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irrlicht 3d engine

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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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Download (16.4MB)
Added: 2007-06-20 License: GPL (GNU General Public License) Price:
864 downloads
The Wurld 3D Engine 0.4

The Wurld 3D Engine 0.4


The Wurld 3D Engine is yet another 3D gaming engine. more>>
The Wurld 3D Engine is yet another 3D gaming engine. It is light, fast, has minimal external requirements, and is still very immature. The project is Python scriptable, including support for generating models using 3D turtle graphics.

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Download (0.88MB)
Added: 2007-06-11 License: BSD License Price:
871 downloads
Nelit2 Engine 0.1.2

Nelit2 Engine 0.1.2


Nelit2 Engine project is a game engine. more>>
Nelit2 Engine project is a game engine.
Nelit2 Engine is a game engine that uses a Model-View-Controller concept. All View-s classes was developed by me, and you can dont worrie about this.
Model-s classes also was developed by me, but you can modify it for your game or write new class and use Model class how abstract.
The engine uses some popular libraries such OpenGL and SDL.
It works on Unix systems and on Windows.
Enhancements:
- Decoding png, bmp, jpg texture-file.
- 3D mesh.
- Cubemap texturing.
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Added: 2006-12-05 License: GPL (GNU General Public License) Price:
1054 downloads
Murrine GTK+ engine 0.51

Murrine GTK+ engine 0.51


Murrine GTK+ engine provides a is cairo-based engine which enables you to make your desktop look like a Murrina. more>>
Murrine GTK+ engine provides a is cairo-based engine which enables you to make your desktop look like a Murrina.

"Murrine" is an Italian word meaning the glass artworks done by Venicians glass blowers. Theyre absolutely wonderful and colorful.

Murrine has this object to provide the ability to make your desktop look like a "Murrina", which is the Italian singular of the name "Murrine".

The Engine is cairo-based, and its very fast compared to clearlooks-cairo and ubuntulooks (30% faster and more), since I have tried to optimize the code and removed a lot of slow gradients to provide this unique style.
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Download (0.25MB)
Added: 2007-03-04 License: GPL (GNU General Public License) Price:
968 downloads
madlibs engine 1.0

madlibs engine 1.0


madlibs engine project is a MadLibs clone. more>>
madlibs engine project is a MadLibs clone.

The madlibs engine is a tiny engine for MadLibs-like interactive stories. Basically, you enter different words of a certain part of speech.

The program pastes them into a story text, creating weird, funny, or stupid results.

It runs on anything from a line printer to an xterm.

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Download (4.62MB)
Added: 2006-11-22 License: GPL (GNU General Public License) Price:
1069 downloads
Eclipse 2D Game Engine 1.0

Eclipse 2D Game Engine 1.0


Eclipse 2D Game Engine provides bitmap fonts, window management, audio capabilities, image loading, error logging, and zip file. more>>
Eclipse is a set of C++ classes designed to give beginner developers a head start in developing their first games as well as more experienced developers who dont want to have to write code for mundane tasks like fonts, sprites, and image loading.

Eclipse 2D Game Engine provides bitmap fonts, window management, audio capabilities, image loading, error logging, and zip file support.
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Download (0.38MB)
Added: 2006-08-24 License: GPL (GNU General Public License) Price:
1166 downloads
PHP Tag Engine 1.0

PHP Tag Engine 1.0


PHP Tag Engine is a library that allows you to easily add tagging functionality to a PHP application. more>>
PHP Tag Engine project is a library that allows you to easily add tagging functionality to a PHP application.
Main features:
- PHP Tag Engine has a full AJAX front-end for tagging, as well as methods for programatically adding tags in your code. The front-end tagging interface even has auto-complete functionality using the excellent Yahoo! Auto-Complete library.
- A built-in cache to reduce database queries.
- The PHP Tag Engine code is fully documented in PHP Doc format, and PHP Doc generated documentation is available for download.
- Fully internationalized including Javascript strings. English localization included.
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Download (0.085MB)
Added: 2007-01-29 License: LGPL (GNU Lesser General Public License) Price:
1006 downloads
Absolut Engine 1.72

Absolut Engine 1.72


Absolut Engine is a news publishing system. more>>
Absolut Engine is a news publishing system. It features three-layer access (admin/chief/editor), article posting, editing, and deleting. Absolut Engine includes a powerful image managing tool, a file manager, and a related articles manager.

Rich text editing is provided via a built-in WYSIWYG editor that produces XHTML 1.0 Strict-compliant code. Absolut Engine is easy to extend via module functionality. The provided modules include Discussions, Surveys, RSS Feed, Search Engine Optimization (static/clean URLs), and a message system for better communication between users.

Absolut Engine produces Web-standards-compliant valid and accessible XHTML 1.0 Strict and CSS semantically-correct code.

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Download (0.31MB)
Added: 2006-08-30 License: GPL (GNU General Public License) Price:
1155 downloads
Games::Irrlicht 0.04

Games::Irrlicht 0.04


Games::Irrlicht is a Perl module that use the Irrlicht 3D Engine in Perl. more>>
Games::Irrlicht is a Perl module that use the Irrlicht 3D Engine in Perl.

SYNOPSIS

package MyGame;
use strict;

use base Games::Irrlicht;

use Games::Irrlicht::Constants; get EDT_SOFTWARE etc

# override methods:

The Why

When building a game or screensaver displaying some continously running animation, a couple of basics need to be done to get a smooth animation and to care of copying with varying speeds of the system. Ideally, the animation displayed should be always the same, no matter how fast the system is.

This not only includes different systems (a PS/2 for instance would be slower than a 3 Ghz PC system), but also changes in the speed of the system over time, for instance when a background process uses some CPU time or the complexity of the scene changes.

In many old (especial DOS) games, like the famous Wing Commander series, the animation would be drawn simple as fast as the system could, meaning that if you would try to play such a game on a modern machine it we end before you had the chance to click a button, simple because it wizzes a couple 10,000 frames per second past your screen.

While it is quite simple to restrict the maximum framerate possible, care must be taken to not just "burn" surplus CPU cycles. Instead the application should free the CPU whenever possible and give other applications/thread a chance to run. This is especially important for low-priority applications like screensavers.

Games::Irrlicht makes this possible for you without you needing to worry about how this is done. It will restrict the frame rate to a possible maximum and tries to achive the average framerate as close as possible to this maximum.

Games::Irrlicht also monitors the average framerate and gives you access to this value, so that you can, for instance, adjust the scene complexity based on the current framerate. You can access the current framerate, averaged over the last second (1000 ms) by calling current_fps.

Frame-rate Independend Clock

Now that our application is drawing frames (via the method draw_frame, which you should override in a subclass), we need a method to decouple the animation speed from the framerate.
If we would simple put put an animation step every frame, we would get some sort of Death of the Fast Machine" effect ala Wing Commander. E.g. if the system manages only 10 FPS, the animation would be slower than when we do 60 FPS.

To achive this, SDL::App::FPS features a clock, which runs independed of the current frame rate (and actually, independend of the systems clock, but more on this in the next section).
You can access it via a call to current_time, and it will return the ticks e.g. the number of milliseconds elapsed since the start of the application.

To effectively decouple animation speed from FPS, get at each frame the current time, then move all objects (or animation sequences) according to their speed and display them at the location that matches the time at the start of the frame. See examples/ for an example on how to do this.

Note that it is better to draw all objects according to the time at the start of the frame, and not according to the time when you draw a particular object. Or in other words, treat the time like it is standing still when drawing a complete frame. Thus each frame becomes a snapshot in time, and you dont get nasty sideeffects like one object beeing always "behind" the others just because it gets drawn earlier.

Time Warp

Now that we have a constant animation speed independend from framerate or system speed, lets have some fun.

Since all our animation steps are coupled to the current time, we can play tricks with the current time.

The function time_warp lets you access a time warp factor. The default is 1.0, but you can set it to any value you like. If you set it, for instance to 0.5, the time will pass only half as fast as it used to be. This means instant slow motion! And when you really based all your animation on the current time, as you should, then it will really slow down your entire game to a crawl.

Likewise a time warp of 2 lets the time pass twice as fast. There are virtually no restrictions to the time warp.

For instance, a time warp greater than one lets the player pass boring moments in a game, for instance when you need to wait for certain events in a strategy game, like your factory beeing completed.

Try to press the left (fast forward), right (slow motion) and middle (normal) mousebuttons in the example application and watch the effect.

If you are very bored, press the b key and see that even negative time warps are possible...

Ramping Time Warp

Now, setting the time war to factor of N is nice, but sometimes you want to make dramatic effects, like slowly freezing the time into ultra slow motion or speeding it up again.

For this, ramp_time_warp can be used. You give it a time warp factor you want to reach, and a time (based on real time, not the warped, but you can of course change this). Over the course of the time you specified, the time warp factor will be adapted until it reaches the new value. This means it is possible to slowly speeding up or down.

You can also check whether the time warp is constant or currently ramping by using time_is_ramping. When a ramp is in effect, call ramp_time_warp without arguments to get the current parameters. See below for details.

The example application uses the ramping effect instead instant time warp.

Event handlers

This section describes events as external events that typically happen due to user intervention.
Such events are keypresses, mouse movement, mouse button presses, or just the flipping of the power switch. Of course the last event cannot be handled in a sane way by our framework.

All the events are checked and handled by Games::Irrlicht automatically. The event QUIT (which denotes that the application should shut down) is also carried out automatically. If you want to do some tidying up when this happens, override the method quit_handler.

The event checking and handling is done at the start of each frame. This means no event will happen while you draw the current frame. Well, it will happen, but the action caused by that event will delayed until the next frame starts. This simplifies the frame drawing routine tremendously, since you know that your world will be static until the next frame.

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Download (0.039MB)
Added: 2006-09-30 License: Perl Artistic License Price:
1126 downloads
Drome Engine 0.3.3

Drome Engine 0.3.3


Drome Engine is a 3D game engine thats written in C++ and uses OpenGL for graphics rendering. more>>
Drome Engine is a 3D game engine thats written in C++ and uses OpenGL for graphics rendering. Its currently under constant development; the main focus at this time is to improve and stabilize the application programming interface (API).

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Download (0.43MB)
Added: 2005-09-22 License: GPL (GNU General Public License) Price:
1497 downloads
Gtk-Qt Theme Engine 0.7

Gtk-Qt Theme Engine 0.7


GTK-Qt Theme Engine is a project allowing GTK to use Qt widget styles. more>>
The GTK-Qt Theme Engine is a project allowing GTK to use Qt widget styles.
Gtk-Qt Theme Engine behaves like a normal GTK theme engine, but calls functions from Qt instead of doing the drawing itself.
Version restrictions:
- Due to an incompatibility between Qt and the GNOME window manager, some parts of GNOME will not be themed by Qt.
- The theme will run fine under GNOME, but the logout box and window border menus will appear blank.
- It appears that the only way to overcome this bug is by patching Qt itself.
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Download (0.14MB)
Added: 2006-07-06 License: GPL (GNU General Public License) Price:
1217 downloads
Multi-Agent Grid Engine library 0.1.3

Multi-Agent Grid Engine library 0.1.3


Multi-Agent Grid Engine library is an experiment aimed to make a programming tool for creation of autonomic systems. more>>
Multi-Agent Grid Engine library is an experiment aimed to make a programming tool for creation of autonomic systems.

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Download (0.68MB)
Added: 2005-09-27 License: LGPL (GNU Lesser General Public License) Price:
1488 downloads
Kyra Sprite Engine 2.1.3

Kyra Sprite Engine 2.1.3


Kyra Sprite Engine project is a C++ sprite engine built on SDL. more>>
Kyra Sprite Engine project is a C++ sprite engine built on SDL.
Kyra is a simple, fully featured Sprite engine written in C++. The Kyra engine is suited to 2D, isometric, and quasi-3D games.
It is built on top of SDL for cross platform use. It supports tiles, sprites, and user drawn surfaces.
It has full support for alpha blending, scaling, color transformation, pixel perfect collision detection, OpenGL acceleration, and mouse testing.
It comes with tools to define sprites and import images into the system.
Enhancements:
- Update Kyra to work with the new SDL 1.2.11
- Fixed 64 bit support for Kyra.
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Download (3.4MB)
Added: 2006-11-08 License: GPL (GNU General Public License) Price:
1081 downloads
eXperience-engine 0.10.4

eXperience-engine 0.10.4


eXperience-engine project is a very flexible pixmap based GTK-Engine. more>>
eXperience-engine project is a very flexible pixmap based GTK-Engine.

It is able to draw widgets as a stack of multiple images. Each of the images can be manipulated in different ways before being drawn.

You can, for example, change the color, rotate and mirror images.

To see all these features in action, you should have a look at the eXperience GTK-Theme, and its various color schemes.

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Download (0.27MB)
Added: 2006-10-17 License: GPL (GNU General Public License) Price:
1108 downloads
Fuzz Engine 0.5

Fuzz Engine 0.5


Fuzz Engine is an SDL/Mono-based 2D game engine. more>>
Fuzz Engine is an SDL/Mono-based 2D game engine that loads its games from XML so that anyone with a simple text editor can produce their own high-performance games in minutes.

Known problems: the platform game system is still pretty flaky.
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Download (0.38MB)
Added: 2006-10-04 License: GPL (GNU General Public License) Price:
1119 downloads
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