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Screensavers for Xandros 4.x

Screensavers for Xandros 4.x


Screensavers for Xandros 4.x contains twelve different screensavers you can try out for Xandros. more>>
Screensavers for Xandros 4.x contains twelve different screensavers you can try out for Xandros. They are static builds, so they should work out of the box. You may need OpenAL for the Really Slick Screensavers, and the sound is a bit scratchy, since I compiled the thing with Arts so the sounds would work all the time.
You dont have to have OpenAL installed though, you just wont get sound. Kanjisaver needs the Chineese fonts installed in order to function properly, so if you deselected those, pop in your Xandros cd and install them before installing it.
Other than that, the rest *should* work out of the box just fine. There are additional builds available, but this only gives me 12 spots. Simply right-click save the link for the package you want. Then Double click to install.
Additional info at http://forums.xandros.com/viewtopic.php?t=26918
P.S. Thanks to all the authors of these fine screensavers.
Main features:
- Flower Attack
- Kanjisaver
- KBiof
- KCad
- KCometen3
- KFieldlines
- KFlocks
- Kogs
- SmoothSlideSaver
- Really Slick Screensavers
- Kannasaver
- Tropical TuxSaver
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Added: 2007-01-22 License: GPL (GNU General Public License) Price:
1012 downloads
Really Slick XScreenSavers 0.9

Really Slick XScreenSavers 0.9


Really Slick XScreenSavers is a gooey eye candy for X11. more>>
Really Slick XScreenSavers project is a GLX port of the Really Slick Screensavers collection by Terry Welsh.

The screensavers can be installed as standalone programs or as XScreenSaver hacks.

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Download (3.0MB)
Added: 2006-07-16 License: GPL (GNU General Public License) Price:
1199 downloads
Really Slick ScreenSavers GLX Port 0.8.1

Really Slick ScreenSavers GLX Port 0.8.1


The Really Slick ScreenSavers GLX Port is a port of some nifty OpenGL screensavers. more>>
Really Slick ScreenSavers GLX Port is a port of some nifty OpenGL screensavers that were originally written for Windows to GLX.
Really Slick ScreenSavers GLX Port is intended for use with an existing screensaver daemon like xscreensaver.
Enhancements:
- This release fixes minor bugs exposed by newer compilers and libraries.
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Download (0.28MB)
Added: 2006-02-26 License: GPL (GNU General Public License) Price:
1338 downloads
Tempest

Tempest


Tempest is a screensaver for the KDE desktop. more>>
Tempest is a screensaver for the KDE desktop.

Installation:

compile with gcc -o tempest tempest.c -lGL

move the binary to /usr/lib/xscreensaver
for KDE, put tempest.desktop in /usr/share/applnk/System/ScreenSavers
for X screensaver add
- GL: tempest -root n
to .xscreensaver in your home directory

for configuration, run tempest with -help
add options to .xscreensaver or tempest.desktop as desired
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Download (0.007MB)
Added: 2007-02-12 License: GPL (GNU General Public License) Price:
1004 downloads
KFieldLines 0.1

KFieldLines 0.1


KFieldLines project is an OpenGL screensaver for KDE. more>>
KFieldLines project is an OpenGL screensaver for KDE.

This is a KDE port, rewrite & rearrangement of original FIELDLINES XScreenSaver. This is an OPENGL screensaver. It depends by libGL & libGLU libraries. These libraries are normally installed into all linux distros.

Please note that the performance of the OpenGL screensavers depends by your graphic card power and its correct installation (please configure the right Xorg driver for your card).

Available for download: sources and precompiled binaries package for Felinux distro (also Slackware 11)

Installation:

open konsole
type "su" and type your root password
type "installpkg kfieldlines-0.1-i486-1.tgz"

All done.

KFieldLines screen saver is now accessible by open Desktop configuration -> ScreenSavers -> OpenGL Note: this package is also compatible with Slackware Linux 11.

Compiling KFieldLines sources:

KFieldLines sources, provided here must be compiled to works on your system. Please, start with archive decompression, then open konsole and go into the directory. Here type:

./configure
make
make install (as root)

All done.

KFieldLines screen saver is now accessible by open Desktop configuration -> ScreenSavers -> OpenGL
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Download (0.041MB)
Added: 2006-12-18 License: GPL (GNU General Public License) Price:
1040 downloads
Crogai 0.2

Crogai 0.2


Crogai consists of a mixture of crowd simulation, AI, and genetic algorithms. more>>
Crogai consists of a mixture of crowd simulation, AI, and genetic algorithms.

It is possible to set up simulations and test different AI in a full 3D environment with a small physics engine, terrain, collision handling, etc. Crogai is inspired by the OpenSteer projet and uses steering behaviors as building blocks for the AI.

The agents can graze, hunt each other, and emit spores for reproduction. A genetic algorithm allows the agents to evolve, and let them decide whether to do so or not. In addition, the examples provided by the project make nice screensavers.

In addition, agents can emit spores in the environment, and those are in turn used in a genetic algorithm to evolve the agents. Many interesting behaviors are observed, population explosions and extinctions are common. A framework is also available to use machine learning algorithms instead of the currently explicit AI, like neural networks, but not only.

Crogai is working in both graphics and batch mode thanks to a simulator-base architecture, allowing a real time / simulation time ratio of any arbitrary value, depending on the machine capacities.

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Download (1.0MB)
Added: 2007-01-10 License: GPL (GNU General Public License) Price:
1017 downloads
TheOpenCD SFD2007 Edition

TheOpenCD SFD2007 Edition


TheOpenCD is a collection of high quality Free and Open Source Software. more>>
TheOpenCD is a collection of high quality Free and Open Source Software. The programs run in Windows and cover the most common tasks such as word processing, presentations, e-mail, web browsing, web design, and image manipulation.
We include only the highest quality programs, which have been carefully tested for stability and which we consider appropriate for a wide audience. Read more about TheOpenCD.
When inserting the CD into a machine running Windows a content browser will launch automatically (provided Autorun is enabled).
Main features:
Productivity
- OpenOffice 1.1.4
- AbiWord 2.2.8
- PDFCreator 0.8
Design
- GIMP 2.2.8
- TuxPaint 0.9.14
- NVU 1.0
Internet/Networking
- FireFox 1.0.4
- Thunderbird 1.0.2
- Gaim 1.3.1
Multimedia
- Audacity 1.2.3
- Celestia 1.3.2
- Really Slick Screensavers
Utilities
- 7-zip 4.23
- Notepad2 1.0.12
Games
- Sokoban 1.187
- Battle for Wesnoth 0.9.3
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Download (605MB)
Added: 2007-08-10 License: GPL (GNU General Public License) Price:
806 downloads
KCad 2.0

KCad 2.0


KCad is a screensaver for KDE 3, based on KCad 1.1 (a old screensaver for Kde 2.2). more>>
KCad is a screensaver for KDE 3, based on KCad 1.1 (a old screensaver for Kde 2.2). KCad is a KDE Control+Alt+Canc screensaver.

KCAD is a very simple screensaver for KDE. In fact, it may remind you of certain OTHER evil screensavers. This was designed so that you can "trick" your Boss (in the BOFH sense) into thinking that youre running Windows NT on your workstation/server, even if you are running (insert UNIX clone name here). By default, it looks very KDE-ish, but you can make it look more convincing by putting the following text into the file $HOME/.kde/share/config/kcad.kssrc.

Installation:

./configure --prefix=/path/to/kde --with-qt-includes=/path/to/qt-includes
make all
su
make install
exit


NOTE:
- KUbuntu prefix is /usr
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Added: 2006-05-23 License: Public Domain Price:
1252 downloads
Fast User Switch Applet 2.18.0

Fast User Switch Applet 2.18.0


Fast User Switch Applet is an applet for the GNOME 2.10 panel which allows for MacOS X-style menu-based user-switching. more>>
Fast User Switch Applet is an applet for the GNOME 2.10 panel which allows for MacOS X-style menu-based user-switching. It integrates with GDM to switch between existing X11 sessions or create new ones as needed, and will show the same users as the GDM face browser.

The applet can display itself in the panel using either the current users name, the word "Users," or an icon, and can be configured to include an item which launches an X session in a window. The applet code is designed to allow for easy cut-and-paste of the system-interaction code into other applications, like screensavers

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Added: 2007-04-09 License: GPL (GNU General Public License) Price:
930 downloads
WWW::ImageSpool 0.01

WWW::ImageSpool 0.01


WWW::ImageSpool is a Perl module that can cache images of interest from the web. more>>
WWW::ImageSpool is a Perl module that can cache images of interest from the web.

SYNOPSIS

use WWW::ImageSpool;

mkdir("/var/tmp/imagespool", 0700);

my $spool = WWW::ImageSpool->new
(
limit => 3,
searchlimit => 10,
max => 5 * 1048576,
dictionary => "sushi.txt",
verbose => 1,
dir => "/var/tmp/imagespool"
);

$spool->run();
while($spool->uptime < 86400);

When A WWW::ImageSpool objects run() method is called, it randomly picks keywords out of a chosen dictionary file and attempts to download images off of the internet by doing searches on these keywords. (Currently only a Google Image Search is done, via Guillaume Rousses WWW::Google::Images module, but the internals have been set up to make it easy to hook into other engines in the future.) Images are stored in the specified directory. If the directory grows beyond the maximum size, the oldest files in the directory are deleted.

The intended purpose behind this module is to supply images on demand for any piece of software that wants abstract images, such as screensavers or webpage generators or voice synthesizers (wouldnt it be cool if a voice synthesizer extracted all the popular nouns out of a book and scrolled by pertanent images as it read to you?)

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Added: 2006-11-29 License: Perl Artistic License Price:
1059 downloads
Games::Irrlicht 0.04

Games::Irrlicht 0.04


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

SYNOPSIS

package MyGame;
use strict;

use base Games::Irrlicht;

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

# override methods:

The Why

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

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

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

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

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

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

Frame-rate Independend Clock

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

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

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

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

Time Warp

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

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

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

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

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

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

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

Ramping Time Warp

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

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

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

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

Event handlers

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

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

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

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Download (0.039MB)
Added: 2006-09-30 License: Perl Artistic License Price:
1126 downloads
Libss 0.0.2

Libss 0.0.2


Libss is a cross-platform library for controlling screensavers. more>>
Libss is a cross-platform library for controlling screensavers. It allows one to temporarily disable a screensaver.

Libss library is useful for fullscreen, visual applications that take little input.

BUILDING

Procedure 1. To build, cross your fingers and try...

1. ./configure
2. make
3. make install

Read the ``INSTALL file for generic detailed information on installing this program.

NASTY DETAILS

The screensaver_init() function initializes the library.

The screensaver_enable() function turns on the systems screensaver.

The screensaver_disable() function turns off the systems screensaver.

The screensaver_restore() function restores the screensaver to the state it was in when the library was initialized by screensaver_init().

Currently, libss supports only Linux, the X Window System, and XSreenSaver. However, the library is designed to support other platforms. Please feel free to contribute.

Originally libsss code was to be integrated with SDL. However, due to a feature freeze, this functionality will not make it into SDL for quite some time. In the meantime, I am packaging libss as a separate library. Libss also serves as a testbed for XScreenSaver-controlling APIs. I would like to offer a better interface to XScreenSaver than jwzs:

if (playing && !paused) {
system ("xscreensaver-command -deactivate >&- 2>&- &");
}

Consider libss a proof-of-concept which may turn into
something useful.
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Download (0.050MB)
Added: 2006-03-31 License: GPL (GNU General Public License) Price:
1307 downloads
Fedora Frog 1.0-7.0.1

Fedora Frog 1.0-7.0.1


Fedora Frog application is GUI install script that jumps your Fedora Core 5 to life in no time... more>>
Fedora Frog application is a GUI install script that jumps your Fedora Core 5 to life in no time...
Main features:
- Install extra repositories [RPMForge]
- Note: Not all repositories are mutually compatible. See the Warning mixing repositories
- Install GUI frontend for yum [yumex]
- Install commonly needed multimedia codecs
- Install DVD playback capability
- Install Java JRE and its plugin for Firefox
- Note: You will have to accept Suns licence
- Install Macromedia Flash plugin for Firefox
- Note: You need to restart Firefox after installation
- Install extra fonts (including msttcorefonts)
- Install graphics drivers for nVidia and ATI cards
- Note: You should restart your computer after the installation
- Install Gnome Configuration Editor
- Install numlockx to turn on NumLock on startup
- Set up Gnome to open System Monitor every time you push Alt-Ctrl-Del
- Disable CD blocking in CD-ROM
- Set up Nautilus to open new folders in the same window
- Install rar archiver
- Install Adobe PDF reader
- Note: This is not necessery to read PDF documents, you can read them using Evince too.
- Install Gwenview and digiKam imageviewers
- Install XMMS (analog of Winamp)
- Install amaroK media player
- Install stream directory browser Streamtuner
- Install CD ripper Grip
- Install Xine, VLC, Mplayer multimedia players
- Install RealPlayer 10
- Install Skype
- Install Thunderbird e-mail client
- Install Liferea RSS reader
- Install Opera web browser
- Install CD/DVD burning utility K3b
- Install FTP utility gFTP
- Install File share utility DC++
- Install P2P BitTorrent client Azureus
- Install P2P eMule Client aMule
- Install P2P Gnutella Client LimeWire
- Install KDE Edutainment programms
- Install Photo-realistic nightsky renderer Stellarium
- Install Some additional games
- Install Alacarte Gnome menu editor
- Install Shortcut to browse files as root
- Install Some desktop backgrounds, icons, themes and screensavers
- Note: Try changing your desktop background and look in Theme Details of System -> Preferences -> Theme
- Install fortune and make Gnome Fish-applet to use it
Note: It is recomended to run update before you run Fedora Frog
Usage:
xterm -e ~/.frog/frog.run
Enhancements:
- Added xine-lib-extras and xine-plugin to Xine install.
- Main frog welcome screen revised to use dialog command.
- Adjusted dependencies so that removing Amarok does not remove xine-libs which forces removal of xine.
- Made "ynq" proc case statement instead of if-then-else
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Download (0.041MB)
Added: 2007-08-06 License: GPL (GNU General Public License) Price:
824 downloads
KBiof 0.3

KBiof 0.3


KBiof project is an openGL screen saver for KDE. more>>
KBiof project is an OpenGL screensaver for KDE.
This is a KDE port, rewrite & rearrangement of original BIOF XScreenSaver. This is an OPENGL screensaver. It depends by libGL & libGLU libraries. These libraries are normally installed into all linux distros.
Please note that the performance of the OpenGL screensavers depends by your graphic card power and its correct installation (please configure the right Xorg driver for your card).
Available for download: sources and precompiled binaries package for Felinux distro (also Slackware 11).
Installation:
open konsole
type "su" and type your root password
type "installpkg kbiof-0.1-i486-1.tgz"
All done.
KBiof screen saver is now accessible by open Desktop configuration -> ScreenSavers -> OpenGL Note: this package is also compatible with Slackware Linux 11.
Compiling KBiof sources:
KBiof sources, provided here must be compiled to works on your system. Please, start with archive decompression, then open konsole and go into the directory. Here type:
./configure
make
make install (as root)
All done.
KBiof screen saver is now accessible by open Desktop configuration -> ScreenSavers -> OpenGL
Enhancements:
- now it is possible to change the rendering color of Triangles, Spheres and BigSpheres object.
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Download (0.042MB)
Added: 2007-01-10 License: GPL (GNU General Public License) Price:
600 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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Download (912KB)
Added: 2009-04-29 License: Freeware Price:
254 downloads
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