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Blender is a 3D animation and compositing suite with tools for modeling (advanced subdivision modeling, multiresolution sculpting), uv unwrapping, texturing (procedural node, 2D and 3D painting), animation, rendering, particles and simulation (including fluid dynamics, hard body physics, cloth and
Kochol Game Engine(KGE) is an object-oriented hardware accelerated 3D Game engine. Easy to use and powerful engine for cutting edge games.
Carina Engine is a cross-platform 3d graphics engine. The main objective of this project is to bring the tools (editors, exporters, plug-ins, etc.) and the libraries required for creating interactive 3d applications, such as video games. It encourages experimenting with new techniques and using the
PixelLight is a cross-platform application framework for any kind of 3D applications like games, interactive simulations or visualizations. It's based on a highly flexible scene graph system that allows you to compose and visualize any type of 3D scene for your application. PixelLight is
Cross-platform 3D game engine in Object Pascal (FPC, Lazarus). Extensible system of 3D objects, with out-of-the-box levels, items, intelligent creatures and more. Processing and optimized OpenGL rendering of 3D models (in X3D, VRML, Collada and other formats). Animation, collision detection, 3D
fast, simple opengl game engine skeletal animation shaders (glsl) FBO (render to texture) Video Textures (avi or theora) see the features list for more information: features general features:= namestatedescription fute1donenone fute2corenone fute3devnone fute4nonenone = engine:
A 50% rewrite of Minib3d with a slew of additional features including, but not limited to, GLSL Shader support (Settable on a per material/surface basis) Rewrote Texture/Material/Surface classes, rewrote from the ground up. Next Gen PostFX system with such fx as bloom, depth of field and more.
This is my engine / game creation template that I constantly maintain. This was originally intended for a zombie shooter but for now I am just working on this engine try to get it up and running. It is OpenGL 2.0 based. It uses deferred shading for per pixel lighting and has support for normal maps
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