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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
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.
<<lessSYNOPSIS
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.
Download (0.039MB)
Added: 2006-09-30 License: Perl Artistic License Price:
1126 downloads
libevent 1.3d
libevent API provides a mechanism to execute a callback function when a specific event occurs on a file descriptor. more>>
libevent library provides a mechanism to execute a callback function when a specific event occurs on a file descriptor or after a timeout has been reached.
It is meant to replace the asynchronous event loop found in event-driven network servers.
libevent is meant to replace the event loop found in event driven network servers. An application just needs to call event_dispatch() and then add or remove events dynamically without having to change the event loop.
Currently, libevent supports /dev/poll, kqueue(2), select(2), poll(2) and epoll(4). It also has experimental support for real-time signals. The internal event mechanism is completely independent of the exposed event API, and a simple update of libevent can provide new functionality without having to redesign the applications. As a result, Libevent allows for portable application development and provides the most scalable event notification mechanism available on an operating system.
More information about event notification mechanisms for network servers can be found on Dan Kegels "The C10K problem" web page. Another library that abstracts asynchronous event notification is liboop.
Enhancements:
- Bugs in libevents HTTP layer were fixed.
<<lessIt is meant to replace the asynchronous event loop found in event-driven network servers.
libevent is meant to replace the event loop found in event driven network servers. An application just needs to call event_dispatch() and then add or remove events dynamically without having to change the event loop.
Currently, libevent supports /dev/poll, kqueue(2), select(2), poll(2) and epoll(4). It also has experimental support for real-time signals. The internal event mechanism is completely independent of the exposed event API, and a simple update of libevent can provide new functionality without having to redesign the applications. As a result, Libevent allows for portable application development and provides the most scalable event notification mechanism available on an operating system.
More information about event notification mechanisms for network servers can be found on Dan Kegels "The C10K problem" web page. Another library that abstracts asynchronous event notification is liboop.
Enhancements:
- Bugs in libevents HTTP layer were fixed.
Download (0.34MB)
Added: 2007-08-16 License: BSD License Price:
805 downloads
irrXML 1.2
IrrXML is a high speed and easy-to-use XML parser without external dependencies. more>>
irrXML is a simple and fast open source xml parser for C++. Why another xml parser? Becouse irrXML is much faster and its very simple.
It ideally fits into realtime projects which need to read xml data without overhead, like games. irrXML was originally written as part of the Irrlicht Engine but after it has become quite mature it now has become a separate project.
Main features:
- It it fast as lighting and has very low memory usage. It was developed with the intention of being used in 3D games, as it already has been.
- irrXML is very small: It only consists of 60 KB of code and can be added easily to your existing project.
- Of course, it is platform independent and works with lots of compilers.
- It is able to parse ASCII, UTF-8, UTF-16 and UTF-32 text files, both in little and big endian format.
- Independent of the input file format, the parser can return all strings in ASCII, UTF-8, UTF-16 and UTF-32 format.
- With its optional file access abstraction it has the advantage of reading easily not only from files but from any type of data (memory, network, ...). For example when used with the Irrlicht Engine, it directly reads from compressed .zip files.
- Just like the Irrlicht Engine for which it was originally created, it is extremely easy to use.
- It has no external dependencies, it does not even need the STL.
Enhancements:
- This release adds support for CDATA sections and some minor improvements to the API.
<<lessIt ideally fits into realtime projects which need to read xml data without overhead, like games. irrXML was originally written as part of the Irrlicht Engine but after it has become quite mature it now has become a separate project.
Main features:
- It it fast as lighting and has very low memory usage. It was developed with the intention of being used in 3D games, as it already has been.
- irrXML is very small: It only consists of 60 KB of code and can be added easily to your existing project.
- Of course, it is platform independent and works with lots of compilers.
- It is able to parse ASCII, UTF-8, UTF-16 and UTF-32 text files, both in little and big endian format.
- Independent of the input file format, the parser can return all strings in ASCII, UTF-8, UTF-16 and UTF-32 format.
- With its optional file access abstraction it has the advantage of reading easily not only from files but from any type of data (memory, network, ...). For example when used with the Irrlicht Engine, it directly reads from compressed .zip files.
- Just like the Irrlicht Engine for which it was originally created, it is extremely easy to use.
- It has no external dependencies, it does not even need the STL.
Enhancements:
- This release adds support for CDATA sections and some minor improvements to the API.
Download (0.083MB)
Added: 2005-11-12 License: GPL (GNU General Public License) Price:
1444 downloads
Mill 3D 0.1
Mill 3D is a nine mens morris game, based on classical board game. more>>
Mill 3D is a nine mens morris game, based on classical board game. You can play against the computer, or a human player, in a nice 3D environment. The computer has three difficulty level, it is quite smart.
Main features:
- Play against your friend
- Play against the computer, choose from the 3 difficulty levels
- Sophisticated 3D enviroment
- Runs under Linux and Windows
<<lessMain features:
- Play against your friend
- Play against the computer, choose from the 3 difficulty levels
- Sophisticated 3D enviroment
- Runs under Linux and Windows
Download (1.0MB)
Added: 2005-11-17 License: GPL (GNU General Public License) Price:
1439 downloads
gt5 1.3d
gt5 is a text-mode utility that makes it easier to determine what is using your disk space. more>>
gt5 is a text-mode utility that makes it easier to determine what is using your disk space. gt5 runs du and generates HTML, which is then shown using links.
The data is clearly arranged and intuitive to browse.
Main features:
- gt5 shows the diskspace used by files and directories within a given directory,
- intelligent cutting of small files/directories to keep the results readable,
- you can easily browse through the subdirectories, using the cursor-keys,
- optionally gt5 gives links to the files, so you can also browse them,
- show entries with their size and the percentage of their parent,
- the results can be saved to a file, for later use
Enhancements:
- just some minor fixes in the manpage
<<lessThe data is clearly arranged and intuitive to browse.
Main features:
- gt5 shows the diskspace used by files and directories within a given directory,
- intelligent cutting of small files/directories to keep the results readable,
- you can easily browse through the subdirectories, using the cursor-keys,
- optionally gt5 gives links to the files, so you can also browse them,
- show entries with their size and the percentage of their parent,
- the results can be saved to a file, for later use
Enhancements:
- just some minor fixes in the manpage
Download (0.016MB)
Added: 2007-02-28 License: GPL (GNU General Public License) Price:
975 downloads
Moonlight|3D 0.1.4
Moonlight|3D strives to become a free modern, flexible, feature-rich and extensible modelling and animation tool. more>>
Moonlight|3D program strives to become a free modern, flexible, feature-rich and extensible modelling and animation tool. Our goal is to provide a tool that is capapble of turning even the most advanced and challenging projects of artists and technical artists into reality.
We understand that this project is by its very nature a huge undertaking which takes large amounts of time and effort to get started. However, this does not scare us off.
We have chosen to make clean design, good usability and solid implementation of features our highest priority goals and we have already successfully, albeit slowly pursued that road for several years.
In order to speed up the progress of our development efforts we open up the project to the general public and we hope to attract the support of many developers and users, bringing the project forward faster.
Main features:
- plugin-based architecture
- all user actions on the 3D scene remain editable
- complete support for automation through python scripts
- completely configurable user interface layout
- basic mesh editing functionality
Enhancements:
- This new preview version is available in binary form for Linux/x86, Linux/x86_64, and Windows.
- The focus of this release is on improving support for Win32.
- The different transformation and extrude tools were unified.
- The light source types spherical and spot light were added.
- Tools for mesh triangulation and Catmull-Clark subdivision and importers and exporters for Wavefront .OBJ and Ogre XML mesh formats were added.
<<lessWe understand that this project is by its very nature a huge undertaking which takes large amounts of time and effort to get started. However, this does not scare us off.
We have chosen to make clean design, good usability and solid implementation of features our highest priority goals and we have already successfully, albeit slowly pursued that road for several years.
In order to speed up the progress of our development efforts we open up the project to the general public and we hope to attract the support of many developers and users, bringing the project forward faster.
Main features:
- plugin-based architecture
- all user actions on the 3D scene remain editable
- complete support for automation through python scripts
- completely configurable user interface layout
- basic mesh editing functionality
Enhancements:
- This new preview version is available in binary form for Linux/x86, Linux/x86_64, and Windows.
- The focus of this release is on improving support for Win32.
- The different transformation and extrude tools were unified.
- The light source types spherical and spot light were added.
- Tools for mesh triangulation and Catmull-Clark subdivision and importers and exporters for Wavefront .OBJ and Ogre XML mesh formats were added.
Download (17.4MB)
Added: 2007-07-25 License: LGPL (GNU Lesser General Public License) Price:
826 downloads
Planets 3D 1.3
Planets 3D is a graphical tool for the simulation of the solar system. more>>
The purpose of Planets 3D is to show a simulation of our solar system. The focus lies on a nice graphic (3D OpenGL) and the possibility to modify the objects of the solar system to see what happens.
This program is written on Linux using C++. In theory it should be portable to windows, because Ive used only plattform independent libraries. Anyone who tries to port it please contact me even if unsuccessful, perhaps I can help overcome arising errors.
By now there is included a small program which converts different coordinate systems into each other. It is called Astroconvert.
Main features:
- simulate the development of the solar system based on calculations of the gravity power
- take screenshots
- load and save solar systems
- modify solarsystem
- switch between different cameras to view the solar system (e.g. look through a shuttle window)
<<lessThis program is written on Linux using C++. In theory it should be portable to windows, because Ive used only plattform independent libraries. Anyone who tries to port it please contact me even if unsuccessful, perhaps I can help overcome arising errors.
By now there is included a small program which converts different coordinate systems into each other. It is called Astroconvert.
Main features:
- simulate the development of the solar system based on calculations of the gravity power
- take screenshots
- load and save solar systems
- modify solarsystem
- switch between different cameras to view the solar system (e.g. look through a shuttle window)
Download (0.60MB)
Added: 2005-06-08 License: GPL (GNU General Public License) Price:
1605 downloads
Misfit Model 3D 1.3.5
Misfit Model 3D is an OpenGL-based 3D model editor. more>>
Misfit Model 3D is an OpenGL-based 3D model editor that works with triangle-based models. Misfit Model 3D supports multi-level undo, skeletal animations, simple texturing, scripting, command-line batch processing, and a plugin system for adding new model and image filters.
Complete online help is included. It is designed to be easy to use and easy to extend with plugins and scripts.
Misfit Model 3D was written and tested on Linux (2.4 and 2.6 kernels) and has been compiled and tested on most major Linux distributions.
It is not endian-safe so it is unlikely to run on non-x86 hardware platforms--this will probably not change soon unless I get requests for a version thats usable on big-endian archs.
Enhancements:
- The menus have been re-organized. There is a new command to make normals face outward. The texture coordinate window now has a rotate tool. Material support for COB has been improved. Many animation bugs have been fixed. A "File | Export" command has been added to indicate which formats have less reliable write support.
<<lessComplete online help is included. It is designed to be easy to use and easy to extend with plugins and scripts.
Misfit Model 3D was written and tested on Linux (2.4 and 2.6 kernels) and has been compiled and tested on most major Linux distributions.
It is not endian-safe so it is unlikely to run on non-x86 hardware platforms--this will probably not change soon unless I get requests for a version thats usable on big-endian archs.
Enhancements:
- The menus have been re-organized. There is a new command to make normals face outward. The texture coordinate window now has a rotate tool. Material support for COB has been improved. Many animation bugs have been fixed. A "File | Export" command has been added to indicate which formats have less reliable write support.
Download (0.71MB)
Added: 2007-07-16 License: GPL (GNU General Public License) Price:
832 downloads
Physics 3D 1.0.5
Physics 3D project is a 3D physics simulation program. more>>
Physics 3D project is a 3D physics simulation program.
It simulates gravitational attraction, momentum, and collisions of rigid bodies.
It is written using Java and the Java3D API.
<<lessIt simulates gravitational attraction, momentum, and collisions of rigid bodies.
It is written using Java and the Java3D API.
Download (0.41MB)
Added: 2006-10-10 License: GPL (GNU General Public License) Price:
1137 downloads
Silver XCursors 3D 0.4
Silver XCursors 3D provides the same animated cursors as in my Golden Xcursors 3D theme, but this time rendered in Silver. more>>
Silver XCursors 3D provides the same animated cursors as in my Golden Xcursors 3D theme, but this time rendered in Silver.
Installation:
Copy the two folders Silver and default to your ~/.icons directory and
restart your X-Server.
If you want to have bigger cursors, you have to create an .Xdefaults file
in your home directory and insert the following two lines:
Xcursor.theme: Silver
Xcursor.size: 48
The default size is 32.
Thats it!
Note: If the animations are flickering on your nvidia card with the latest
driver, add the following line to your XF86Config file, into the nvidia
device section, to fix it:
Option "HWCursor" "off"
Enhancements:
- added pirate
- a little less animation (requested)
<<lessInstallation:
Copy the two folders Silver and default to your ~/.icons directory and
restart your X-Server.
If you want to have bigger cursors, you have to create an .Xdefaults file
in your home directory and insert the following two lines:
Xcursor.theme: Silver
Xcursor.size: 48
The default size is 32.
Thats it!
Note: If the animations are flickering on your nvidia card with the latest
driver, add the following line to your XF86Config file, into the nvidia
device section, to fix it:
Option "HWCursor" "off"
Enhancements:
- added pirate
- a little less animation (requested)
Download (MB)
Added: 2007-03-02 License: LGPL (GNU Lesser General Public License) Price:
972 downloads
Deathchase 3D 0.9
Deathchase 3D is a remake of the Spectrum arcade game of the same name. more>>
Deathchase 3D project is a remake of the Spectrum arcade game of the same name.
Deathchase 3D is a remake of the Spectrum game of the same name, which is itself based on the sequence in "Return of the Jedi" chasing Stormtroopers through the forests of Endor on light-speeders.
Its a fake perspective 3D game: avoid the trees and shoot the bad guys ahead of you. It uses the SDL library.
It is written for Linux but should run on anything SDL supports.
<<lessDeathchase 3D is a remake of the Spectrum game of the same name, which is itself based on the sequence in "Return of the Jedi" chasing Stormtroopers through the forests of Endor on light-speeders.
Its a fake perspective 3D game: avoid the trees and shoot the bad guys ahead of you. It uses the SDL library.
It is written for Linux but should run on anything SDL supports.
Download (0.57MB)
Added: 2006-12-08 License: GPL (GNU General Public License) Price:
1056 downloads
Invasion 3D 1.0.3
Invasion 3D is a free multi-platform 3D arcade game, based on OpenGL and SDL and available for Windows and Linux. more>>
Invasion 3D is a fun and addictive 3D arcade game!
The idea for Invasion 3D came during the summer of 2004, when I was working in New Jersey. I had been playing a lot of old arcade games on the MAME arcade emulator.
I had fun playing the original Taito Space Invaders game, but I was frustrated with the inability to shoot more than a single bullet at once with this game. I decided it would be fun to play a modern, 3-D version of Space Invaders with some serious weapons which would allow for massive alien destruction, as it should be.
At first I thought of using my Jax3D engine to render this game, but in the end I decided to learn something new and use OpenGL. I got started by looking at NeHes OpenGL Tutorials and wrote this game in my spare time during April and May of 2005.
Main features:
- Realistic physics simulation
- Challenging and fun gameplay
- Stunning visual effects
- Multiple weapons
- Massive Destruction
- Hidden bonuses
- 20 Waves with over 2,000 invaders
- Both Windows and Linux versions
- Free to Distribute to Anyone!
<<lessThe idea for Invasion 3D came during the summer of 2004, when I was working in New Jersey. I had been playing a lot of old arcade games on the MAME arcade emulator.
I had fun playing the original Taito Space Invaders game, but I was frustrated with the inability to shoot more than a single bullet at once with this game. I decided it would be fun to play a modern, 3-D version of Space Invaders with some serious weapons which would allow for massive alien destruction, as it should be.
At first I thought of using my Jax3D engine to render this game, but in the end I decided to learn something new and use OpenGL. I got started by looking at NeHes OpenGL Tutorials and wrote this game in my spare time during April and May of 2005.
Main features:
- Realistic physics simulation
- Challenging and fun gameplay
- Stunning visual effects
- Multiple weapons
- Massive Destruction
- Hidden bonuses
- 20 Waves with over 2,000 invaders
- Both Windows and Linux versions
- Free to Distribute to Anyone!
Download (2.3MB)
Added: 2006-01-18 License: GPL (GNU General Public License) Price:
1527 downloads
Wurm Online 1.3.8
Wurm Online is 3D FPP MMORPG game. more>>
Wurm Online is 3D FPP MMORPG game.
Online multiplayer role-playing game, where players walk freely in a big 3D world chatting, gathering resources, building towns, making items, trading, fighting with other players and computer controlled creatures. Chose your path - crafting or PvP fighting. Join a village or live solo. Massive skill tree with skill affected by your actions.
<<lessOnline multiplayer role-playing game, where players walk freely in a big 3D world chatting, gathering resources, building towns, making items, trading, fighting with other players and computer controlled creatures. Chose your path - crafting or PvP fighting. Join a village or live solo. Massive skill tree with skill affected by your actions.
Download (0.004MB)
Added: 2006-05-11 License: GPL (GNU General Public License) Price:
1278 downloads
XInvaders 3D 1.3.6
XInvaders 3D project is a 3D Space Invaders clone for X11. more>>
XInvaders 3D project is a 3D Space Invaders clone for X11.
You are a lone star fighter facing endless waves of space aliens. Your sole objective is to shoot down as many aliens as you can.
<<lessYou are a lone star fighter facing endless waves of space aliens. Your sole objective is to shoot down as many aliens as you can.
Download (MB)
Added: 2006-11-27 License: GPL (GNU General Public License) Price:
1064 downloads
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