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Scorched3D 41 Beta
Scorched3D is a 3D remake of the popular 2D artillery game Scorched Earth. more>>
Scorched 3D project is a game based loosely (or actually quite heavily now) on the classic DOS game Scorched Earth "The Mother Of All Games". Scorched 3D adds amongst other new features a 3D island environment and LAN and internet play. Scorched 3D is totally free and is available for both Microsoft Windows and Unix (Linux, FreeBSD, Mac OS X, Solaris etc.) operating systems.
You can pick up the game and begin playing very quickly. Then, when/if you are interested, you can poke in the dimmer recesses of the game and get into the strategy (or just ignore it altogether!).
At its lowest level, Scorched 3D is just an artillery game with two+ tanks taking turns to destroy opponents in an arena. Choose the angle, direction and power of each shot, launch your weapon, and try to blow up other tanks. Thats basically it.
But Scorched 3D can be a lot more complex than that, if you want it to be. You can earn money from successful battles and use it to invest in additional weapons and accessories. You can play with up to twenty four other players at a time, mixing computer players with humans.
Theres a variety of changing environmental conditions and terrains to be dealt with. After the end of each round (which ends when everybody dies or theres only one person left), you get to buy stuff using the prize money you won from previous matches.
Enhancements:
- Added: UDP message handler for games COMs
- Added: ClearTracerLines console command
- Added: Moved ODE and zlib to external libraries and updated vesions
- Added: Changed objects and trees to be targets
- Added: Removed GIF files in preference to PNG files
- Added: wxWindows server GUI has been depricated (now console only)
- Added: Windows build of scorched has been updated to use visual studio express
- Added: Split server, client and laucher into seperate applications (server now has no reliance on GUI libs)
- Added: Refactored source to give a better client/server devide
- Added: More smoke kicked up when tank drives over and removes a target
- Added: Transparency available to missiles (and all other models)
- Added: Users connecting to web admin console from the local machine dont need an admin account
- Added: Console server now sends server logging to stdout
- Added: GLWTime widget to allow a clock to be drawn on screen
- Added: Dragging the mouse will drag the landscape (clicking still moves to look at point)
- Added: Split and inter-dependancy removal of configure.ac files
- Added: Camera recentered on tank at the start of each new round
- Added: For single player games camera position remembered for each player
- Added: Server only compilation for Windows and Unix systems
- Added: Text chat shown during level loading
- Added: All models are cached including animated models
- Added: All models are now animated (missiles, tanks, targets, boids etc...)
- Added: Bird animations are now not syncronized
- Added: Concept of an offical server, displayed on the net browsing dialog
- Added: Custom port and socket support for stats database connection
- Added: Asyncronous message support to UDP message handler
- Added: Server is only simulated periodically when playing offline
- Added: Mysql reconnection when connection lost
- Added: File logger splits files into ~256K chunks (and not by number of lines)
- Added: Removed use of ODE in preference to a simplier particle physics engine
- Added: Added target collision space that can be used for fast target bounds checking
- Added: Server now simulates the shots in real-time allowing for the addition of real-time gameplay
- Added: Server only sends initial shots and seeds to clients for each turn saving on bandwidth
- Added: ScorePerMoney value is now per 1000 rather than per 100
- Added: Web management authentication failure reponse is delayed before sending back to client
- Added: Web management sessions view to show logged in web admins
- Added: Web management exit when empty option (to exit server when no one is playing)
- Added: Web management log file search feature for finding strings in log files
- Added: Web management landscape, main, players, mods settings dialogs
- Added: Web management mod upload and import feature to allow remote uploading of mods
- Added: Web management looking up of unique ids for users
- Added: Web management combining user stats
- Added: DebugFeatures option for server.xml to disable InfoGrid
- Added: New wall types: WallActive and WallInactive
- Added: botonly option for accessories (ie: only for bots, not for AI objects)
- Added: Server file logging can be turned on from server settings
- Added: Concept of movement routines for targets so targets can now move
- Added: Boids and ships are now targets (can have a physical presence)
- Added: Boids and ships have the same positions on all clients and the server
- Added: Cleaned unused tags from landscape placement and ambientsound files
- Added: All aspects of the landscape (placement, sound, movement...) can be defined in the same file
- Added: Concept of a general include file to replace specific sound, movement, placement files.
- Added: nocollision, nodamageburn, nofalling, displaydamage and displayshadow attributes to targets.
- Added: New Plan map and buoys drawn on map
- Added: Server log page on web admin can auto-refresh
- Added: minsize and maxsize attributes to tree placement type to control scale
- Added: WeaponGroupSelect to allow weapons to select target from groups (e.g. boids weapons)
- Added: thrusttime and thrustamount attributes to WeaponProjectile to simulate missile thrust
- Added: maintainvelocity attribute to WeaponRoller to allow rollers to main the previous weapons momentum
- Added: Objects that become very small are now culled (not drawn)
- Added: maxobjects attribute to tree placement to set an upper limit on the number of trees created (default 2000)
- Added: Trees are now specified as a different model type (Tree) instead of a seperate placement type
- Added: Spline movement type for moving targets round a pre-defined set of control points
- Added: usefuel attribute on WeaponMoveTank can now be true, false or an integer for a constant use of fuel.
- Added: Changed the default web interface colors to match the forum scheme (finally)
- Added: Laserproof shield attribute can be set to true, false or total. Total blocks all laser damage.
- Added: Plan view darkens to increase the visibility of when lines are drawn by other players
- Added: flattendestroy attribute to targets to specify if they should be removed then a tank stops near them
- Added: Scorched splash screen shown each time a new version is installed
- Added: Capability for music (music can be configured for different actions both globaly and on a per level basis)
- Added: tabgroups to accessories, a tabgroup is the grouping used to group accessories in the buy dialog
- Added: Seperate volume control for music
- Added: Per-level options to allow levels to specify specific options e.g. Teams, No Walls etc..
- Added: Customer user avatars can be placed into the .scorched3d/avatars directory
- Added: nofallingdamage attribute to targets so they dont get hurt when falling
- Added: drag attribute to WeaponProjectile to allow a more realistic projectile motion
- Added: Error messages with lines that are more than 75 characters are wrapped onto the next line
- Added: Players can gift money to other players in their team
- Added: Some floats can now be a random range or a distribution of values
- Added: Web management chat is now in real-time
- Added: Reason for user discconecting from a net game is now visible to all clients
- Added: Shift-z hides and shows all gui components
- Added: Chat channels for server side filtering of chat
- Added: Chat spam auto muting
- Added: Chat supports links to players, channels and weapons. Displayed as tooltips.
- Added: New launcher and splash screen graphics
- Added: Scorched server automatically calculates ranks and orphaned avatars
- Added: WaterCollision attribute to WeaponProjectile
- Added: WeaponLabel and WeaponGotoLabel to allow looping with in weapons
- Added: Any image file type can be used for textures, levels, etc... (not avatars)
- Added: texture attribute to WeaponLightning to allow different textures to be used
- Added: jpg file support
- Added: Full screen anti-aliasing support
- Added: New TankAIs, ais are more accurate, can defeat shields and use fuel, napalm, rollers
- Added: boolean option to select whether graphics are paused when window focus lost
- Added: WeaponMessage primitive to be able to display messages (combat channel only - should add ability to select channel)
- Added: Level of detail for water (geo mipmaps) and changed water bounds so all of it moves
- Added: New water movement algorithm using discrete fourier transform (based on an algorithm by Thorsten Jordan)
- Added: GL shader support for more realistic renderering of the water
- Added: Landscape reflections in water
- Added: Shadows on water (hides sun too)
- Added: Option to disable pausing of graphics when window loses focus
- Added: FramesPerSecondLimit option to settings dialog
- Added: Admin audit log showing all admin operations on players
- Added: Admin username and optional reason are added to the list of banned players
- Added: Realtime-shadows
- Added: Depth-cueing on landscape
- Added: Assists are awarded when a tank resigns
- Added: Player tank remains when a player disconnects during shots being played
- Added: dampenvelocity tag to control amount of inertia given to rollers with maintainvelocity true
- Added: Different and more explosion textures
- Added: Explosion mode is always animate (noanimate tag added to WeaponExplosion)
- Added: Teleport animation
- Added: Server looped messages are sent on the announce channel so they can be turned off
- Added: Servers with stats support with always give the same players the same player id
- Added: Players that are muted and then leave and rejoin are still muted when stats support is enabled
- Added: WeaponPosition primitive to set explicit position of an accessory
- Fixed: High detail tanks being used for other players when detail level set low
- Fixed: Removed keep-alive header in http requests
- Fixed: Server will only show log files via the management interface that it created
- Fixed: SDL_Quit being called twice on the client
- Fixed: Sound failing to initialize will not prevent the client from being run
- Fixed: Optimized settings sent to the client to send only different settings
- Fixed: Optimized path finding code for tank movement
- Fixed: Wall hit indicators are now particles and so wont mask other effects
- Fixed: Server only serializes and compresses coms message once when sending to multiple clients
- Fixed: If client starts falling behind at 8x speed it will drop to 4x speed
- Fixed: Teleports with groundonly set to false should function correctly in caverns
- Fixed: Cleaned up tank state machine
- Fixed: MOTD and Rules dialogs reflect changes made while connected to server
- Fixed: Darkened night water (thanks Deathstryker)
- Fixed: Flag reseting on buying screen when buying items
- Fixed: Tanks on the plan view are surrounded by a black border (also smoothed)
- Fixed: Server web managament can view settings that do not fall into the usual brackets
- Fixed: Bug where a space in the installation file name could cause starting issues
- Fixed: Spectators cannot win (or draw) a game
- Fixed: Pressing enter can send many lines of text
- Fixed: Clients hanging when a mod download was in place
<<lessYou can pick up the game and begin playing very quickly. Then, when/if you are interested, you can poke in the dimmer recesses of the game and get into the strategy (or just ignore it altogether!).
At its lowest level, Scorched 3D is just an artillery game with two+ tanks taking turns to destroy opponents in an arena. Choose the angle, direction and power of each shot, launch your weapon, and try to blow up other tanks. Thats basically it.
But Scorched 3D can be a lot more complex than that, if you want it to be. You can earn money from successful battles and use it to invest in additional weapons and accessories. You can play with up to twenty four other players at a time, mixing computer players with humans.
Theres a variety of changing environmental conditions and terrains to be dealt with. After the end of each round (which ends when everybody dies or theres only one person left), you get to buy stuff using the prize money you won from previous matches.
Enhancements:
- Added: UDP message handler for games COMs
- Added: ClearTracerLines console command
- Added: Moved ODE and zlib to external libraries and updated vesions
- Added: Changed objects and trees to be targets
- Added: Removed GIF files in preference to PNG files
- Added: wxWindows server GUI has been depricated (now console only)
- Added: Windows build of scorched has been updated to use visual studio express
- Added: Split server, client and laucher into seperate applications (server now has no reliance on GUI libs)
- Added: Refactored source to give a better client/server devide
- Added: More smoke kicked up when tank drives over and removes a target
- Added: Transparency available to missiles (and all other models)
- Added: Users connecting to web admin console from the local machine dont need an admin account
- Added: Console server now sends server logging to stdout
- Added: GLWTime widget to allow a clock to be drawn on screen
- Added: Dragging the mouse will drag the landscape (clicking still moves to look at point)
- Added: Split and inter-dependancy removal of configure.ac files
- Added: Camera recentered on tank at the start of each new round
- Added: For single player games camera position remembered for each player
- Added: Server only compilation for Windows and Unix systems
- Added: Text chat shown during level loading
- Added: All models are cached including animated models
- Added: All models are now animated (missiles, tanks, targets, boids etc...)
- Added: Bird animations are now not syncronized
- Added: Concept of an offical server, displayed on the net browsing dialog
- Added: Custom port and socket support for stats database connection
- Added: Asyncronous message support to UDP message handler
- Added: Server is only simulated periodically when playing offline
- Added: Mysql reconnection when connection lost
- Added: File logger splits files into ~256K chunks (and not by number of lines)
- Added: Removed use of ODE in preference to a simplier particle physics engine
- Added: Added target collision space that can be used for fast target bounds checking
- Added: Server now simulates the shots in real-time allowing for the addition of real-time gameplay
- Added: Server only sends initial shots and seeds to clients for each turn saving on bandwidth
- Added: ScorePerMoney value is now per 1000 rather than per 100
- Added: Web management authentication failure reponse is delayed before sending back to client
- Added: Web management sessions view to show logged in web admins
- Added: Web management exit when empty option (to exit server when no one is playing)
- Added: Web management log file search feature for finding strings in log files
- Added: Web management landscape, main, players, mods settings dialogs
- Added: Web management mod upload and import feature to allow remote uploading of mods
- Added: Web management looking up of unique ids for users
- Added: Web management combining user stats
- Added: DebugFeatures option for server.xml to disable InfoGrid
- Added: New wall types: WallActive and WallInactive
- Added: botonly option for accessories (ie: only for bots, not for AI objects)
- Added: Server file logging can be turned on from server settings
- Added: Concept of movement routines for targets so targets can now move
- Added: Boids and ships are now targets (can have a physical presence)
- Added: Boids and ships have the same positions on all clients and the server
- Added: Cleaned unused tags from landscape placement and ambientsound files
- Added: All aspects of the landscape (placement, sound, movement...) can be defined in the same file
- Added: Concept of a general include file to replace specific sound, movement, placement files.
- Added: nocollision, nodamageburn, nofalling, displaydamage and displayshadow attributes to targets.
- Added: New Plan map and buoys drawn on map
- Added: Server log page on web admin can auto-refresh
- Added: minsize and maxsize attributes to tree placement type to control scale
- Added: WeaponGroupSelect to allow weapons to select target from groups (e.g. boids weapons)
- Added: thrusttime and thrustamount attributes to WeaponProjectile to simulate missile thrust
- Added: maintainvelocity attribute to WeaponRoller to allow rollers to main the previous weapons momentum
- Added: Objects that become very small are now culled (not drawn)
- Added: maxobjects attribute to tree placement to set an upper limit on the number of trees created (default 2000)
- Added: Trees are now specified as a different model type (Tree) instead of a seperate placement type
- Added: Spline movement type for moving targets round a pre-defined set of control points
- Added: usefuel attribute on WeaponMoveTank can now be true, false or an integer for a constant use of fuel.
- Added: Changed the default web interface colors to match the forum scheme (finally)
- Added: Laserproof shield attribute can be set to true, false or total. Total blocks all laser damage.
- Added: Plan view darkens to increase the visibility of when lines are drawn by other players
- Added: flattendestroy attribute to targets to specify if they should be removed then a tank stops near them
- Added: Scorched splash screen shown each time a new version is installed
- Added: Capability for music (music can be configured for different actions both globaly and on a per level basis)
- Added: tabgroups to accessories, a tabgroup is the grouping used to group accessories in the buy dialog
- Added: Seperate volume control for music
- Added: Per-level options to allow levels to specify specific options e.g. Teams, No Walls etc..
- Added: Customer user avatars can be placed into the .scorched3d/avatars directory
- Added: nofallingdamage attribute to targets so they dont get hurt when falling
- Added: drag attribute to WeaponProjectile to allow a more realistic projectile motion
- Added: Error messages with lines that are more than 75 characters are wrapped onto the next line
- Added: Players can gift money to other players in their team
- Added: Some floats can now be a random range or a distribution of values
- Added: Web management chat is now in real-time
- Added: Reason for user discconecting from a net game is now visible to all clients
- Added: Shift-z hides and shows all gui components
- Added: Chat channels for server side filtering of chat
- Added: Chat spam auto muting
- Added: Chat supports links to players, channels and weapons. Displayed as tooltips.
- Added: New launcher and splash screen graphics
- Added: Scorched server automatically calculates ranks and orphaned avatars
- Added: WaterCollision attribute to WeaponProjectile
- Added: WeaponLabel and WeaponGotoLabel to allow looping with in weapons
- Added: Any image file type can be used for textures, levels, etc... (not avatars)
- Added: texture attribute to WeaponLightning to allow different textures to be used
- Added: jpg file support
- Added: Full screen anti-aliasing support
- Added: New TankAIs, ais are more accurate, can defeat shields and use fuel, napalm, rollers
- Added: boolean option to select whether graphics are paused when window focus lost
- Added: WeaponMessage primitive to be able to display messages (combat channel only - should add ability to select channel)
- Added: Level of detail for water (geo mipmaps) and changed water bounds so all of it moves
- Added: New water movement algorithm using discrete fourier transform (based on an algorithm by Thorsten Jordan)
- Added: GL shader support for more realistic renderering of the water
- Added: Landscape reflections in water
- Added: Shadows on water (hides sun too)
- Added: Option to disable pausing of graphics when window loses focus
- Added: FramesPerSecondLimit option to settings dialog
- Added: Admin audit log showing all admin operations on players
- Added: Admin username and optional reason are added to the list of banned players
- Added: Realtime-shadows
- Added: Depth-cueing on landscape
- Added: Assists are awarded when a tank resigns
- Added: Player tank remains when a player disconnects during shots being played
- Added: dampenvelocity tag to control amount of inertia given to rollers with maintainvelocity true
- Added: Different and more explosion textures
- Added: Explosion mode is always animate (noanimate tag added to WeaponExplosion)
- Added: Teleport animation
- Added: Server looped messages are sent on the announce channel so they can be turned off
- Added: Servers with stats support with always give the same players the same player id
- Added: Players that are muted and then leave and rejoin are still muted when stats support is enabled
- Added: WeaponPosition primitive to set explicit position of an accessory
- Fixed: High detail tanks being used for other players when detail level set low
- Fixed: Removed keep-alive header in http requests
- Fixed: Server will only show log files via the management interface that it created
- Fixed: SDL_Quit being called twice on the client
- Fixed: Sound failing to initialize will not prevent the client from being run
- Fixed: Optimized settings sent to the client to send only different settings
- Fixed: Optimized path finding code for tank movement
- Fixed: Wall hit indicators are now particles and so wont mask other effects
- Fixed: Server only serializes and compresses coms message once when sending to multiple clients
- Fixed: If client starts falling behind at 8x speed it will drop to 4x speed
- Fixed: Teleports with groundonly set to false should function correctly in caverns
- Fixed: Cleaned up tank state machine
- Fixed: MOTD and Rules dialogs reflect changes made while connected to server
- Fixed: Darkened night water (thanks Deathstryker)
- Fixed: Flag reseting on buying screen when buying items
- Fixed: Tanks on the plan view are surrounded by a black border (also smoothed)
- Fixed: Server web managament can view settings that do not fall into the usual brackets
- Fixed: Bug where a space in the installation file name could cause starting issues
- Fixed: Spectators cannot win (or draw) a game
- Fixed: Pressing enter can send many lines of text
- Fixed: Clients hanging when a mod download was in place
Download (55MB)
Added: 2007-07-28 License: GPL (GNU General Public License) Price:
59623 downloads
Matrix GL Screensaver 2.2.2
Matrix GL Screensaver is a 3D screensaver based on more>>
Matrix GL Screensaver 2.2.2 is a free yet cool three-dimensional screensaver based on "The Matrix Reloaded. For running it you need a graphics card with an OpenGL support. Source code is available under the GNU GPL.
Installation:
- Unpack the tar.gz file and place files in temporary directory
- Run the console with root privilegies and run matrix_gl with "install" option: ./matrix_gl -install
- In "Control Centre" choose "Look and feel"->"Screensaver" and set the Matrix GL
- Matrix GL requires freely distributable library Glut.
Added: 2009-07-07 License: GPL Price: FREE
13 downloads
Other version of Matrix GL Screensaver
License:GPL (GNU General Public License)
GL-117 1.3.2
GL-117 is an OpenGL- and SDL-based action flight simulator written in C++. more>>
GL-117 is an action flight simulator for Linux/Unix and MSWindows. Enter the Eagle Squadron and succeed in several challanging missions leading though different landscapes.
Five predefined levels of video quality and an amount of viewing ranges let you perfectly adjust the game to the performance of your system. Joystick, mouse, sound effects, music...
Enhancements:
- bugfix: crash at the beginning of mission desert
- bugfix: compile problems with gcc3.4
Options:
-dlevel
Set the debug level to level in [0..5]. 0 means quiet and will avoid any output, 1 will log fatal errors causing the program to crash on stderr, 2 will also print exceptions on stderr, 3 will add warnings on stdout, 4 prints additional information (predefined) on stdout, and 5 gives developer specific messages on stdout.
-h
Print a short summary on stdout and then quit immediately.
-v
Display the version number of gl-117 and then quit immediately.
Configuration:
gl-117 uses a predefined working directory ".gl-117" in the users home directory to load and store all savegame files and read the configuration files "conf" and "conf.interface". If there are no config files available, gl-117 will create them using standard settings. The contents of the files are quite self-explanatory.
<<lessFive predefined levels of video quality and an amount of viewing ranges let you perfectly adjust the game to the performance of your system. Joystick, mouse, sound effects, music...
Enhancements:
- bugfix: crash at the beginning of mission desert
- bugfix: compile problems with gcc3.4
Options:
-dlevel
Set the debug level to level in [0..5]. 0 means quiet and will avoid any output, 1 will log fatal errors causing the program to crash on stderr, 2 will also print exceptions on stderr, 3 will add warnings on stdout, 4 prints additional information (predefined) on stdout, and 5 gives developer specific messages on stdout.
-h
Print a short summary on stdout and then quit immediately.
-v
Display the version number of gl-117 and then quit immediately.
Configuration:
gl-117 uses a predefined working directory ".gl-117" in the users home directory to load and store all savegame files and read the configuration files "conf" and "conf.interface". If there are no config files available, gl-117 will create them using standard settings. The contents of the files are quite self-explanatory.
Download (2.3MB)
Added: 2005-04-01 License: GPL (GNU General Public License) Price:
1674 downloads
The Snake Game 1.0
The Snake Game is an adapted, improved version of the popular javacave game. more>>
This is an adapted, improved version of the popular javacave game, written in QtRuby.
Installation:
download
chmod +x snake(gl).rb
run it.
<<lessInstallation:
download
chmod +x snake(gl).rb
run it.
Download (0.015MB)
Added: 2005-05-24 License: Public Domain Price:
1622 downloads
Xtheater 1.0.0 pre1
Xtheater is a MPEG-1 player in GTK+ capable of playing MPEG-1 format streams from file, http, and VCD with seek capability. more>>
Xtheater is a MPEG-1 player in GTK+ capable of playing MPEG-1 format streams from file, http, and VCD with seek capability.
Xtheater is a Media Player for linux capable of playing MPEG video and audio files, network streams, and VCDs, as well as AVI and ASF files. It accompishes this through the use of libaviplay and smpeg.
It tries to keep things simple and straightforward to provide the simplest, most stable behavior as possilbe, while at the same time offering a nice featureset.
Installation:
Installation of Xtheater is not the easiest install in the world. But it is also far from the hardest install. First you must install the following packages:
X11 - Required for everything. All modern *nix include this
Glib/GTK - Required for everything, 1.2.x
SDL - Required for everything, 1.2.x
SMPEG - Required for MP3/MPG/VCD playback, 0.4.3 or higher.
avifile - Required for AVI/ASF playback, from CVS repository
Avifile can be compiled without qt, so dont worry if you do not have qt, it will just not build some of the sample applications, sych as aviplay.
If you wish to install as much from binary packages, in general, the following package names will indicate binary packages of requirements listed above:
glib
glib-devel
gtk+
gtk+-devel
SDL
SDL-devel
smpeg
smpeg-devel
For AVI/ASF playback, you will have to get it from CVS, no binary packages are available. Note also that to get libaviplay to work properly it needs to be linked with libXxf86vm on some systems. do this by adding -lXxf86vm to the LIBS line of the lib/Makefile from the avifile tree.
After you have installed all prerequisite pacakges, you run ./configure. Before running configure, you may wish to read up on GL support. It can be enabled at this stage, but is not configured by default, for reasons explained in the GL section linked to previously.
After you have ran ./configure in the Xtheater directory to your liking, make install will put all the files in the right place. By default, the configuration is stored at /usr/local/Xtheater/config. the binary is placed at /usr/local/bin/xtheater, player plugins are in /usr/local/Xtheater/player/, and ui plugins are in /usr/local/Xtheater/ui/. None of this needs to be known for install, but is provided for reference here.
You should now be ready to run xtheater and have fun. Basic operation will be described in the next section, but this is very straightforward, so no instruction is needed, just provided for completeness.
Whats New in 1.0.0 pre1 Release:
- Fix check for smpeg, SDL, and avifile to check for a more current version.
- Enhanced flexibility of MPG/VCD fullscreen, allowing to choose scaling rather than a vidmode change.
- Fixed bug with smpeg plugin being run on X drivers with XVideo extension.
- Added support for XVideo extension for all player plugins, will automatically take advantage of XVideo overlays when available for scaling, revert to software scaler if unavailable
- made GL support with Mpeg compile if available, it is not recommended unless you have no other choice, however.
- Updated AVI/ASF plugin to use avifile-0.6 CVS rather than stable version.
- Enhanced plugin framework somewhat.
- Made it so that MPEG media could be closed by closing the playback window.
- Fixed bug where openeing too many files sequentially would cause player to crash (contributed by John Thacker)
Whats New in 0.9.2 Release:
- Fixed Seekbar to not update while being dragged.
- Designed for latest official stable avifile release (0.53.x)
- DPMS disabled for older XFree versions.
- Fixed drag and drop with nautilus file manager.
- Memory leak fixes by John Thacker
<<lessXtheater is a Media Player for linux capable of playing MPEG video and audio files, network streams, and VCDs, as well as AVI and ASF files. It accompishes this through the use of libaviplay and smpeg.
It tries to keep things simple and straightforward to provide the simplest, most stable behavior as possilbe, while at the same time offering a nice featureset.
Installation:
Installation of Xtheater is not the easiest install in the world. But it is also far from the hardest install. First you must install the following packages:
X11 - Required for everything. All modern *nix include this
Glib/GTK - Required for everything, 1.2.x
SDL - Required for everything, 1.2.x
SMPEG - Required for MP3/MPG/VCD playback, 0.4.3 or higher.
avifile - Required for AVI/ASF playback, from CVS repository
Avifile can be compiled without qt, so dont worry if you do not have qt, it will just not build some of the sample applications, sych as aviplay.
If you wish to install as much from binary packages, in general, the following package names will indicate binary packages of requirements listed above:
glib
glib-devel
gtk+
gtk+-devel
SDL
SDL-devel
smpeg
smpeg-devel
For AVI/ASF playback, you will have to get it from CVS, no binary packages are available. Note also that to get libaviplay to work properly it needs to be linked with libXxf86vm on some systems. do this by adding -lXxf86vm to the LIBS line of the lib/Makefile from the avifile tree.
After you have installed all prerequisite pacakges, you run ./configure. Before running configure, you may wish to read up on GL support. It can be enabled at this stage, but is not configured by default, for reasons explained in the GL section linked to previously.
After you have ran ./configure in the Xtheater directory to your liking, make install will put all the files in the right place. By default, the configuration is stored at /usr/local/Xtheater/config. the binary is placed at /usr/local/bin/xtheater, player plugins are in /usr/local/Xtheater/player/, and ui plugins are in /usr/local/Xtheater/ui/. None of this needs to be known for install, but is provided for reference here.
You should now be ready to run xtheater and have fun. Basic operation will be described in the next section, but this is very straightforward, so no instruction is needed, just provided for completeness.
Whats New in 1.0.0 pre1 Release:
- Fix check for smpeg, SDL, and avifile to check for a more current version.
- Enhanced flexibility of MPG/VCD fullscreen, allowing to choose scaling rather than a vidmode change.
- Fixed bug with smpeg plugin being run on X drivers with XVideo extension.
- Added support for XVideo extension for all player plugins, will automatically take advantage of XVideo overlays when available for scaling, revert to software scaler if unavailable
- made GL support with Mpeg compile if available, it is not recommended unless you have no other choice, however.
- Updated AVI/ASF plugin to use avifile-0.6 CVS rather than stable version.
- Enhanced plugin framework somewhat.
- Made it so that MPEG media could be closed by closing the playback window.
- Fixed bug where openeing too many files sequentially would cause player to crash (contributed by John Thacker)
Whats New in 0.9.2 Release:
- Fixed Seekbar to not update while being dragged.
- Designed for latest official stable avifile release (0.53.x)
- DPMS disabled for older XFree versions.
- Fixed drag and drop with nautilus file manager.
- Memory leak fixes by John Thacker
Download (0.14MB)
Added: 2005-08-11 License: GPL (GNU General Public License) Price:
1534 downloads
GNOME Network 1.4.1
GNOME Network is a set of client network-oriented tools. more>>
GNOME Network is a set of client network-oriented tools, which currently contains a network information tool, a remote shell and desktop clients and a personal web server and a desktop sharing tool.
GNOME Network is Free Software distributed under the terms of the GNU GPL.
Enhancements:
Updated translations:
- gl (Ignacio)
- it (Alessio)
<<lessGNOME Network is Free Software distributed under the terms of the GNU GPL.
Enhancements:
Updated translations:
- gl (Ignacio)
- it (Alessio)
Download (0.46MB)
Added: 2005-10-04 License: GPL (GNU General Public License) Price:
1485 downloads
Oxymoron 0.3
Oxymoron it automatizes process of creating GNU standard source packages with autonconf/automake for you. more>>
Are you lazy? So this tool is for YOU. It automatizes process of creating GNU standard source packages with autonconf/automake for YOU.
Only go to directory with your sources an type this magic word oxymoron. And it will rule your source code world for YOU.
Enhancements:
- Minor bugfixes
- Needed libraries detection and check mechanism was redesigned, adding new libraries is now VERY simple.
- Checks for Allegro GL, Allegro TTF, DUMB, DUMBOGG, HawkNL, Hermes, ClanLib, SDL TTF, SDL GUI, SDL Net, SDL Mixer, SDL Image
- Source files in multiple subdirectories are now suppported
- Check for header files
<<lessOnly go to directory with your sources an type this magic word oxymoron. And it will rule your source code world for YOU.
Enhancements:
- Minor bugfixes
- Needed libraries detection and check mechanism was redesigned, adding new libraries is now VERY simple.
- Checks for Allegro GL, Allegro TTF, DUMB, DUMBOGG, HawkNL, Hermes, ClanLib, SDL TTF, SDL GUI, SDL Net, SDL Mixer, SDL Image
- Source files in multiple subdirectories are now suppported
- Check for header files
Download (0.011MB)
Added: 2005-10-07 License: GPL (GNU General Public License) Price:
1477 downloads
Wad2PDF 1.6
Wad2PDF examines wad files and prints an overhead picture of all levels to a PDF file. more>>
Wad2PDF examines wad files and prints an overhead picture of all levels to a PDF file.
Wad2PDF is a program that converts the levels in Doom wad files into PDF files. The result has a birds eye view of every level, with floors neatly texturized and all items in the level in their proper places.
The PDF output can be imported to graphics programs for further editing or printed out directly. You can even create wall-sized mega posters of your favorite Doom levels.
Main features:
- supports all Doom games: Ultimate Doom, Doom II, Heretic, Hexen, and Strife
- full pwad support
- creates browsable PDF with bookmarks identified by level names
- reads gl nodes both from wads and GWA files
- resulting PDF is vectorized and can be zoomed arbitrarily (extreme zooms will make the textures blocky, though)
- available under the GPL
- does not support hi-res graphics or scaled/zoomed flats
<<lessWad2PDF is a program that converts the levels in Doom wad files into PDF files. The result has a birds eye view of every level, with floors neatly texturized and all items in the level in their proper places.
The PDF output can be imported to graphics programs for further editing or printed out directly. You can even create wall-sized mega posters of your favorite Doom levels.
Main features:
- supports all Doom games: Ultimate Doom, Doom II, Heretic, Hexen, and Strife
- full pwad support
- creates browsable PDF with bookmarks identified by level names
- reads gl nodes both from wads and GWA files
- resulting PDF is vectorized and can be zoomed arbitrarily (extreme zooms will make the textures blocky, though)
- available under the GPL
- does not support hi-res graphics or scaled/zoomed flats
Download (0.040MB)
Added: 2005-11-16 License: GPL (GNU General Public License) Price:
1446 downloads
glpuzzle 0.2
glpuzzle is an OpenGL jigsaw game. more>>
glpuzzle is an OpenGL jigsaw game.
The download includes the source code and 12 puzzles of increasing (4 pieces to 25 pieces) dificulty.
Compilation:
You need to have the following libraries installed: GL, glpng, SDL Debian/Ubuntu users can do:
$ apt-get install libglpng-dev libsdl1.2-dev
ompile glpuzzle with: make
You can directly execute the resulting binary glpuzzle, or see below.
Installation:
glpuzzle can be run from the current directory, or be installed running
make install
as root. By default, glpuzzle will be installed in /usr/local. To install in /usr, use
make install PREFIX=/usr
Usage:
glpuzzle [-h | -w]
-h show this usage info
-w window mode (default is fullscreen)
glpuzzle requires a OpenGL hardware accelaration and runs at 1024x768 only
For questions, suggestions, or information on how to add your own images, please contact the author.
Enhancements:
- added sound support
- user interface changes (an exit icon, color)
- bug fixes
- each puzzle is now a single file instead of a collection of files
- previews are generated on the fly
<<lessThe download includes the source code and 12 puzzles of increasing (4 pieces to 25 pieces) dificulty.
Compilation:
You need to have the following libraries installed: GL, glpng, SDL Debian/Ubuntu users can do:
$ apt-get install libglpng-dev libsdl1.2-dev
ompile glpuzzle with: make
You can directly execute the resulting binary glpuzzle, or see below.
Installation:
glpuzzle can be run from the current directory, or be installed running
make install
as root. By default, glpuzzle will be installed in /usr/local. To install in /usr, use
make install PREFIX=/usr
Usage:
glpuzzle [-h | -w]
-h show this usage info
-w window mode (default is fullscreen)
glpuzzle requires a OpenGL hardware accelaration and runs at 1024x768 only
For questions, suggestions, or information on how to add your own images, please contact the author.
Enhancements:
- added sound support
- user interface changes (an exit icon, color)
- bug fixes
- each puzzle is now a single file instead of a collection of files
- previews are generated on the fly
Download (16.7MB)
Added: 2006-02-07 License: GPL (GNU General Public License) Price:
1356 downloads
LWJGL 0.99
LWJGL is a solution to enable commercial quality games to be written in Java. more>>
LWJGL (Lightweight Java Game Library) is a solution aimed directly at professional and amateur Java programmers alike to enable commercial quality games to be written in Java.
LWJGL provides developers access to high performance crossplatform libraries such as OpenGL (Open Graphics Library) and OpenAL (Open Audio Library) allowing for state of the art 3D games and 3D sound. Additionally LWJGL provides access to controllers such as Gamepads, Steering wheel and Joysticks.
All in a simple and straight forward API. LWJGL is not meant to make writing games particularly easy; it is primarily an enabling technology which allows developers to get at resources that are simply otherwise unavailable or poorly implemented on the existing Java platform.
We anticipate that the LWJGL will, through evolution and extension, become the foundation for more complete game libraries and "game engines" as they have popularly become known, and hide some of the new evils we have had to expose in the APIs.
LWJGL is available under a BSD license, which means its open source and freely available at no charge.
Please visit us on the Freenode IRC Network: #LWJGL. Do idle if there is no one to answer any of your questions, we are on different timezones.
In response to everything here Id like to state our goals with LWJGL:
- Speed
- Simplicity
- Ubiquity
- Smallness
- Security
- Robustness
- Minimalism
and this will help explain how we got to where we are today and more importantly where were going and where were not going.
Speed
The whole point of LWJGL was to bring the speed of Java rendering into the 21st century. This is why we have:
Thrown out methods designed for efficient C programming that make no sense at all in java, such as glColor3fv.
Made the library throw an exception when hardware acceleration is not available on Windows. No point in running at 5fps is there?
Ubquity
Our library is designed to work on devices as small as phones right the way up to multiprocessor rendering servers. Just because there arent any phones or consoles yet with fast enough JVMs and 3d acceleration is neither here nor there - there will be, one day. Were carefully tailoring the library so that when it happens well have OpenGL ES support in there just like that. This means that:
We had to have a very small footprint or itll never catch on in the J2ME space at all. Thats why the binary distribution is under half a meg, and that takes care of 3d sound, graphics, and IO.
Even under desktop environments having a 1-2mb download just to call a few 3D functions is daft.
Weve worked to a lowest common denominator principle rather than attempting to design for all possibilities, but weve made sure that 99% of required uses are covered. Thats why weve only got one window, and why we dont guarantee that windowed mode is even supported (its officially a debug mode and hence we dont even supply some very basic windowy abilities that youd get in AWT) and why we dont allow multiple thread rendering contexts.
Simplicity
LWJGL needed to be simple for it to be used by a wide range of developers. We wanted relative newbies to be able to get on with it, and professionals to be able to use it professionally, maybe typically coming from a C++ background. We had to choose a paradigm that actually fits with OpenGL, and one that fits with our target platforms which ranges from PDA to desktop level. This is why:
We arent catering for single-buffered drawing
We dont require that an instance of GL is passed around all over the place but we do not prevent this style of coding. See below for why.
We removed a lot of stuff that 99% of games programmers need to know nothing about
We have decided that consistency is better than complexity. Rather than allowing multiple ways to call the same methods and bloating the library weve just said, "Right, no arrays. Theyre slower anyway. Get used to buffers, as this is what buffers are meant to be used for."
Smallness
See ubiquity above. We had to be small.
Small == simple. The less ways there are to do something, the easier it is to learn the only way that works or is allowed.
Small == our code is less buggy. Wouldnt you rather be hunting for bugs in your own code, not ours?
Small == downloadable. No version nightmares. LWJGL is small enough to download with every application that uses it.
Small == J2ME.
Security
We realised a few months ago that no-one was going to take us seriously if we couldnt guarantee the security of the LWJGL native libraries. This is why we:
No longer use pointers but exclusively use buffers instead
Are gradually adding further checks to buffer positions and limits to ensure that the values are within allowed ranges to prevent buffer attacks
Robustness
Similarly to security we have now realised that a reliable system is far more useful than a fast system. When we actually had a proper application to benchmark finally we had some real data. Many of our original design decisions were based on microbenchmarks - well, you have to start somewhere! But with a real application to benchmark we now know we can throw out asserts and replace them with a proper if (...) check and a thrown exception. We know also that we can move all that GL error checking out of native code and into Java code and we will no longer need a separate DLL for debug mode.
As for runtime exceptions, they have their place. Theres not a reasonably well defined argument as to when you should use a runtime exception and when you should use a checked exception. When I made OpenGLException a checked exception all it did was end up littering my code with try {} catch {} sections - except that if youve got an OpenGLException there is very little sensible you can do to rectify it because it should never have occurred in the first place.
Thats why its a runtime exception. You should simply not write code than can throw it because it is generally not recoverable nicely. However for robustness (and security) we are required to throw an exception if something is amiss. It falls, I believe, into exactly the same category of trouble as NPEs, ArrayIndexOOBs and ClassCastExceptions: should never occur but needs to be trapped somewhere.
Minimalism
This is another critical factor in our design decisions. If it doesnt need to be in the library, its not in the library. Our original aim was to produce a library that provided the bare minimum required to access the hardware that Java couldnt access, and by and large were sticking to this mantra.
The vector math code in the LWJGL is looking mighty scared at the moment because its probably for the chop - well, at least, from the core library - as its not an enabling technology at all, and there are numerous more fully featured alternatives. We chucked out GLU because its mostly irrelevant to game developers except for a few functions that we really need to get redeveloped in pure Java - but basically, GLU is just a library of code built on top of the enablement layer.
<<lessLWJGL provides developers access to high performance crossplatform libraries such as OpenGL (Open Graphics Library) and OpenAL (Open Audio Library) allowing for state of the art 3D games and 3D sound. Additionally LWJGL provides access to controllers such as Gamepads, Steering wheel and Joysticks.
All in a simple and straight forward API. LWJGL is not meant to make writing games particularly easy; it is primarily an enabling technology which allows developers to get at resources that are simply otherwise unavailable or poorly implemented on the existing Java platform.
We anticipate that the LWJGL will, through evolution and extension, become the foundation for more complete game libraries and "game engines" as they have popularly become known, and hide some of the new evils we have had to expose in the APIs.
LWJGL is available under a BSD license, which means its open source and freely available at no charge.
Please visit us on the Freenode IRC Network: #LWJGL. Do idle if there is no one to answer any of your questions, we are on different timezones.
In response to everything here Id like to state our goals with LWJGL:
- Speed
- Simplicity
- Ubiquity
- Smallness
- Security
- Robustness
- Minimalism
and this will help explain how we got to where we are today and more importantly where were going and where were not going.
Speed
The whole point of LWJGL was to bring the speed of Java rendering into the 21st century. This is why we have:
Thrown out methods designed for efficient C programming that make no sense at all in java, such as glColor3fv.
Made the library throw an exception when hardware acceleration is not available on Windows. No point in running at 5fps is there?
Ubquity
Our library is designed to work on devices as small as phones right the way up to multiprocessor rendering servers. Just because there arent any phones or consoles yet with fast enough JVMs and 3d acceleration is neither here nor there - there will be, one day. Were carefully tailoring the library so that when it happens well have OpenGL ES support in there just like that. This means that:
We had to have a very small footprint or itll never catch on in the J2ME space at all. Thats why the binary distribution is under half a meg, and that takes care of 3d sound, graphics, and IO.
Even under desktop environments having a 1-2mb download just to call a few 3D functions is daft.
Weve worked to a lowest common denominator principle rather than attempting to design for all possibilities, but weve made sure that 99% of required uses are covered. Thats why weve only got one window, and why we dont guarantee that windowed mode is even supported (its officially a debug mode and hence we dont even supply some very basic windowy abilities that youd get in AWT) and why we dont allow multiple thread rendering contexts.
Simplicity
LWJGL needed to be simple for it to be used by a wide range of developers. We wanted relative newbies to be able to get on with it, and professionals to be able to use it professionally, maybe typically coming from a C++ background. We had to choose a paradigm that actually fits with OpenGL, and one that fits with our target platforms which ranges from PDA to desktop level. This is why:
We arent catering for single-buffered drawing
We dont require that an instance of GL is passed around all over the place but we do not prevent this style of coding. See below for why.
We removed a lot of stuff that 99% of games programmers need to know nothing about
We have decided that consistency is better than complexity. Rather than allowing multiple ways to call the same methods and bloating the library weve just said, "Right, no arrays. Theyre slower anyway. Get used to buffers, as this is what buffers are meant to be used for."
Smallness
See ubiquity above. We had to be small.
Small == simple. The less ways there are to do something, the easier it is to learn the only way that works or is allowed.
Small == our code is less buggy. Wouldnt you rather be hunting for bugs in your own code, not ours?
Small == downloadable. No version nightmares. LWJGL is small enough to download with every application that uses it.
Small == J2ME.
Security
We realised a few months ago that no-one was going to take us seriously if we couldnt guarantee the security of the LWJGL native libraries. This is why we:
No longer use pointers but exclusively use buffers instead
Are gradually adding further checks to buffer positions and limits to ensure that the values are within allowed ranges to prevent buffer attacks
Robustness
Similarly to security we have now realised that a reliable system is far more useful than a fast system. When we actually had a proper application to benchmark finally we had some real data. Many of our original design decisions were based on microbenchmarks - well, you have to start somewhere! But with a real application to benchmark we now know we can throw out asserts and replace them with a proper if (...) check and a thrown exception. We know also that we can move all that GL error checking out of native code and into Java code and we will no longer need a separate DLL for debug mode.
As for runtime exceptions, they have their place. Theres not a reasonably well defined argument as to when you should use a runtime exception and when you should use a checked exception. When I made OpenGLException a checked exception all it did was end up littering my code with try {} catch {} sections - except that if youve got an OpenGLException there is very little sensible you can do to rectify it because it should never have occurred in the first place.
Thats why its a runtime exception. You should simply not write code than can throw it because it is generally not recoverable nicely. However for robustness (and security) we are required to throw an exception if something is amiss. It falls, I believe, into exactly the same category of trouble as NPEs, ArrayIndexOOBs and ClassCastExceptions: should never occur but needs to be trapped somewhere.
Minimalism
This is another critical factor in our design decisions. If it doesnt need to be in the library, its not in the library. Our original aim was to produce a library that provided the bare minimum required to access the hardware that Java couldnt access, and by and large were sticking to this mantra.
The vector math code in the LWJGL is looking mighty scared at the moment because its probably for the chop - well, at least, from the core library - as its not an enabling technology at all, and there are numerous more fully featured alternatives. We chucked out GLU because its mostly irrelevant to game developers except for a few functions that we really need to get redeveloped in pure Java - but basically, GLU is just a library of code built on top of the enablement layer.
Download (1.3MB)
Added: 2006-03-16 License: GPL (GNU General Public License) Price:
1323 downloads
jzipscript 3.100712
jzipscript is a program that runs in conjunction with the gl FTP daemon (glFtpD). more>>
jzipscript is a program that runs in conjunction with the gl FTP daemon (glFtpD) to verify uploaded file integrity and to keep per-user and per-group statistics.
This is my well-known zipscript. It is used to verify uploaded file integrity and to keep per-user and per-group statistics. Collected statistics include the number of uploaded files, the rank relative to other uploaders, upload speed, and more. You will need the whi binary but thi is hard to find.
To install the zipscript, just run the included installer: "./install"
DO NOT ATTEMPT TO INSTALL MANUALLY! You will undoubtedly miss something!
You must ensure glftpd.conf is set so glftpd logs newdirs UNDER rls dirs,
such as CD1, CD2, etc. For example:
This line is correct:
dirlog /site/Incoming/????/* *
This line is incorrect:
dirlog /site/Incoming/????/*/ *
<<lessThis is my well-known zipscript. It is used to verify uploaded file integrity and to keep per-user and per-group statistics. Collected statistics include the number of uploaded files, the rank relative to other uploaders, upload speed, and more. You will need the whi binary but thi is hard to find.
To install the zipscript, just run the included installer: "./install"
DO NOT ATTEMPT TO INSTALL MANUALLY! You will undoubtedly miss something!
You must ensure glftpd.conf is set so glftpd logs newdirs UNDER rls dirs,
such as CD1, CD2, etc. For example:
This line is correct:
dirlog /site/Incoming/????/* *
This line is incorrect:
dirlog /site/Incoming/????/*/ *
Download (0.074MB)
Added: 2006-06-20 License: GPL (GNU General Public License) Price:
1221 downloads
Ygl 4.1f
Ygl emulates SGIs GL routines under X11. more>>
Ygl emulates SGIs GL routines under X11. It compiles fine under AIX >3.2, HP-UX >7.0, Linux with XFree/Xorg, SunOS, ConvexOS, Mac A/UX, Mac OS/X and many others, but needs an ANSI-C compiler (gcc is ok). The library was written for two reasons:
On our RS/6000 GT4 hardware, 2D Ygl is up to twenty times faster (circf()) than GL (strange, isnt it?...)
2D (and 3D using OpenGL) graphics runs on non GL hardware and even on remote X-Servers.
Included are most of the two-dimensional graphics routines, the queue device routines, the query routines, doublebuffering, RGB mode with dithering, window attribute routines, FORTRAN bindings and more (see below).
3D stuff was added with version 4.0 using OpenGL calls.
Since Version 2.8, all Ygl functions do have a FORTRAN interface. The FORTRAN versions of all functions have an underscore appended, so the FORTRAN compiler must append a _ to all function names. f2c does this, xlf (under AIX 3.2) requires the option -qextname. See smile_f77.f for an example program. Set FortranBindings to 0 in Imakefile or change Makefile.std if you dont want these bindings. FORTRAN bindings are not tested because I have no programs.f to test. If you find bugs, feel free to report them to me.
You can always find the latest version of Ygl in the directory ftp.thp.Uni-Duisburg.de/pub/source/X11/.
Note that perl, python and tcl bindings for Ygl are available here thanks to Prabhu Ramachandran.
Enhancements:
- Added gsync() (only works with OpenGL bindings).
- Added {XY}MAXSCREEN macro
- Removed poly*() from Ygl.h, as they are not implemented yet.
<<lessOn our RS/6000 GT4 hardware, 2D Ygl is up to twenty times faster (circf()) than GL (strange, isnt it?...)
2D (and 3D using OpenGL) graphics runs on non GL hardware and even on remote X-Servers.
Included are most of the two-dimensional graphics routines, the queue device routines, the query routines, doublebuffering, RGB mode with dithering, window attribute routines, FORTRAN bindings and more (see below).
3D stuff was added with version 4.0 using OpenGL calls.
Since Version 2.8, all Ygl functions do have a FORTRAN interface. The FORTRAN versions of all functions have an underscore appended, so the FORTRAN compiler must append a _ to all function names. f2c does this, xlf (under AIX 3.2) requires the option -qextname. See smile_f77.f for an example program. Set FortranBindings to 0 in Imakefile or change Makefile.std if you dont want these bindings. FORTRAN bindings are not tested because I have no programs.f to test. If you find bugs, feel free to report them to me.
You can always find the latest version of Ygl in the directory ftp.thp.Uni-Duisburg.de/pub/source/X11/.
Note that perl, python and tcl bindings for Ygl are available here thanks to Prabhu Ramachandran.
Enhancements:
- Added gsync() (only works with OpenGL bindings).
- Added {XY}MAXSCREEN macro
- Removed poly*() from Ygl.h, as they are not implemented yet.
Download (0.13MB)
Added: 2006-07-15 License: GPL (GNU General Public License) Price:
1201 downloads
TRONimation 20041229
TRONimation is a 3-D editing and animation program that aims to be compact and easy to use. It is written in C, and requies the more>>
TRONimation is a 3-D editing and animation program that aims to be compact and easy to use. It is written in C, and requies the installation only of GL, GLU, and GLUT.
One of my goals in writing this program is to make it as easy for using as much as possible. At the moment, I am rather focused on the console segment of the UI. Currently, almost all commands are accessed through the keyboard interface. When you start, the program show a blank background with the consoles main menu at the top left. On to bottom of the console, all commands possible from the current menu are listed. Above that is general, program-wide information and on top (usually blank) is specific information about any current events. The mouse can be used to jump right to the save/open menu and close/open the console with a left click, and change the program-wide output and render option with a right click.
I am soon going to write some documentation on how to use Tronimation online. I think most people could move about, but editing could pose a problem (In particular object types!). If you arent afraid of C source code, read DrawingRoutines.c to find out what the values are. In short, 0 = no object, 1 = cube, 2 = pyramid, 3 = cylinder, 4 = triangular prism, 5 = recognizer. If you try to use the recognizer, beware: Its nothing but a copy-paste job from a previous demo program I wrote. It wont change size and it isnt complete!
When you want to open a file, you can either enter the absolute directory (like /home/foo/bar/tronimation/data/world.dat) or use a relative directory which starts wherever you started tronimation from (From /home/foo, you could type bar/tronimation/data/world.dat). If you enter the wrong name, the program will simply flash an error message. Eventually, I will probably get around to listing and navigating directories.
<<lessOne of my goals in writing this program is to make it as easy for using as much as possible. At the moment, I am rather focused on the console segment of the UI. Currently, almost all commands are accessed through the keyboard interface. When you start, the program show a blank background with the consoles main menu at the top left. On to bottom of the console, all commands possible from the current menu are listed. Above that is general, program-wide information and on top (usually blank) is specific information about any current events. The mouse can be used to jump right to the save/open menu and close/open the console with a left click, and change the program-wide output and render option with a right click.
I am soon going to write some documentation on how to use Tronimation online. I think most people could move about, but editing could pose a problem (In particular object types!). If you arent afraid of C source code, read DrawingRoutines.c to find out what the values are. In short, 0 = no object, 1 = cube, 2 = pyramid, 3 = cylinder, 4 = triangular prism, 5 = recognizer. If you try to use the recognizer, beware: Its nothing but a copy-paste job from a previous demo program I wrote. It wont change size and it isnt complete!
When you want to open a file, you can either enter the absolute directory (like /home/foo/bar/tronimation/data/world.dat) or use a relative directory which starts wherever you started tronimation from (From /home/foo, you could type bar/tronimation/data/world.dat). If you enter the wrong name, the program will simply flash an error message. Eventually, I will probably get around to listing and navigating directories.
Download (0.053MB)
Added: 2006-08-02 License: GPL (GNU General Public License) Price:
1179 downloads
Crazy Eddies GUI System 0.5.0 RC2
Crazy Eddies GUI System is a free library providing windowing and widgets for graphics APIs / engines. more>>
Crazy Eddies GUI System is a free library providing windowing and widgets for graphics APIs / engines where such functionality is not natively available, or severly lacking.
The library is object orientated, written in C++, and aimed at game developers.
Enhancements:
- Added: single colour support to PropertyHelper::stringToColourRect
- Added: missing support to Irrlicht renderer for creating a texture with a given size.
- Added: Updates to renderers for D3D8.1 and D3D9 to report correct values for original size and actual texture size. (Related to Mantis ticket #45).
- Added: Support for using user defined image codec by name (using dso) or directly throught a pointer to an existing image codec.
- Added: Long property export (allows for properties containing multiple lines).
- Added: Helper methods to Window to return EventSet::Iterator and PropertySet::Iterator objects.
- Added: Reworked TabControl by zap. Mantis #82.
- Added: TabControlDemo sample. Mantis #82.
- Added: Danish language in the FontDemo sample.
- Added: Output of summary of configure results (for configure based builds)
- Added: Texture extra size information to CEGUI::Texture in order to be able to handle scaled/stretched textures within Imageset.
- Added: Texture Scaling support in IrrlichRenderer
- Removed: Empty source file CEGUIVector.cpp
- Removed: TabPane files.
- Modified: Behaviour of Editbox so that EventCharacterKey events are only marked as handled if the key press actually resulted in a change to the Editbox text string. (Related to Mantis #59)
- Modified: Replaced all getWindow with get
- Modified: Replaced all setWindow with set
- Modified: EventSet::EventIterator now known as EventSet::Iterator
- Modified: PropertySet::PropertyIterator now known as PropertySet::Iterator
- Modified: ImageCodec modules are now DynamicModule
- Modified: Falagard PropertyDim now supports a type attribute for UDim properties. Mantis #82.
- Modified: Improved TabControl imagery. Mantis #82.
- Modified: autotools makefiles now symlink the sample binaries (to avoid having to do make install). Mantis #82.
- Modified: PropertyHelper now uses snprintf instead of std::ostringstream again. Mantis #82.
- Modified: Removed static Makefile for tolua++cegui generator tool and switched to autotools style build, with enable/disable configure option, for tolua++cegui generator tool
- Modified: Moved tolua++ into its own dir, removed lua_and_tolua++
- Modified: Externalised our use of the Lua library
- Modified: premake updates
- Modified: Updated AUTHORS file.
- Modified: Remove exec file attribute on Falagard.xsd
- Modified: XMLRefSchema/Font.xsd for font rewrite
- Modified: LuaScriptModule public headers no longer need include lua.h included.
- Modified: Made a bunch of warnings go away in MSVC in the new font code.
- Modified: Deleted the remaining old msvc project files.
- Bug Fix: Clean the XMLSerialization code: remove empty autowindow
- Bug Fix: Added missing glDisable(GL_FOG); in gl renderer
- Bug Fix: Irrlicht and D3D8.1 renderer modules would keep live pointers to Texture objects that failed to fully initialise (file or size errors for example) Mantis #43.
- Bug Fix: Disable texture stages we do not use in Direct3D renderers. (Mantis #95)
- Bug Fix: Mouse cursor z value. Mantis #49
- Bug Fix: Imagset XML attribute for image file name is Imagefile and not Filename.
- Bug Fix: normal attributes use true, only properties sometimes use True.
- Bug Fix: Global default resource group was not being used by DefaultResourceProvider.
- Bug Fix: XML output from CEGUI::Image class.
- Bug Fix: Imageset scaling issue when renderer automatically scales the image #45 (this is currently a partial fix)
- Bug Fix: IrrlichtRenderer - Mouse event error. Mantis #98.
- Bug Fix: IrrlichtRenderer - size error in addQuad. Mantis #99.
- Bug Fix: IrrlichtRenderer - Sample driver had linker lib name wrong for renderer module. Mantis #100.
- Bug Fix: TinyXMLParser bug. Mantis Tracker #57
- Bug Fix: a bug in the openglrenderer cleanup related to image codec.
- Bug Fix: Install renderer module includes at the same place as in Win32 (linux / mac autotools)
- Bug Fix: OpenGL sample driver did not inject middle mouse up (injected it as down). Mantis #82.
- Bug Fix: Corrected some mistakes in the Falagard Lua bindings
- Bug Fix: Apparently in some cases OpenGLRenderer needs NOMINMAX in Win32 (Mantis #63)
- Bug Fix: FreeTypeFont did not free the font data properly, also fixes a potential infinite loop in FreeTypeFont (Mantis #60)
- Bug Fix: FairChar font texture was not power of 2 (Mantis #64)
- Bug Fix: SliderThumb incorrectly mapped in some schemes (mantis #88)
- Bug Fix: Updated Irrlicht renderer to work with 0.5.0 codebase.
- Bug Fix: some missing data
- Bug Fix: DirectX 8.1 sample driver
- Bug Fix: some missing files in the make dist command (Mantis #89)
- Bug Fix: Change the name of an enumeration value in schema Font.xsd.
- Bug Fix: Memory leak in Font.
- Bug Fix: Lua bindings was missing ImagesetManager::createImagesetFromImageFile + some missing tolua_throws modifiers
<<lessThe library is object orientated, written in C++, and aimed at game developers.
Enhancements:
- Added: single colour support to PropertyHelper::stringToColourRect
- Added: missing support to Irrlicht renderer for creating a texture with a given size.
- Added: Updates to renderers for D3D8.1 and D3D9 to report correct values for original size and actual texture size. (Related to Mantis ticket #45).
- Added: Support for using user defined image codec by name (using dso) or directly throught a pointer to an existing image codec.
- Added: Long property export (allows for properties containing multiple lines).
- Added: Helper methods to Window to return EventSet::Iterator and PropertySet::Iterator objects.
- Added: Reworked TabControl by zap. Mantis #82.
- Added: TabControlDemo sample. Mantis #82.
- Added: Danish language in the FontDemo sample.
- Added: Output of summary of configure results (for configure based builds)
- Added: Texture extra size information to CEGUI::Texture in order to be able to handle scaled/stretched textures within Imageset.
- Added: Texture Scaling support in IrrlichRenderer
- Removed: Empty source file CEGUIVector.cpp
- Removed: TabPane files.
- Modified: Behaviour of Editbox so that EventCharacterKey events are only marked as handled if the key press actually resulted in a change to the Editbox text string. (Related to Mantis #59)
- Modified: Replaced all getWindow with get
- Modified: Replaced all setWindow with set
- Modified: EventSet::EventIterator now known as EventSet::Iterator
- Modified: PropertySet::PropertyIterator now known as PropertySet::Iterator
- Modified: ImageCodec modules are now DynamicModule
- Modified: Falagard PropertyDim now supports a type attribute for UDim properties. Mantis #82.
- Modified: Improved TabControl imagery. Mantis #82.
- Modified: autotools makefiles now symlink the sample binaries (to avoid having to do make install). Mantis #82.
- Modified: PropertyHelper now uses snprintf instead of std::ostringstream again. Mantis #82.
- Modified: Removed static Makefile for tolua++cegui generator tool and switched to autotools style build, with enable/disable configure option, for tolua++cegui generator tool
- Modified: Moved tolua++ into its own dir, removed lua_and_tolua++
- Modified: Externalised our use of the Lua library
- Modified: premake updates
- Modified: Updated AUTHORS file.
- Modified: Remove exec file attribute on Falagard.xsd
- Modified: XMLRefSchema/Font.xsd for font rewrite
- Modified: LuaScriptModule public headers no longer need include lua.h included.
- Modified: Made a bunch of warnings go away in MSVC in the new font code.
- Modified: Deleted the remaining old msvc project files.
- Bug Fix: Clean the XMLSerialization code: remove empty autowindow
- Bug Fix: Added missing glDisable(GL_FOG); in gl renderer
- Bug Fix: Irrlicht and D3D8.1 renderer modules would keep live pointers to Texture objects that failed to fully initialise (file or size errors for example) Mantis #43.
- Bug Fix: Disable texture stages we do not use in Direct3D renderers. (Mantis #95)
- Bug Fix: Mouse cursor z value. Mantis #49
- Bug Fix: Imagset XML attribute for image file name is Imagefile and not Filename.
- Bug Fix: normal attributes use true, only properties sometimes use True.
- Bug Fix: Global default resource group was not being used by DefaultResourceProvider.
- Bug Fix: XML output from CEGUI::Image class.
- Bug Fix: Imageset scaling issue when renderer automatically scales the image #45 (this is currently a partial fix)
- Bug Fix: IrrlichtRenderer - Mouse event error. Mantis #98.
- Bug Fix: IrrlichtRenderer - size error in addQuad. Mantis #99.
- Bug Fix: IrrlichtRenderer - Sample driver had linker lib name wrong for renderer module. Mantis #100.
- Bug Fix: TinyXMLParser bug. Mantis Tracker #57
- Bug Fix: a bug in the openglrenderer cleanup related to image codec.
- Bug Fix: Install renderer module includes at the same place as in Win32 (linux / mac autotools)
- Bug Fix: OpenGL sample driver did not inject middle mouse up (injected it as down). Mantis #82.
- Bug Fix: Corrected some mistakes in the Falagard Lua bindings
- Bug Fix: Apparently in some cases OpenGLRenderer needs NOMINMAX in Win32 (Mantis #63)
- Bug Fix: FreeTypeFont did not free the font data properly, also fixes a potential infinite loop in FreeTypeFont (Mantis #60)
- Bug Fix: FairChar font texture was not power of 2 (Mantis #64)
- Bug Fix: SliderThumb incorrectly mapped in some schemes (mantis #88)
- Bug Fix: Updated Irrlicht renderer to work with 0.5.0 codebase.
- Bug Fix: some missing data
- Bug Fix: DirectX 8.1 sample driver
- Bug Fix: some missing files in the make dist command (Mantis #89)
- Bug Fix: Change the name of an enumeration value in schema Font.xsd.
- Bug Fix: Memory leak in Font.
- Bug Fix: Lua bindings was missing ImagesetManager::createImagesetFromImageFile + some missing tolua_throws modifiers
Download (2.0MB)
Added: 2006-08-18 License: LGPL (GNU Lesser General Public License) Price:
1163 downloads
Alien::wxWidgets 0.21
Alien::wxWidgets is a Perl module for building, finding and using wxWidgets binaries. more>>
Alien::wxWidgets is a Perl module for building, finding and using wxWidgets binaries.
SYNOPSIS
use Alien::wxWidgets < options >;
my $version = Alien::wxWidgets->version;
my $config = Alien::wxWidgets->config;
my $compiler = Alien::wxWidgets->compiler;
my $linker = Alien::wxWidgets->linker;
my $include_path = Alien::wxWidgets->include_path;
my $defines = Alien::wxWidgets->defines;
my $cflags = Alien::wxWidgets->c_flags;
my $linkflags = Alien::wxWidgets->link_flags;
my $libraries = Alien::wxWidgets->libraries( qw(gl adv core base) );
my @libraries = Alien::wxWidgets->link_libraries( qw(gl adv core base) );
my @implib = Alien::wxWidgets->import_libraries( qw(gl adv core base) );
my @shrlib = Alien::wxWidgets->shared_libraries( qw(gl adv core base) );
my @keys = Alien::wxWidgets->library_keys; # gl, adv, ...
my $library_path = Alien::wxWidgets->shared_library_path;
my $key = Alien::wxWidgets->key;
my $prefix = Alien::wxWidgets->prefix;
Please see Alien for the manifesto of the Alien namespace.
In short Alien::wxWidgets can be used to detect and get configuration settings from an installed wxWidgets.
<<lessSYNOPSIS
use Alien::wxWidgets < options >;
my $version = Alien::wxWidgets->version;
my $config = Alien::wxWidgets->config;
my $compiler = Alien::wxWidgets->compiler;
my $linker = Alien::wxWidgets->linker;
my $include_path = Alien::wxWidgets->include_path;
my $defines = Alien::wxWidgets->defines;
my $cflags = Alien::wxWidgets->c_flags;
my $linkflags = Alien::wxWidgets->link_flags;
my $libraries = Alien::wxWidgets->libraries( qw(gl adv core base) );
my @libraries = Alien::wxWidgets->link_libraries( qw(gl adv core base) );
my @implib = Alien::wxWidgets->import_libraries( qw(gl adv core base) );
my @shrlib = Alien::wxWidgets->shared_libraries( qw(gl adv core base) );
my @keys = Alien::wxWidgets->library_keys; # gl, adv, ...
my $library_path = Alien::wxWidgets->shared_library_path;
my $key = Alien::wxWidgets->key;
my $prefix = Alien::wxWidgets->prefix;
Please see Alien for the manifesto of the Alien namespace.
In short Alien::wxWidgets can be used to detect and get configuration settings from an installed wxWidgets.
Download (0.10MB)
Added: 2006-09-02 License: Perl Artistic License Price:
1151 downloads
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