please note that MTASC add the compiled classes to the SWF in replacement of ALL classes compiled by Flash.
If you have an error such as class not found, file not found, or class name mistake, you should use the -cp flag in order to add a ClassPath to MTASC (that means a directory where it will look for .as files). For example if your classes are in the /code directory, do not call mtasc code/Hello.as because it will look for the class code.Hello (with package code), but call instead mtasc -cp code Hello.as.
Additional arguments are the following :
-swf file : specify input SWF which contains assets.
-cp path : add a directory path to the ClassPath : this is the list of directories that MTASC will use to look for .as files. You can use several times -cp to add several directories.
-main : will automaticaly call static function main once all classes are registered.
-header width:height:fps:bgcolor : does not load a SWF, instead create a new one containing only compiled code and using provided header informations. bgcolor is optional and should be 6 digits hexadecimal value.
-mx : use precompiled MX classes (see section on V2 components below).
Some other arguments, for advanced users :
-version n : specify SWF version : 6 to generate Player 6r89 compatible SWF or 8 to access Flash8 features.
-v : activate verbose mode, printing some additional informations about compiling process.
-out file : change output swf file.
-msvc : use Microsoft Visual Studio errors style formating install of Java style (for file names and lines number).
-strict : will use strict compilation mode which require that all variables are explicitely typed.
-exclude file : exclude code generation of classes listed in specified file (format is one full class path per line).
-trace function : specify a custom trace function. (see Trace Facilities), or no disable all the traces.
-keep : keep AS2 classes compiled by MCC into the SWF (this could cause some classes to be present two times if also compiled with MTASC).
-frame f : will export AS2 classes into target frame of swf.
-pack path : compile all the files contained in specified package - not recursively (eg to compile files in c:flashcodemyapp do mtasc -cp c:flashcode -pack my/app).
-group : will merge classes into one single clip (this will reduce SWF size but might cause some problems if youre using -keep or -mx).
Enhancements:
- Several small fixes.
- Strongly typed arrays have been added.
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Added: 2005-12-23 License: GPL (GNU General Public License) Price:
1403 downloads
Warsow 0.31

Warsow 0.31


Warsow is a fast paced FPS game. more>>
Warsow is a standalone first person shooter for Windows and Linux.
It offers eSport oriented FPS, fast-paced gameplay focused on trix (trick jumps) and the art of move. It offers a complete Power-up System including Weak and Strong fire mode for each weapon.
The graphics are in a cartoonish style with celshading-like_but_not_Manga style, mixing dark, flashy and dirty textures, matching the action full of fun and speed. The game got some of its inspiration from titles like Quakeworld, Quake3 CPMA, Jet Set Radio or Speedball.
Main features:
- Standalone game for Windows and Linux ;
- 3D Engine based on Qfusion (a modification of Quake 2 GPL engine) ;
- eSport oriented FPS ;
- Fast-paced gameplay focused on trix (trick jumps) and art of move ;
- Complete Power-up System including Weak and Strong fire mode for each weapon ;
- Cartoonish graphics with celshading-like_but_not_Manga style, mixing dark, flashy and dirty textures, matching with action full of fun and speed ;
- References : Quakeworld, Quake3 CPMA, Jet Set Radio, Speedball.
Enhancements:
- While the main focus of this release was to fix several bad bugs, there have also been some adjustments to maps, as well as several new features and engine enhancements.
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Added: 2007-06-30 License: GPL (GNU General Public License) Price:
854 downloads
Quake 4 1.1 Point Release

Quake 4 1.1 Point Release


Quake 4 is a highly appreciated FPS game. more>>
Earth is under siege by the Strogg, a barbaric alien race moving through the universe consuming, recycling and annihilating any civilization in their path. In a desperate attempt to survive, an armada of Earths finest warriors is sent to take the battle to the Strogg home planet.
You are Matthew Kane, an elite member of Rhino Squad and Earths valiant invasion force. Fight alone, with your squad, or in hover tanks and mechanized walkers as you engage in a heroic mission to the heart of the Strogg war machine.
Battle through the beginning of the game as a combat marine, then after your capture, as a marine-turned-Strogg with enhanced abilities and the power to turn the tide of the war.
Built on id Softwares revolutionary DOOM 3 technology, QUAKE 4 also features fast-paced multiplayer competition modeled after the speed, feel, and style of QUAKE III Arena.
Quake 4 DEMO is released by Id Software.
Main features:
- Highly anticipated sequel to id softwares award-winning QUAKE II.
- Diversity of combat. Fight through solo missions as well as buddy and squad-based operations; or pilot heavy walkers and hover tanks through outdoor battles and epic firefights.
- Being captured and converted to Strogg becomes Earths only hope for defeating the Strogg.
- Player is not alone - he and his squad are part of a massive invasion force.
- Utilizes the industry leading DOOM 3 technology to create an unparalleled visual and aural experience.
- Arena-style multiplayer that allows players to play as Strogg or Marine in deathmatch, team deathmatch and capture-the-flag modes.
Enhancements:
- n addition to a number of new changes and updates, this 1.1 Point Release also includes the changes from update 1.0.4.0, beta 1.0.5.0 and beta 1.0.5.2. If you have not previously updated QUAKE 4, this update will bring your installation completely up to date. If you have previously installed an earlier update, this update can be installed over the earlier update(s) without problems - there is no need to re-install previous updates released through the id Software website. Doing so may adversely affect the proper functionality of your installation.
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Added: 2006-03-29 License: Freeware Price:
1304 downloads
Quake 4 1.2 Point Release

Quake 4 1.2 Point Release


Quake offers you an easy-to-play and highly appreciated FPS game which is an easy way to relax. more>> <<less
Added: 2006-03-29 License: Freeware Price: FREE
1 downloads
SDLjump 1.0.0

SDLjump 1.0.0


SDLjump is a clone of the Xjump game. more>>
SDLjump is a clone of the Xjump game. Jump as long as you can!

SDLjump is a clone of the simple yet addictive game Xjump, adding new features like multiplaying, unlimited FPS, smooth floor falling, themable graphics etc...

The goal in this game is to jump to the next floor so you dont fall down. As you go upper in the Falling Tower the floors will fall faster.

Try to survive longer than anyone. It might seem too simple but once youve tried youll realize how addictive this is.

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Added: 2006-09-29 License: GPL (GNU General Public License) Price:
1123 downloads
libmpeg2 0.4.1

libmpeg2 0.4.1


libmpeg2 is a free MPEG-2 video stream decoder. more>>
libmpeg2 is a free library for decoding mpeg-2 and mpeg-1 video streams. libmpeg2 is released under the terms of the GPL license.
mpeg2dec
mpeg2dec is a test program for libmpeg2. It decodes mpeg-1 and mpeg-2 video streams, and also includes a demultiplexer for mpeg-1 and mpeg-2 program streams.
It is purposely kept simple : it does not include features like reading files from a DVD, CSS, fullscreen output, navigation, etc... The main purpose of mpeg2dec is to have a simple test bed for libmpeg2.
The libmpeg2 source code is always distributed in the mpeg2dec package, to make it easier for people to test it.
Main features:
- Conformance - libmpeg2 is able to decode all mpeg streams that conform to certain restrictions: "constrained parameters" for mpeg-1, and "main profile" for mpeg-2. In practice, this is what most people are using. For streams that follow these restrictions, we believe libmpeg2 is 100% conformant to the mpeg standards - and we have a pretty extensive test suite to check this.
- Speed - there has been huge efforts there, and we believe libmpeg2 is the fastest library around for what it does. Please tell us if you find a faster one ! With typical video streams as found on DVDs, and doing only decoding with no display, you should be able to get about 110 fps on a PIII/666, or 150 fps on an Athlon/950. This is less than 20 cycles per output pixel. In a real player program, the display routines will probably take as much time as the actual decoding !
- Portability - most of the code is written in C, and when we use platform-specific optimizations (typically assembly routines, currently used for the motion compensation and the inverse cosine transform stages) we always have a generic C routine to fall back on. This should be portable to all architectures - at least we have heard reports from people running this code on x86, ppc, sparc, arm and sh4. Assembly-optimized implementations are available on x86 (MMX) and ppc (altivec) architectures. Ultrasparc (VIS) is probably the next on the list - well see.
- Reuseability - we do not want libmpeg2 to include any project-specific code, but it should still include enough features to be used by very diverse projects. We are only starting to get there - the best way to help here is to give us some feedback !
Enhancements:
- Newer versions of the autotools and FreeBSD and OS X systems are better handled.
- x86 accelerations are now supported on the AMD-64 CPU, including on FreeBSD.
- The AltiVec features are also better detected.
- The 4:4:4 chroma handling, a memory leak in the Xshm code on remote displays, and alignment issues in the sample programs were fixed.
- The parser is more tolerant with invalid sequence display extension.
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Added: 2006-09-20 License: GPL (GNU General Public License) Price:
1166 downloads
The Castle 0.7.0

The Castle 0.7.0


The Castle is a first-person shooter (FPS) style game in a dark fantasy setting. more>>
The Castle is a first-person shooter (FPS) style game in a dark fantasy setting. Your main weapon is a sword, so the fight is mostly short-range. 3 main levels included, packed with creatures, items and sounds.

Also a bonus level, from a well-known 3D game, will be available to you from "New Game" menu once you finish the main game (you can also switch to this level from the debug menu, if youre impatient).

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Download (37MB)
Added: 2007-06-15 License: GPL (GNU General Public License) Price:
862 downloads
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