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A practice game project . use the mario story and action ,style in WarCraft.

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  0 reviews  |  0 users  |  1,936 lines of code  |  0 current contributors  |  Analyzed about 1 year ago
 
 

HGETalk provides a series of Dolphin Smalltalk wrappers and bindings for the HGE hardware accelerated 2D game engine. Eventually, with all the wrappers and bindings in place, it will provide a real, fully featured 2D game engine "a la Smalltalk".

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  0 reviews  |  0 users  |  132,320 lines of code  |  0 current contributors  |  Analyzed about 14 hours ago
 
 

An esoteric C# graphics engine My goals for the project are to make an engine that: is both real-time and off-line; is implementation and hardware agnostic (yet while using all available hardware acceleration); cross-platform (through Mono) and LGPL. Uncomprimising software design and high ... [More] extensibility are central themes. RadixNine is not tied to the fixed-function graphics pipeline; it can light (using arbitrary lighting engines) and render (using plugable rendering back-ends) objects of arbitrary nature (not just triangle meshes). It is so hardware independant that without a client program knowing anything about a rendered object, the client can "migrate" the object from one RadixNine "render host" to another-- eg: migrating a fractal approximation from a DirectX mesh to an OpenGL render list-- seamlessly between render frames and with full hardware acceleration! It can even switch between traditional rasterization and ray tracing mid-frame and so (eg:) switch from a course aproximation of that fractal to "the real thing" by changing one method call-- inside a scene with traditionally rasterized objects. [Less]

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  0 reviews  |  0 users  |  0 current contributors  |  Analyzed 8 days ago
 
 

3D Spaceship racing Arcade developed in C#. Beta 1 now availableBeta I now available for download Requirements Hardware 3D card supporting Shader Model 3 2GHz or better CPU 1GB RAM Recommended (mandatory for more than one player) : Xbox 360 controller pad Software Windows XP SP2 .NET Framework ... [More] 2.0 or better DirectX 9.0c (June 2008 update) Update (roughly 5 mbytes, needs Windows Validation) Full (75Mbytes, does not need Windows Validation) OpenAL Drivers probably needed (couldn't test properly) Download Creative link, don't know if it works on other brands. Known bugs In-game language is in spanish only Volume controls in options don't work at all Records and Credits screens don't work at all After finishing a race, the controller pad keeps its last vibration value until quitting the game or starting a new race Notes For file size reasons, only one music track is included How to play - Quick guide First create a profile, setting a name, ship model, and ship parameters. Do it for every player that will play. Start a new race. Select a track, number of laps, and number of players. Select the profile each player will use. Play Rules The first to finish the specified number of laps is the winner. Accelerate with the Right Trigger , Brake with the Left Trigger Turn with the Left Stick Red blocks brake your ship temporally Green arrows improve a little your ship's acceleration and max speed for a little time Yellow arrows vastly improve your ship's acceleration and max speed Each ship leaves a colored trail in the cells it touches. Other ships following this trail for some time will receive a stats increase. This trail lasts 30 seconds until it disappears. Ship attributes Speed : Max speed the ship will achieve without boosts / penalties (Values 8 to 10) Handling : Affects acceleration / braking and turn speed (More or less to 50% to 100%) Pursuit : Improves the boost obtained for following other ships' trail (from 25% to 75%) [Less]

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  0 reviews  |  0 users  |  24,938 lines of code  |  0 current contributors  |  Analyzed 1 day ago
 
 

Tight wip game framework, to help with development in the DarkBASIC Professional language. (Will) consist of a suite of editors, lots of extremely-easy-to-call code, and god knows what else. The majority of the code is modular, so you can just use the components of BLib that you want. Current ... [More] features: Remote debugging client (all logging data sent over one-to-16 tcp connections (OPTIONAL!)), extremely easy to use audio library (automatically switches between Torrey's audio dll, DBP Music and DBP Sound API based on what's needed and tracks everything), and a DBP-code-only windowing system. ^_^ It smells like awesome in here. Use the code as you like; as a learning platform, a step-up for your game.... It's up to you. [Less]

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  0 reviews  |  0 users  |  0 current contributors  |  Analyzed 5 days ago
 
 

Basis is a mathematics library for use in graphical applications, from scientific visualizations to games. FeaturesContains optimizations for processors supporting SIMD instructions as well as a generic implementation that will work on any architecture. Vector and matrix classes in 2, 3 and 4 ... [More] dimensions. Quaternion class for rotations. Basis is currently in development and open for feature requests. [Less]

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  0 reviews  |  0 users  |  995 lines of code  |  0 current contributors  |  Analyzed 8 days ago
 
 

Navigate through windows, using a 3D desktop environment.

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  0 reviews  |  0 users  |  0 current contributors
 
 

an attempt to write 3d game engine

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  0 reviews  |  0 users  |  1,211 lines of code  |  0 current contributors  |  Analyzed 6 days ago
 
 

Current rasterization based renderers utilize one of two main techniques for lighting, forward rendering and deferred rendering. However, both of these techniques have disadvantages. Forward rendering does not scale well with complex lighting scenes and standard deferred rendering has high memory ... [More] usage and trouble with transparency and MSAA. This research project aims to explore a middle ground between these two lighting techniques with the aim of keeping the key advantages of both. Screen shot from the demo [Less]

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  0 reviews  |  0 users  |  0 current contributors  |  Analyzed 4 days ago
 
 

Upsilon will be a relatively simple rendering engine. It will simplify to the process of 3D Device creation/resets, resource loading, scene graph management, and rendering. It is designed to be small, efficient, and allow users to make games faster and easier than using straight APIs.

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  0 reviews  |  0 users  |  0 current contributors  |  Analyzed 10 days ago
 
 
 
 

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