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Divmod Vertex 0.2.0

Divmod Vertex 0.2.0


Divmod Vertex is an implementation of Q2Q, a protocol for opening authenticated connections, even through NAT. more>>
Divmod Vertex is an implementation of Q2Q, a protocol for opening authenticated connections, even through NAT.

It allows a user to reliably demonstrate their identity (for distributed authentication) and receive real-time data directly from other users, and provides a mechanism for a user to decide whether they want to expose their IP address to a third party before accepting a peer-to-peer connection.

Divmod Vertex is byte-stream oriented and application-agnostic. Any peer-to-peer application can use Q2Q to open connections and deliver messages.

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Download (0.082MB)
Added: 2006-06-14 License: MIT/X Consortium License Price:
1227 downloads
Vertex 3D Model Assembler 0.1.15

Vertex 3D Model Assembler 0.1.15


Vertex 3D Model Assembler project is a polygon-based live-end modeller. more>>
Vertex 3D Model Assembler project is a polygon-based live-end modeller.

The Vertex 3D Model Assembler is a 3D modeller geared towards making high performance models for games and other live-end requirements.

It uses the V3D format to maximize efficiency with OpenGL rendering, and can view/edit any V3D hybrid data.

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Download (1.1MB)
Added: 2006-11-06 License: GPL (GNU General Public License) Price:
1102 downloads
Search And Rescue 0.8.2

Search And Rescue 0.8.2


Search And Rescue project is an air rescue flight simulator. more>>
Search And Rescue project is an air rescue flight simulator. The player pilots rescue helicopters to rescue victims in various situations of distress.

Search and Rescue is a helicopter based air rescue flight simulator. It employs a simple flight dynamics engine that is targetted towards the "average" player. It is not designed to be a cutting-edge realistic simulator, but rather a flexable game that everyone can play and enjoy.

The history of the development of this game goes back to 1997, when Search and Rescue was created as an explorative to design for more complex 3D games using the OpenGL graphics library. Much of the effort in the development of this game came from Wolfpack Entertainment and many dedicated contributors (see credits below).

This game was ported to Windows early on in its development to ensure the portability of its graphics code. However the Win32 version lacked certain features due to differences in Windows design of its graphic, sound, and controller implementation.

The flight dynamics engine (FDE) features helicopter, aircraft, and tilt-rotor aircraft flight dynamics models (FDMs). It uses source-centered (as opposed to world-centered) mathimatical equations to simulate movement which mimicks but does not fundimentally follow standard physics equations. This simplifies the "flyability" of the aircrafts at a slight cost of realisim and lightens processor load.

The 3D visual models of the aircrafts and objects were created by a program called Vertex 3D, an OpenGL modeller designed to create 3D visual models that are optimized for OpenGL.

Each scene is a finite sized flat world, separated vertically by cloud layer(s) and centered at the origin with an artificial longitude and latitude offset applied to displayed positions.

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Download (0.77MB)
Added: 2006-11-04 License: GPL (GNU General Public License) Price:
3251 downloads
PETSc 2.3.3

PETSc 2.3.3


PETSc is a suite of data structures and routines for the scalable (parallel) solution of scientific applications. more>>
PETSc is a suite of data structures and routines for the scalable (parallel) solution of scientific applications modeled by partial differential equations.
PETSc library employs the MPI standard for all message-passing communication.
PETSc is easy to use for beginners. Moreover, its careful design allows advanced users to have detailed control over the solution process. PETSc includes a large suite of parallel linear and nonlinear equation solvers that are easily used in application codes written in C, C++, Fortran and now Python.
PETSc provides many of the mechanisms needed within parallel application codes, such as simple parallel matrix and vector assembly routines that allow the overlap of communication and computation. In addition, PETSc includes support for parallel distributed arrays useful for finite difference methods.
Main features:
- Parallel vectors
- scatters (handles communicating ghost point information)
- gathers
- Parallel matrices
- several sparse storage formats
- easy, efficient assembly.
- Scalable parallel preconditioners
- Krylov subspace methods
- Parallel Newton-based nonlinear solvers
- Parallel timestepping (ODE) solvers
- Complete documentation
- Automatic profiling of floating point and memory usage
- Consistent interface
- Intensive error checking
- Portable to UNIX and Windows
- Over one hundred examples
- PETSc is supported and will be actively enhanced for many years.
Enhancements:
- This release adds support for 2D and 3D mesh generation, refinement, partitioning, and distribution.
- It adds support for partitioning based upon arbitrary dimensional entities, e.g. vertices, faces, etc.
- It adds support for FIAT element generation.
- It adds support for higher order elements.
- A Poisson problem example in a separate repository has been added.
- The Hypre interface has been updated to use version 2.0.0.
- The Mumps interface has been updated to use version 4.7.3.
- The fftw interface has been updated to use v3.2alpha2.
- There are numerous bugfixes.
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Download (9.8MB)
Added: 2007-06-04 License: Freely Distributable Price:
874 downloads
VCG TriMeshInfo 1.2

VCG TriMeshInfo 1.2


VCG TriMeshInfo is a tool designed to inspect 3D models and retrieve many types of topological and geometrical information. more>>
VCG TriMeshInfo is a tool designed to inspect 3D models and retrieve many types of topological and geometrical information from them.
It can be used to automate the process of decoding 3D mesh inherent properties and ease data classification and retrieval.
For each analyzed dataset, the following data are extracted:
- Number of Vertices (Unreferenced vertices are listed separately)
- Number of Faces
- Number of Edges
- Number of Connected Components
- Number of Boundaries
- Number of Isolated Vertices (i.e. Unreferenced)
- Manifold
- Genus (Computed only for Manifold Datasets)
- Orientability
- Orientation
- Regularity (We consider as regular those meshes generated through regular subdivision. Each non boundary vertex of a regular mesh has 6 incident edges, if there are only 5 incident edges the mesh is said to be semi-regular, irregular in all other cases)
- Number of Duplicated Vertices
- Self-Intersection (Currently computed only for Datasets with less than 3M faces)
Enhancements:
- This release included a major rewrite of the core component for computing geometrical and topological features of the analyzed mesh.
- Important changes included speeded up self-intersection tests, more robust (and correct) computation of topological genus and volume, and more flexible output with an HTML output option.
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Added: 2005-12-27 License: GPL (GNU General Public License) Price:
1400 downloads
Antiprism 0.15

Antiprism 0.15


Antiprism is a suite of programs for the generation, manipulation, and visualisation of polyhedra. more>>
Antiprism project is a suite of programs for the generation, manipulation, and visualisation of polyhedra.
Make a cube
This can be done with unipoly, which can be used to make all the uniform polyhedra.
unipoly cube > cube.off
Display with
off2pov -o cube.pov cube.off
povray +a +p cube.pov
Make the dual octahedron
pol_recip is used for making duals by polar reciprocation.
To make a nice compound the radius of the sphere used for reciprocation needs to be the distance from the cube centre to the mid-point of an edge, and the sphere centre must be the centre of the cube.
unipoly has centred the cube on (0, 0, 0), which is the default centre for pol_recip. The radius can be specified using the -R option and passing two adjacent vertex index numbers of the cube. Use off2pov with the -n option to display the cube with its vertex numbers.
off2pov -x vf -n -o cube.pov cube.off
povray +a +p cube.pov
Vertices 3 and 5 are adjacent, so make the dual octahedron like this, and display it.
pol_recip -R 3,5 cube.off > oct.off
off2pov -o oct.pov oct.off
povray +a +p oct.pov
Merge the polyhedra
OFF files are merged with off_merge
off_util cube.off oct.off > cub_oct.off
Display the result.
off2pov -o cub_oct.pov cub_oct.off
povray +a +p cub_oct.pov
Use colours
To make it clearer that this is a compound of a cube and octahedron the two polyhedra could be given different colours using off_color.
Colour the cube faces red, and the octahedron faces green.
off_color -f 1,0,0 cube.off > red_cube.off
off_color -f 0,1,0 oct.off > green_oct.off
Now merge and display as before, this time making the edge and vertex elements smaller than the defaults
off_util red_cube.off green_oct.off > color_cub_oct.off
off2pov -v 0.02 -e 0.016 -o color_cub_oct.pov color_cub_oct.off
povray +a +p color_cub_oct.pov
Enhancements:
- Edge handling has been improved.
- The GLU tesselator is used for all polygon tesselation, making polygon display more consistent in export formats.
- The minimum enclosing ball is used for camera positioning, allowing better use of screen space.
- Special duals can be calculated automatically.
- There is a new program which spirals points on a sphere, and another which arranges points in rings on a sphere.
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Download (3.2MB)
Added: 2007-06-23 License: MIT/X Consortium License Price:
915 downloads
Geomview 1.9.3

Geomview 1.9.3


Geomview is an interactive 3D viewing program for Unix. more>>
Geomview is an interactive 3D viewing program for Unix. Geomview lets you view and manipulate three-dimensional objects: you use the mouse to rotate, translate, zoom in and out, and so on.

Geomview can be used as a standalone viewer for static objects or as a display engine for other programs which produce dynamically changing geometry. Geomview can display objects described in a variety of file formats. Geomview comes with a wide selection of example objects, and you can create your own objects too.

Geomview runs on most Unix platforms, including GNU/Linux. Geomview can run under Microsoft Windows using Cygwin. Geomview is free software available under the terms of the GNU Lesser General Public License (GPL).

You can also use Geomview to handle the display of data coming from another program that is running simultaneously. As the other program changes the data, the Geomview image reflects the changes. Programs that generate objects and use Geomview to display them are called external modules. External modules can control almost all aspects of Geomview. The idea here is that many aspects of the display and interaction parts of geometry software are independent of the geometric content and can be collected together in a single piece of software that can be used in a wide variety of situations. The author of the external module can then concentrate on implementing the desired algorithm and leave the display aspects to Geomview. Geomview comes with a collection of sample external modules, and the manual describes how to write your own.

Geomview allows multiple independently controllable objects and cameras. It provides interactive control for motion, appearances (including lighting, shading, and materials), picking on an object, edge or vertex level, snapshots in many image file, PostScript, or Renderman RIB format, and adding or deleting objects is provided through direct mouse manipulation, control panels, and keyboard shortcuts.

Geomview supports the following simple data types: polyhedra with shared vertices (.off), quadrilaterals, rectangular meshes, vectors, and Bezier surface patches of arbitrary degree including rational patches. Object hierarchies can be constructed with lists of objects and instances of object(s) transformed by one or many 4x4 matrices. Arbitrary portions of changing hierarchies may be transmitted by creating named references.

The full specification for object file formats is in the OOGL (Object Oriented Graphics Language) Reference section of the Geomview manual. If you already have Geomview you might want to try out the OOGL tutorial.

Geomview can be used as a Mathematica graphics output device; this makes viewing Mathematica graphics much more interactive. The same is true for Maple. Geomview began as an effort at the Geometry Center at the University of Minnesota to provide interactive geometry software which is particularly appropriate for mathematics research and education. In particular, Geomview can display objects in hyperbolic and spherical space as well as Euclidean space.

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Download (3.8MB)
Added: 2007-06-22 License: GPL (GNU General Public License) Price:
856 downloads
Irrlicht Engine 1.3.1

Irrlicht Engine 1.3.1


The Irrlicht Engine is a high performance real-time 3D engine written and usable in C++, and also available for .NET languages. more>>
The Irrlicht Engine is an open source high performance realtime 3D engine written and usable in C++ and also available for .NET languages.
Irrlicht Engine is completely cross-platform, using D3D, OpenGL and its own software renderer, and has all of the state-of-the-art features which can be found in commercial 3d engines.
Weve got a huge active community, and there are lots of projects in development that use the engine.
You can find enhancements for Irrlicht all over the web, like alternative terrain renderers, portal renderers, exporters, world layers, tutorials, editors, language bindings for java, perl, ruby, basic, python, lua, and so on. And best of all: Its completely free.
Main features:
- High performance realtime 3D rendering using Direct3D and OpenGL [more]
- Platform independent. Runs on Windows95, 98, NT, 2000, XP and Linux.[more]
- Huge built-in and extensible material library with vertex and pixel shader support [more].
- Seamless indoor and outdoor mixing through highly customizeable scene mangagment. [more]
- Character animation system with skeletal and morph target animation. [more]
- Particle effects, billboards, light maps, environment mapping, stencil buffer shadows, and lots of other special effects. [more]
- .NET language binding which makes the engine available to all .NET languages like C#, VisualBasic, and Delphi.NET.
- Platform and driver independent fast software renderer included. It features z-buffer, gouraud shading, alpha-blending and transparency, fast 2D drawing.
- Powerful, customizeable and easy to use 2D GUI System with Buttons, Lists, Edit boxes, ..
- 2D drawing functions like alpha blending, color key based blitting, font drawing and mixing 3D with 2D graphics.
- Clean, easy to understand and well documentated API with lots of examples and tutorials.
- Written in pure C++ and totally object orientated.
- Direct import of common mesh file formats: Maya (.obj), 3DStudio (.3ds), COLLADA (.dae), DeleD (.dmf), Milkshape (.ms3d), Quake 3 levels (.bsp), Quake2 models (.md2), Microsoft DirectX (.X)... [more]
- Direct import of Textures: Windows Bitmap (.bmp), Portable Network Graphics (.png), Adobe Photoshop (.psd), JPEG File Interchange Format (.jpg), Truevision Targa (.tga), ZSoft Painbrush (.pcx)... [more]
- Fast and easy collision detection and response.
- Optimized fast 3D math and container template libraries.
- Directly reading from (compressed) archives. (.zip)
- Integrated fast XML parser.
- Unicode support for easy localisation.
- Works with Microsofts VisualStudio6.0?, VisualStudio.NET 7.0-8.0?, Metrowerks Codewarrior, and Bloodshed Dev-C++ with g++3.2-4.0.
- The engine is open source and totally free. You can debug it, fix bugs and even change things you do not like. And you do not have to publish your changes: The engine is licensed under the zlib licence, not the GPL or the LGPL.
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Added: 2007-06-20 License: GPL (GNU General Public License) Price:
864 downloads
Model3D::WavefrontObject 1.00

Model3D::WavefrontObject 1.00


Model3D::WavefrontObject is a Perl extension for reading, manipulating and writing polygonal Alias Wavefront 3D models. more>>
Model3D::WavefrontObject is a Perl extension for reading, manipulating and writing polygonal Alias Wavefront 3D models.

SYNOPSIS

use Model3D::WavefrontObject;
my $model = Model3D::WavefrontObject->new;
$model->ReadObj(blMilWom_v3.obj);
$model->Rotate(x => 45, y => 15);
$model->Scale(135%);
$model->WriteObj(V3_modified.obj);

Model3D::WavefrontObject allows a polygonal Alias Wavefront Object file to be loaded into memory, manipulated, analysed, and re-output.

At this time the model only supports the polygon functions of the Wavefront Object format, not bezier splines, procedural surfaces, and so on. It is currently coded only far enough to support the sorts of Wavefront Object meshes that are also supported by the Poser 3D animation program, and of the sort exported by 3DSMax by using the HABWare exporter.

It supports groups and materials, but not multi-grouped polygons (only the first group is recognised if a polygon is declared to be in multiple groups).

Polygons with greater numbers of vertices are supported, even though these are not supported by the Poser software.

The models will also recognise (and support) the Region extension to the format as defined by Steve Coxs UVMapper and UVMapper Pro program. As a result, it may well be the only piece of code that writes Wavefront Objects without leaving these out.

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Added: 2006-10-23 License: Perl Artistic License Price:
1096 downloads
Sauerbraten 2007_08_19

Sauerbraten 2007_08_19


Sauerbraten is an experimental engine based on Cube, can be seen as more>>
Sauerbraten is an experimental engine based on Cube, can be seen as "Next-Gen Cube", or "Cube 2". Much like cube, the aim of this engine is not to produce the most eyecandy possible, but rather allow map/geometry editing to be done dynamically in-game, and make map editing a lot of fun.

Sauerbraten has an even simpler world model than cube (fewer exceptions, just one kind of building block), is quicker to edit geometry with, yet allows for significantly greater class of shapes. One way to see the transition from Cube to Sauerbraten is to say Cube was a 2-directional heightfield (floor and ceiling), and Sauerbraten is a 6-directional heighfield (heighfields can be modeled in all 6 directions).

The world consists of an octree of deformable cubes. It being an octree has just one important effect: it allows the mapper to work at any scale, from large landscape areas to small architectural details. The octree is largely invisible to the mapper though, he can arbitrarily break up larger cubes or merge them, and the engine takes care of the rest.

The deformable cubes are geometric shapes made out of maximally 8 vertices. In its maximum size, it is a regular cube that fills the entire octree node it sits in, as minimum size all 8 vertices coincide which is to say the cube is "empty". Anywhere in between theres a variety of slanted cubes and wedge shapes that are possible to any degree and orientation, and together with neighbouring cubes can form any shape easily.

The editor is similar to the one in Cube but much easier / direct to use, as there arent all the different kinds of cubes to worry about. Here, you can simply "push and pull" geometry with your mousewheel in 6 directions, depending on the orientation of the surface you are looking at. Modifier keys allow you to influence single vertices on a cube, connected vertices touching multiple cubes, edges, faces and entire cubes. Selections can be made to operate on more primitives at once. Many complex shapes are quick and easy to make. It is definitely the most fun way to model architecture to date.

The internal representation of a deformable cube is very different from a vertex based representation, and is based on "edge spans" which allows the engine to represent any kind of shape uniformly in just 12 bytes. This means it can hold great amounts of geometry in memory and maps on disk are small. To render this kind of geometry, the engine goes through a process of converting the internal representation to vertices using plane intersections based on the edge ranges, culls coinciding faces, merges vertices etc. to arrive at something which renders efficiently by hardware and caches this in chunks based on the octree. This allows Sauerbraten a significantly higher polygon throughput than Cube while maintaining its ability to have dynamic geometry.

The current implementation inherents all the non-world geometry related code from Cube, and as such works without modification: entities, AI, gameplay, network, console/script. For the new code, rendering and editing are close to done, physics and lighting are working quite well, level loading/saving is complete, SP & MP work, but plenty of more advanced stuff like occlusion culling & LOD is missing.

UPDATE: Sauerbraten has now started as a Cube community Open Source Engine (& Game) project. It interesting for developers & mappers, but maybe not players yet (though SP & MP do work). If you are interested in checking it out, or even in contributing, I suggest you visit the forums (see below).

NEWS: may 24 2005 release with lightmaps and working MP/SP gameplay! download from sourceforge below.
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Download (133.1MB)
Added: 2007-08-20 License: GPL (GNU General Public License) Price:
800 downloads
GraphThing 1.3.2

GraphThing 1.3.2


GraphThing is a tool that allows you to create, manipulate and study graphs. more>>
GraphThing is a tool that allows you to create, manipulate and study graphs. These "graphs" are mathematical objects (look at this introduction to Graph Theory) that describe relationships between sets; they are not 2D plots, charts, or anything similar to that.
If the image on the right means nothing to you, youre probably at the wrong place.
That means that not only does it cost you nothing, but you also have the freedom to redistribute it or modify it however you please, so long as you also give these freedoms to others.
As an example, the CityBuilder project has taken a particular version of GraphThing, and modified it for their own needs. They have released the source code to their forked version under the GNU GPL.
Main features:
- Adding, deleting and moving of vertices and edges.
- Loading and saving of graphs.
- Graph complements, induced subgraphs and line graphs.
- Quick creation of many common graphs (complete, cycle, null, star, etc.).
- Determination of shortest path, connectivity and Eulericity.
- BFS, DFS and Minimum Spanning Tree.
- Adjacency matrix (including exponents) and degree sequence.
- Chromatic polynomial and chromatic number.
Enhancements:
- This is a small update to include the new Chinese (Simplified) translation, courtesy of Guo Yixuan.
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Download (0.16MB)
Added: 2007-02-20 License: GPL (GNU General Public License) Price:
977 downloads
KShaderDesigner preview2

KShaderDesigner preview2


KShaderDesigner is an Intergrated Development Environment for graphic vertex and fragment shaders. more>>
KShaderDesigner is an Intergrated Development Environment (IDE) for graphic vertex and fragment shaders. It supports the Cg programming language.
- It interfaces the NVIDIA Cg Compiler
- It allows to block Cg parameters from the scene and set them manually for debugging purpose
- Its architecture allows graphic developpers to add new complex OpenGL scenes to the program, and apply shaders on them
- It supports the latest hardware profiles, like VP40 et FP40 for GeForce 6 GPUs.
The released version is only a preview, it is not really usable. I would like testers to try compilation, project loading, and basic OpenGL rendering. An FX-class Nvidia card is needed for fragment shaders. Project creation and saving is not implemented yet.
An example project is also provided, it implements a shadow mapping algorithm as well as bump mapping.
Please report all compilation errors, feedback or whatever by email.
You will need the Nvidia Cg Toolkit (URL given in configure script).
Enhancements:
- Updated the build system to the latest bksys development version, using the new modules system
- The rendering window now redraws even when no project is running
- Added a per-pixel lighting example. This is an unoptimized implementation of the Blinn-Phong lighting model, using per-pixel calculation. Usefull for benchmarking.
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Added: 2005-05-30 License: GPL (GNU General Public License) Price:
1611 downloads
DirectX support for Wine 2005-06-13

DirectX support for Wine 2005-06-13


DirectX support for Wine project enables DirectX 9 support for Wine, which is useful for games and 3D graphics. more>>
DirectX support for Wine project enables DirectX 9 support for Wine, which is useful for games and 3D graphics.
DirectX support for Wine is a set of patches against Wine to implement DirectX 9. It allows modern games and 3D applications to run under Wine.
The patches include many experimental and beta features that have not yet made it into the stable Wine source tree.
The aim of the project is to provide full support for DirectX 8 and 9 so that all games and 3D applications will run on Linux or any other platform that Wine supports.
Main features:
- Shared wined3d codebase for Direct3D 8 and 9
- Hardware non-power2 texstures
- Improved compressed texture support
- Many more texture formats supported
- Offscreen texture improvements
- Colour corrections for textures
- A tonne of bug fixes and other improvements from earlier releases
Enhancements:
- Reworked support for non-power2 textures
- Support for Vertex buffer objects
- Support for caching
- Hardware vertex shaders
- Partial tidyup of vertex declarations
- Better support for compressed textures
- Fix for texturing problems in Axis and Allies and Evil Genius
- Fix for model corruption in Pirates
- Movies in Pirates
- A Fix for the lines on the landscape in Axis and Allies
- Crash fixes in fixupvertices with indexes data
- Numerous other performance improvements
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Added: 2006-11-06 License: LGPL (GNU Lesser General Public License) Price:
1111 downloads
Racer 0.5.2 beta8.9

Racer 0.5.2 beta8.9


Racer is a free car simulation project, using real car physics to get a realistic feeling. more>>
Racer is a free car simulation project, using real car physics to get a realistic feeling. Cars, tracks, scenes and such can be created with relative simplicity in mind (compared to other driving simulations).
The 3D and other file formats are, or should be, documented. Editors and support programs are also available to get a very flexible and expandable simulator. It uses OpenGL for rendering.
It attempts to do well at the physics section, trying to create life-like cars to emphasize car control and doesnt cut back on realism in the interest of fun. If youve played Grand Prix Legends from Papyrus, youll know what Im talking about.
Racer major features:
- Its totally free! (for non-commercial use)
- Available for multiple platforms; Windows 2000/XP (95/98/ME may work but have some trouble with fonts), Linux and Mac OS X.
- 6 DOF models used (the car can move around freely)
- Uses motion formulae from actual engineering documents from SAE for example.
- Total flexibility; almost everything is customizable through ASCII files.
- Commercial-quality rendering engine (with smoke, skidmarks, sparks, sun, flares, vertex-color lit tracks).
- Support for Matrox Surround Gaming. See the corresponding page on Matrox site.
- Lots of addon cars and tracks available on the web.
- Easy integration of your own cars and tracks that you create in ZModeler, 3D Studio Max(tm), Maya etc.
- At least 15 degrees of freedom for a regular car (6 DOF for the car body, 1 for each wheels vertical motion and 1 for each wheel spinning, and 1 for the engine, several more for the driveline). Depending actually on how many wheels you put on the car.
- Real-time internal clock; no physical dependency on framerate. Controller updates are also done independently of the framerate.
- Not limited to 4 wheels; anything from 2 to 8 wheel vehicles are currently supported (but mostly untested, and some problems with hardcoded differentials for example may exist (v0.5.0)).
- Not much constraints on the track data; surface info is taken from polygon data (VRML tracks), and splines are used to smooth out the track surface (polygons are too harsh for driving on just like that).
- Tools to modify the cars & tracks are freely available on this site (though external utilities are recommended for best results).
- Some used algorithms are explained on this site. Also, references are available. If you are programming a carsim, you might find something useful here.
- Save game present!
Main features:
PHYSICS FEATURES
- Full 6 degree of freedom motion of the car chassis.
- Independent suspension for all wheels.
- Suspension features: springs, dampers, anti-rollbar, rollcenter, anti-pitch.
- Wheel features: camber, wheel hop (the wheels have mass), toe.
- Tires: Pacejka tire model, relaxation length.
GRAPHICS FEATURES
- View frustum culling for increased framerate.
- Shader system for Quake-style rendering.
- Fog definable per track.
- Environment mapping for shiny materials.
- Live track environment mapping.
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Added: 2005-08-16 License: GPL (GNU General Public License) Price:
1543 downloads
Biblio::Thesaurus 0.27

Biblio::Thesaurus 0.27


Biblio::Thesaurus is a Perl extension for managing ISO thesaurus. more>>
Biblio::Thesaurus is a Perl extension for managing ISO thesaurus.

SYNOPSIS

use Biblio::Thesaurus;

$obj = thesaurusNew();
$obj = thesaurusLoad(iso-file);
$obj = thesaurusRetrieve(storable-file);
$obj = thesaurusMultiLoad(iso-file1,iso-file2,...);

$obj->save(iso-file);
$obj->storeOn(storable-file);

$obj->addTerm(term);
$obj->addRelation(term,relation,term1,...,termn);
$obj->deleteTerm(term);

$obj->isDefined(term);

$obj->describe( { rel=NT, desc="Narrow Term", lang=>"UK" } );

$obj->addInverse(Relation1,Relation2);

$obj->order(rela1, rel2, ....);
@order = $obj->order();

$obj->languages(l1, l2, ....);
@langs = $obj->languages();

$obj->baselang(l);
$lang = $obj->baselang();

$obj->topName(term);
$term = $obj->topName();

$html = $obj->navigate(+{configuration},%parameters);

$html = $obj->getHTMLTop();

$output = $obj->downtr(%handler);
$output = $obj->downtr(%handler,termo, ... );

$obj->appendThesaurus("iso-file");
$obj->appendThesaurus($tobj);

$obj->tc(termo, relation1, relation2);
$obj->depth_first(term, 2, "NT", "UF")

$latex = $obj->toTex( ...)
$xml = $obj->toXml( ...)

ABSTRACT

This module provides transparent methods to maintain Thesaurus files. The module uses a subset from ISO 2788 which defines some standard features to be found on thesaurus files. The module also supports multilingual thesaurus and some extensions to the ISOs standard.

A Thesaurus is a classification structure. We can see it as a graph where nodes are terms and the vertices are relations between terms.

This module provides transparent methods to maintain Thesaurus files. The module uses a subset from ISO 2788 which defines some standard features to be found on thesaurus files. This ISO includes a set of relations that can be seen as standard but, this program can use user defined ones. So, it can be used on ISO or not ISO thesaurus files.

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