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PyMOlyze 2.0

PyMOlyze 2.0


PyMOlyze is a program to analyze the results of quantum chemistry (DFT) calculations. more>>
PyMOlyze project can analyze the results of quantum chemistry (DFT) calculations. Gaussian 03 and Jaguar 6.0 files are supported.
The following analyses are available for user-defined molecular fragments:
- Mulliken Population Analysis (MPA)
- C-squared Population Analysis (SCPA)
- Density of States (DOS) plots
- Overlap Population Analysis
- Overlap Population DOS
PyMOlyze was inspired by AOMix, which is a console-based, Windows-only program that has features including (and in addition to) those listed above. I wrote PyMOlyze because I wanted a user-friendly Linux program to do MPA for each molecular orbital of Gaussian calculations. If PyMOlyze doesnt address your needs, check out AOMix (or shoot me an email and well talk).
Python, the python extensions to Qt and Qwt (PyQt and PyQwt), and some C++ functions (for speed optimizations) were used to create PyMOlyze; therefore it should run on pretty much any modern platform with minor modifications. It has only been tested on Windows XP, Windows 2000, and Gentoo Linux, but there is no reason for it not to be supported on any platform with python, PyQt, and PyQwt available.
Enhancements:
- OpenGL 3D rendering
- Atom is highlighted in 3D when choosing an atom/orbital for population analysis
- Observe structural changes during an optimization
- Cartesian coordinate editor (any step of the optimization)
- Functions for translating or rotating a molecule
- Center molecule on an atom
- Rotate molecule so that two atoms are along an axis
- Rotate moelcule so that three atoms lie in a plane
- Save structures as XYZ, PDB, internal coordinates, etc.
- Charge Decomposition Analysis (using the method developed by Frenking et al.)
- Fragment Analysis to study bonding interactions by determining contributions of fragment MOs to molecular MOs
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Added: 2007-01-28 License: GPL (GNU General Public License) Price:
1003 downloads
ParaView 2.6.0

ParaView 2.6.0


ParaView project is an application designed with the need to visualize large data sets in mind. more>>
ParaView project is an application designed with the need to visualize large data sets in mind. The goals of the ParaView project include the following:
- Develop an open-source, multi-platform visualization application.
- Support distributed computation models to process large data sets.
- Create an open, flexible, and intuitive user interface.
- Develop an extensible architecture based on open standards.
ParaView runs on distributed and shared memory parallel as well as single processor systems and has been succesfully tested on Windows, Linux and various Unix workstations and clusters. Under the hood, ParaView uses the Visualization Toolkit as the data processing and rendering engine and has a user interface written using a unique blend of Tcl/Tk and C++. Please go here for a detailed list of features.
ParaView was created by Kitware in conjunction with Jim Ahrens of the Advanced Computing Laboratory at Los Alamos National Laboratory (LANL). Contributors and developers of ParaView currently include: Kitware, LANL, Sandia National Laboratories, and Army Research Laboratory. ParaView is funded by the US Department of Energy ASCI Views program as part of a three-year contract awarded to Kitware, Inc. by a consortium of three National Labs - Los Alamos, Sandia, and Livermore. The goal of the project is to develop scalable parallel processing tools with an emphasis on distributed memory implementations. The project includes parallel algorithms, infrastructure, I/O, support, and display devices. One significant feature of the contract is that all software developed is to be delivered open source. Hence ParaView is available as an open-source system.
Main features:
- Handles structured (uniform rectilinear, non-uniform rectilinear, and curvilinear grids), unstructured, polygonal and image data.
- All processing operations (filters) produce datasets. This allows the user to either further process or save as a data file the result of every operation. For example, the user can extract a cut surface, reduce the number of points on this surface by masking, and apply glyphs (for example, vector arrows) to the result.
- Contours and isosurfaces can be extracted from all data types using scalars or vector components. The results can be colored by any other variable or processed further. When possible, structured data contours/isosurfaces are extracted with fast and efficient algorithms which make use of the special data layout.
- Vectors fields can be inspected by applying glyphs (arrows, cones, lines, spheres, and various 2D glyphs) to the points in a dataset. The glyphs can be scaled by scalars, vector component or vector magnitude and can be oriented using a vector field.
- A sub-region of a dataset can be extracted by cutting or clipping with an arbitrary plane (all data types), specifying a threshold criteria to exclude cells (all data types) and/or specifying a VOI (volume of interest - structured data types only)
- Streamlines can be generated using constant step or adaptive integrators. The results can be displayed as points, lines, tubes, ribbons, etc., and can be processed by a multitude of filters.
- The points in a dataset can be warped (displaced) with scalars (given a user defined displacement vector) or with vectors (unavailable for non-linear rectilinear grids).
- With the array calculator, new variables can be computed using existing point or cell field arrays. A multitude of scalar and vector operations are supported.
- Data can be probed at a point or along a line. The results are displayed either graphically or as text and can be exported for further analysis.
- ParaView provides many other data sources and filters by default (edge extraction, surface extraction, reflection, decimation, extrusion, smoothing...) and any VTK filter can be added by providing a simple XML description (VTK provides hundreds of sources and filters, see VTK documentation for a complete list).
Enhancements:
- This release adds parallel uniform rectilinear grid volume rendering (vtkImageData).
- It introduces new algorithms for parallel unstructured grid volume rendering.
- Support for hardware accelerated offscreen rendering using OpenGL framebuffers.
- Improved multi-block support.
- Improved AMR support.
- Animation saving with ffmpeg.
- Filters have been added for FLUENT, OpenFOAM, MFIX, LSDyna, and AcuSolve.
- A gradient filter for unstructured data.
- Many other enhancements and bugfixes.
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Added: 2007-03-19 License: GPL (GNU General Public License) Price:
958 downloads
Shaaft 0.5.0

Shaaft 0.5.0


Shaaft is an OpenGL 3D falling block game similar to Blockout. more>>
Shaaft is an OpenGL 3D falling block game similar to Blockout. It currently runs on Linux and Windows.

There is still a lot missing. No menu system, forgets highscore, some of the sound effects need work (Clearing a single plane sounds like a f*rt. Try clearing >1 plane, though...), etc. That said, I find it is very playable. Enjoy!

You control the rotation via q,a,w,s,e,d. Space will drop the block.
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Added: 2005-09-18 License: GPL (GNU General Public License) Price:
1497 downloads
GPLIGC 1.5.1

GPLIGC 1.5.1


GPLIGC is a software package for glider* pilots. more>>
GPLIGC is a software package for glider* pilots. IGC flight data files can be analysed and visualised.
The package contains two components:
*and all others who want to view GPS track logs (para-glider pilots, hang-glider pilots and even pilots of radio-controlled (sail)planes.
- GPLIGC, analysation
- openGLIGCexplorer, 3d visualisation (can be used as a viewer for digital elevation data too)
GPLIGC can be used on Linux, Unix, Windows and Mac OS X.
GPLIGC application can be used under the terms of the GNU General Public License (GPL).
Enhancements:
- This release fixes a few bugs.
- Some options were added that allow you to specify a destination folder and filenames for screenshots.
- The background colors (including gradients) can be changed.
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Added: 2007-04-24 License: GPL (GNU General Public License) Price:
548 downloads
Gran Prix 1.0

Gran Prix 1.0


Gran Prix is a simple 2D car race game. more>>
Gran Prix is a simple 2D car race game.

Gran Prix is a game writen in Python, for 2 to 4 players, with three different tracks. You can run on these tracks with four different formula 1 style cars, you can customize the max speed of the cars and the number of laps to win the race.

The game isnt very cool, but a list of new features are planed.

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Added: 2007-01-11 License: GPL (GNU General Public License) Price:
1032 downloads
FACHODA Complex 1.0

FACHODA Complex 1.0


FACHODA Complex is a fast air combat simulator. more>>
FACHODA Complex project is a fast air combat simulator.

Fachoda Complex is a little game I wrote about 10 years ago. I coded this in 3 or 4 months while I was iddle. I was young and brave, then, but had never learned to code cleanly.

Sounds is now broken. It worked on Gravis Ultrasound. The game requires a Pentium with MMX, and Nasm. Disable sound with -nosound, try -xcolor or the SDL version when experiencing troubles with colors.

This is old work. I will never upgrade this code, but I will certainly, one day, code another flight simulator. I even started then stopped already... Someone suggested me to add a reverse gear to the plane, and I will then incorporate this idea, and many more...

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Added: 2007-01-10 License: Freeware Price:
1020 downloads
Math::Zap::Triangle 1.07

Math::Zap::Triangle 1.07


Math::Zap::Triangle module can build triangles in 3D space. more>>
Math::Zap::Triangle module can build triangles in 3D space.

Synopsis

Example t/triangle.t

#_ Triangle ___________________________________________________________
# Test 3d triangles
# philiprbrenan@yahoo.com, 2004, Perl License
#______________________________________________________________________

use Math::Zap::Vector;
use Math::Zap::Vector2;
use Math::Zap::Triangle;
use Test::Simple tests=>25;

$t = triangle
(vector( 0, 0, 0),
vector( 0, 0, 4),
vector( 4, 0, 0),
);

$u = triangle
(vector( 0, 0, 0),
vector( 0, 1, 4),
vector( 4, 1, 0),
);

$T = triangle
(vector( 0, 1, 0),
vector( 0, 1, 1),
vector( 1, 1, 0),
);

$c = vector(1, 1, 1);

#_ Triangle ___________________________________________________________
# Distance to plane
#______________________________________________________________________

ok($t->distance($c) == 1, Distance to plane);
ok($T->distance($c) == 0, Distance to plane);
ok($t->distance(2*$c) == 2, Distance to plane);
ok($t->distanceToPlaneAlongLine(vector(0,-1,0), vector(0,1,0)) == 1, Distance to plane towards a point);
ok($T->distanceToPlaneAlongLine(vector(0,-1,0), vector(0,1,0)) == 2, Distance to plane towards a point);

#_ Triangle ___________________________________________________________
# Permute the points of a triangle
#______________________________________________________________________

ok($t->permute == $t, Permute 1);
ok($t->permute->permute == $t, Permute 2);
ok($t->permute->permute->permute == $t, Permute 3);

#_ Triangle ___________________________________________________________
# Intersection of a line with a plane defined by a triangle
#______________________________________________________________________

#ok($t->intersection($c, vector(1, -1, 1)) == vector(1, 0, 1), Intersection of line with plane);
#ok($t->intersection($c, vector(-1, -1, -1)) == vector(0, 0, 0), Intersection of line with plane);

#_ Triangle ___________________________________________________________
# Test whether a point is in front or behind a plane relative to another
# point
#______________________________________________________________________

ok($t->frontInBehind($c, vector(1, 0.5, 1)) == +1, Front);
ok($t->frontInBehind($c, vector(1, 0, 1)) == 0, In);
ok($t->frontInBehind($c, vector(1, -0.5, 1)) == -1, Behind);

#_ Triangle ___________________________________________________________
# Parallel
#______________________________________________________________________

ok($t->parallel($T) == 1, Parallel);
ok($t->parallel($u) == 0, Not Parallel);

#_ Triangle ___________________________________________________________
# Coplanar
#______________________________________________________________________

#ok($t->coplanar($t) == 1, Coplanar);
#ok($t->coplanar($u) == 0, Not coplanar);
#ok($t->coplanar($T) == 0, Not coplanar);

#_ Triangle ___________________________________________________________
# Project one triangle onto another
#______________________________________________________________________

$p = vector(0, 2, 0);
$s = $t->project($T, $p);

ok($s == triangle
(vector(0, 0, 2),
vector(0.5, 0, 2),
vector(0, 0.5, 2),
), Projection of corner 3);

#_ Triangle ___________________________________________________________
# Convert space to plane coordinates and vice versa
#______________________________________________________________________

ok($t->convertSpaceToPlane(vector(2, 2, 2)) == vector(0.5,0.5,2), Space to Plane);
ok($t->convertPlaneToSpace(vector2(0.5, 0.5)) == vector(2, 0, 2), Plane to Space);

#_ Triangle ___________________________________________________________
# Divide
#______________________________________________________________________

$it = triangle # Intersects t
(vector( 0, -1, 2),
vector( 0, 2, 2),
vector( 3, 2, 2),
);

@d = $t->divide($it);

ok($d[0] == triangle(vector(0, -1, 2), vector(0, 0, 2), vector(1, 0, 2)));
ok($d[1] == triangle(vector(0, 2, 2), vector(0, 0, 2), vector(1, 0, 2)));
ok($d[2] == triangle(vector(0, 2, 2), vector(1, 0, 2), vector(3, 2, 2)));

$it = triangle # Intersects t
(vector( 3, 2, 2),
vector( 0, 2, 2),
vector( 0, -1, 2),
);

@d = $t->divide($it);

ok($d[0] == triangle(vector(0, -1, 2), vector(0, 0, 2), vector(1, 0, 2)));
ok($d[1] == triangle(vector(3, 2, 2), vector(1, 0, 2), vector(0, 0, 2)));
ok($d[2] == triangle(vector(3, 2, 2), vector(0, 0, 2), vector(0, 2, 2)));

$it = triangle # Intersects t
(vector( 3, 2, 2),
vector( 0, -1, 2),
vector( 0, 2, 2),
);

@d = $t->divide($it);

ok($d[0] == triangle(vector(0, -1, 2), vector(1, 0, 2), vector(0, 0, 2)));
ok($d[1] == triangle(vector(3, 2, 2), vector(1, 0, 2), vector(0, 0, 2)));
ok($d[2] == triangle(vector(3, 2, 2), vector(0, 0, 2), vector(0, 2, 2)));

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Added: 2007-07-19 License: Perl Artistic License Price:
827 downloads
SLFFEA 1.4

SLFFEA 1.4


SLFFEA stands for San Les Free Finite Element Analysis. more>>
SLFFEA stands for San Les Free Finite Element Analysis. SLFFEA is a package of scientific software and graphical user interfaces for use in finite element analysis. It is written in ANSI C by San Le and distributed under the terms of the GNU license.
SLFFEA includes:
9 of the basic finite element types:
- 3-D 2 node beam
- 3-D 8 node brick
- 2-D 4 node plate
- 2-D 4 node quad (plane stress and plane strain)
- 3-D 4 node doubly curved shell (individual element defined by 4 or 8 nodes)
- 3-D 4 node tetrahedron
- 2-D 3 node triangle
- 3-D 2 node truss
- 3-D 6 node wedge
non-linear large deformation element:
- 3-D 8 node brick - Updated Lagrange formulation with Jaumann Stress Rate
And 1 thermal element:
- 3-D 8 node brick - It can handle thermal loads as well as orthotropy.
9 Graphical User Interfaces for each element type.
- Example of brick GUI
- Example of beam GUI
SLFFEA is dedicated to Richard Stallman , Granddaddy of the Free Software Movement, Linus Torvalds, its prodigal son, and everyone on comp.os.linux.setup .
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Added: 2006-11-16 License: LGPL (GNU Lesser General Public License) Price:
1076 downloads
PDL::Transform 2.4.3

PDL::Transform 2.4.3


PDL::Transform is a Perl module that coordinate transforms, image warping, and N-D functions. more>>
PDL::Transform is a Perl module that coordinate transforms, image warping, and N-D functions.

SYNOPSIS

use PDL::Transform;
my $t = new PDL::Transform:: ( )

$out = $t->apply($in) # Apply transform to some N-vectors (Transform method)
$out = $in->apply($t) # Apply transform to some N-vectors (PDL method)

$im1 = $t->map($im); # Transform image coordinates (Transform method)
$im1 = $im->map($t); # Transform image coordinates (PDL method)

$t2 = $t->compose($t1); # compose two transforms
$t2 = $t x $t1; # compose two transforms (by analogy to matrix mult.)

$t3 = $t2->inverse(); # invert a transform
$t3 = !$t2; # invert a transform (by analogy to logical "not")

PDL::Transform is a convenient way to represent coordinate transformations and resample images. It embodies functions mapping R^N -> R^M, both with and without inverses. Provision exists for parametrizing functions, and for composing them. You can use this part of the Transform object to keep track of arbitrary functions mapping R^N -> R^M with or without inverses.

The simplest way to use a Transform object is to transform vector data between coordinate systems. The apply method accepts a PDL whose 0th dimension is coordinate index (all other dimensions are threaded over) and transforms the vectors into the new coordinate system.

Transform also includes image resampling, via the map method. You define a coordinate transform using a Transform object, then use it to remap an image PDL. The output is a remapped, resampled image.

You can define and compose several transformations, then apply them all at once to an image. The image is interpolated only once, when all the composed transformations are applied.

In keeping with standard practice, but somewhat counterintuitively, the map engine uses the inverse transform to map coordinates FROM the destination dataspace (or image plane) TO the source dataspace; hence PDL::Transform keeps track of both the forward and inverse transform.

For terseness and convenience, most of the constructors are exported into the current package with the name t_ , so the following (for example) are synonyms:

$t = new PDL::Transform::Radial(); # Long way

$t = t_radial(); # Short way

Several math operators are overloaded, so that you can compose and invert functions with expression syntax instead of method syntax (see below).

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Added: 2007-07-03 License: Perl Artistic License Price:
847 downloads
OPAL 0.4.0

OPAL 0.4.0


OPAL is a high-level interface for low-level physics engines used in games, robotics simulations, and other 3D applications. more>>
OPAL is a high-level interface for low-level physics engines used in games, robotics simulations, and other 3D applications.
Features a simple C++ API, intuitive objects (e.g. Solids, Joints, Motors, Sensors), and XML-based file storage for complex objects.
Main features:
- Open Source
- Cross-platform
- Tested on Linux, Irix, Windows, and Mac OS X
- XML file loading
- OPAL XML exporter for 3ds Max
- Breakable joints
- Linear and angular motion damping
- Per-shape material settings
- Contact groups (define which objects can interact physically)
- Collision detection primitive shapes
- Boxes
- Spheres
- Capsules (i.e. capped cylinders)
- Planes
- User-defined triangular mesh collision detection (best for terrains)
- Joints
- Hinge joints (one rotational degree of freedom)
- Universal joints (two rotational degrees of freedom)
- Ball joints (three rotational degrees of freedom)
- Wheel joints (two rotational degrees of freedom)
- Slider joints (i.e. prismatic joints; one translational degree of freedom)
- Fixed joints (zero degrees of freedom)
- Motors
- Attractor motors (provide gravitational attraction between two objects)
- Geared motors (simplified automobile engines)
- Servo motors (use limited torque to achieve a desired angle or velocity; similar to PD/PID controllers)
- Spring motors (simple damped springs; pull objects to a desired position and/or orientation)
- Thruster motors (provide a constant force on an object)
- Sensors
- Acceleration sensors
- Incline sensors
- Raycast sensors
- Volume sensors
- Event handlers
- Collision event handler (notified when objects collide)
- Joint break event handler (notified when a joint breaks)
- Post-step event handler (notified at the end of each time step)
Enhancements:
- Many bugfixes, unit tests, and enhancements.
- New features: handling a large number of object updates, a new motor, better joint damage monitoring, and enhanced event handling.
- The project has been migrated to Subversion.
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Added: 2006-05-19 License: LGPL (GNU Lesser General Public License) Price:
717 downloads
flow 0.5.3

flow 0.5.3


particle animation software with with RenderMan output and shader support. more>> flow allows one to interactively construct sophisticated particle systems and render the results either in real-time via OpenGL or off-line by a RenderMan compliant renderer. f l o w can also render a particle system to code. Using a project template, f l o w fills in the required code to automatically produce demos or screensavers.
flow is not intended to be a typical modeling/animation package. Although it does have limited polygonal object import capability, its main purpose is to fiddle around with particle systems and shaders.
flow will be perpetually under development, so some functionality may be incomplete and there are many features that have not yet been implemented. However, it is reasonably stable and quite usable in its current form. I started flow somewhere around October 98, and worked on it solid for about a year. Development has been slower recently, but there are still a lot of things I want to add.
flow runs on Linux and IRIX. It should port easily to other UNIXes supported by Qt and BMRT.
features:
* real-time animation - OpenGL previews of the particle systems. Particles can be drawn as points, lines, or textured quads.
* off-line rendering - outputs RIB and calls an external RenderMan compliant renderer to handle the scene. Particles can be rendered as spheres, capped tubes, or camera-facing disks.
* scene building - simple scenes can be constructed with polygons, quadrics, planes and boxes. All surfaces can use surface and displacement shaders to add visual richness.
* shader editor - integrated shader tweaker allows full access to all surface and displacement shader parameters.
* code generation - render a particle animation to code. crank out cool screensavers with ease.
* multiple orthographic views - lights, particle actions, and geometry can be manipulated in orthographic viewports.
* interactive camera recording - intuitive mouse driven camera controls can be recorded during particle simulations
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Added: 2009-04-29 License: Freeware Price:
254 downloads
POV-Ray 3.6

POV-Ray 3.6


POV-Ray is a high-quality tool for creating 3D graphics. more>>
The Persistence of Vision Ray-Tracer creates three-dimensional, photo-realistic images using a rendering technique called ray-tracing. It reads in a text file containing information describing the objects and lighting in a scene and generates an image of that scene from the view point of a camera also described in the text file.
The Persistence of Vision Ray-Tracer(tm) was developed from DKBTrace 2.12 (written by David K. Buck and Aaron A. Collins) by a bunch of people (called the POV-Team?) in their spare time. The headquarters of the POV-Team is on the internet (see "Where to Find POV-Ray Files" for more details).
The POV-Ray package includes detailed instructions on using the ray-tracer and creating scenes. Many stunning scenes are included with POV-Ray so you can start creating images immediately when you get the package. These scenes can be modified so you do not have to start from scratch.
In addition to the pre-defined scenes, a large library of pre-defined shapes and materials is provided. You can include these shapes and materials in your own scenes by just including the library file name at the top of your scene file, and by using the shape or material name in your scene.
Ray-tracing is not a fast process by any means, but it produces very high quality images with realistic reflections, shading, perspective and other effects.
Ray-tracing is a rendering technique that calculates an image of a scene by simulating the way rays of light travel in the real world. However it does its job backwards. In the real world, rays of light are emitted from a light source and illuminate objects. The light reflects off of the objects or passes through transparent objects. This reflected light hits our eyes or perhaps a camera lens. Because the vast majority of rays never hit an observer, it would take forever to trace a scene.
Ray-tracing programs like POV-Ray start with their simulated camera and trace rays backwards out into the scene. The user specifies the location of the camera, light sources, and objects as well as the surface texture properties of objects, their interiors (if transparent) and any atmospheric media such as fog, haze, or fire.
For every pixel in the final image one or more viewing rays are shot from the camera, into the scene to see if it intersects with any of the objects in the scene. These "viewing rays" originate from the viewer, represented by the camera, and pass through the viewing window (representing the final image).
Every time an object is hit, the color of the surface at that point is calculated. For this purpose rays are sent backwards to each light source to determine the amount of light coming from the source. These "shadow rays" are tested to tell whether the surface point lies in shadow or not. If the surface is reflective or transparent new rays are set up and traced in order to determine the contribution of the reflected and refracted light to the final surface color.
Special features like inter-diffuse reflection (radiosity), atmospheric effects and area lights make it necessary to shoot a lot of additional rays into the scene for every pixel.
Main features:
- Easy to use scene description language.
- Large library of stunning example scene files.
- Standard include files that pre-define many shapes, colors and textures.
- Very high quality output image files (up to 48-bit color).
- 16 and 24 bit color display on many computer platforms using appropriate hardware.
- Create landscapes using smoothed height fields.
- Many camera types, including perspective, orthographic, fisheye, etc.
- Spotlights, cylindrical lights and area lights for sophisticated lighting.
- Photons for realistic, reflected and refracted, caustics. Photons also interact with media.
- Phong and specular highlighting for more realistic-looking surfaces.
- Inter-diffuse reflection (radiosity) for more realistic lighting.
- Atmospheric effects like atmosphere, ground-fog and rainbow.
- Particle media to model effects like clouds, dust, fire and steam.
- Several image file output formats including Targa, BMP (Windows only), PNG and PPM.
- Basic shape primitives such as ... spheres, boxes, quadrics, cylinders, cones, triangle and planes.
- Advanced shape primitives such as ... Tori (donuts), bezier patches, height fields (mountains), blobs, quartics, smooth triangles, text, superquadrics, surfaces of revolution, prisms, polygons, lathes, fractals, isosurfaces and the parametric object.
- Shapes can easily be combined to create new complex shapes using Constructive Solid Geometry (CSG). POV-Ray supports unions, merges, intersections and differences.
- Objects are assigned materials called textures (a texture describes the coloring and surface properties of a shape) and interior properties such as index of refraction and particle media (formerly known as "halos").
- Built-in color and normal patterns: Agate, Bozo, Bumps, Checker, Crackle, Dents, Granite, Gradient, Hexagon, Leopard, Mandel, Marble, Onion, Quilted, Ripples, Spotted, Spiral, Radial, Waves, Wood, Wrinkles and image file mapping. Or build your own pattern using functions.
- Users can create their own textures or use pre-defined textures such as ... Brass, Chrome, Copper, Gold, Silver, Stone, Wood.
- Combine textures using layering of semi-transparent textures or tiles of textures or material map files.
- Display preview of image while rendering (not available on all platforms).
- Halt and save a render part way through, and continue rendering the halted partial render later.
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Added: 2005-05-04 License: GPL (GNU General Public License) Price:
4144 downloads
SimpleLogBook 0.2

SimpleLogBook 0.2


SimpleLogBook is a simple (obviously) pilots logbook. more>>
SimpleLogBook is a simple (obviously) pilots logbook. SimpleLogBook is at a very early stage at the moment and can only record basic flight information (take a look at the screen shots below). The flight information is stored as an XML file and can currently be used to calculate total flight time across one or more flights.

Immediate plans for development include a greatly increased time calculating facility; allowing the calculation of total time spent flying each plane type, in each operating capability and under which conditions.

Longer term plans include the addition of filters, to limit the flights displayed, the ability to attach more complex data (e.g. photos) to each flight and a print function.

Usage:

To run the application either double click on its icon or run it from the command-line; the main flight window will be displayed upon startup. Logbooks can be created, loaded and saved via the File menu. The Flights menu contains the functionality for adding, deleting and editing flights. This menu also contains the total flying time calculation function.

Right-clicking on the flights table will duplicate the Flights menu.

The new/edit flight dialog contains all the fields found in a standard paper log book. Hitting OK will save any changes you have made, Cancel will abandon them.

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Added: 2007-03-01 License: GPL (GNU General Public License) Price:
967 downloads
Gabedit 2.0.9 Pre

Gabedit 2.0.9 Pre


Gabedit is a GUI for Gaussian and Molpro. more>>
Gabedit is a Graphical User Interface to Gaussian, Molcas, Molpro and MPQC computational chemistry packages.
Gabedit includes graphical facilities for generating keywords and options, molecule specifications and ther input sections for even the most advanced calculation types Gabedit includes an advanced Molecule Builder.
You can use it to rapidly sketch in molecules and examine them in three dimensions. You can build molecules by atom, ring, group, amino acid and nucleoside. You can also read geometry from a file. Most major molecular file formats are supported.
Gabedit includes a Gaussian, Molcas, Molpro and MPQC Calculation Setup window which allows you to set up Gaussian, Molcas, Molpro and MPQC jobs in a simple and straightforward manner.
Gabedit includes a text editor for editing Molcas, Molpro, Gaussian and MPQC input files.
Gabedit can graphically display a variety of Gaussian, Molcas, Molpro, MPQC and (partially) ADF calculation results, including the following:
- Molecular orbitals.
- Surfaces from the electron density, electrostatic potential, NMR shielding density, and other properties.
- Surfaces may be displayed in solid, translucent and wire mesh modes.
- Surfaces can be colored by a separate property.
- Contours (colorcoded).
- Planes (colorcoded).
- Dipole
- XYZ axes and the principal axes of the molecule.
- Animation of the normal modes corresponding to vibrational frequencies.
- Animation of the rotation of geometry, surface, dipole, xyz and the principal axes of the molecule.
- Animation of contours.
- Animation of colorcoded planes.
Gabedit can display IR and Raman computed spectra. Gabedit can generate a povray file for geometry (atoms + bonds, including hydrogens bond), surfaces (including colorcoded surfaces), contours, colorcoded planes.
Gabedit can save picture in PPM, BMP , (JPEG) and PS format. Gabedit can generate automatically a series of pictures for animation (vibration, geometry convergence, rotation, contours, colorcoded planes).
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Added: 2007-05-25 License: BSD License Price:
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Lescegra 20050218

Lescegra 20050218


Lescegra is an object-oriented 3D graphics engine based on OpenGL. more>>
Lescegra is an object-oriented 3D graphics engine based on OpenGL. Lescegra is written in strict ANSI C and brings no dependencies other than an OpenGL implementation.
Main features:
- Object oriented design
- Object system with single inheritance and virtual method dispatch
- Runtime type information
- Runtime checked casts
- Support classes
- Matrix and vector function
- Collision tests for planes, triangles, boxes
- Random number generator, interpolation, lists
- Endianess handling
- Scene graph
- Rendering, animation and collision detection
- Flexible bounding volume interface
- Particle systems
- Multitexturing
- Geometry
- Continuous-Level-Of-Detail terrain
- Quake II models
- Bitmap Loader
- PNG
- PCX
- TGA
Enhancements:
- redesigned particle system
- fix build system for in-tree builds
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Added: 2005-11-17 License: LGPL (GNU Lesser General Public License) Price:
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