Projects tagged ‘glut’


[45 total ]

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Projeto acadêmico da disciplina de Computação Gráfica - FA7. Operações básicas com OpenGL em C++ usando a biblioteca Glut.
Created 2 months ago.

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QGLUT is an implementation of the The OpenGL Utility Toolkit using Qt.
Created 12 months ago.

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A 3D billiards game environment written in c++ using opengl.
Created 12 months ago.

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Sometimes is pretty hard to understand how Data Structures work, and how they are organized. If you could see them, it would be easier to realize the internal system and even how to implement them. ... [More] This project aims to create a better approach to learn, and teach, Data Structures... specially in Computing Science classes. Also, it is another way for us, students, to practice and learn OpenGL and C Programming. Enjoy. [Less]
Created 4 months ago.

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Team uSteve creating a simple FPS and RTS.
Created 7 months ago.

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gplotter is a simple and light-weight graph plotting tool written in C++ using the GLUT API intended for programmers or students working with the graph data structure. It can visually plot graphs ... [More] given the information about each edge. Weights are indicated over the edges. Selected edges may be highlighted. Nodes can be moved dynamically and snap/grid modes can be toggled to place nodes at fixed positions. [Less]
Created 12 months ago.

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A simple running game using OpenGL. This game implements a simple SceneGraph engine in C language and an OpenGL renderer. The purpose of this game is to act as a startup scheme for more complex games.
Created 8 months ago.

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A terrain generator and viewer for the Responsive WorkBench (RWB) device This program can run under either Windows or Linux This program can be rendered in various Camera models as stereoscopic or ... [More] monoscopic viewing This program especially is written for RWB stationed at Boğaziçi University Mail me for further questions [Less]
Created 3 months ago.

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A simple and multiplatform space invaders implementation in OpenGL/glut. AboutThis is an implementation of Renato Cunha's own interpretation of the Space Invaders game/atmosphere. Gameplay notesAs ... [More] you might know already, your objective in this game is to destroy the nasty aliens that are trying to invade Earth. You are Earth's last hope against the alien hordes. To accomplish your mission, you must control your space-adapted airplane. The game controls are mouse-based. Move your mouse towards the window right border and your ship will move right. Move it to the left border, and it will move left. If you don't want it to move at all, leave your mouse in the window's center. To shoot, just left click your mouse. Additional controlsRight click or 'p' key - (un)pause game Middle click or 'd' key - Enters debug mode (pauses the game and prints the game objects' parameters to a console Pressing the 'r' key restarts the game Build InstructionsFor installation instructions, please refer to the INSTALL file. If you don't want to read that file, here are the basic instructions: UNIX-likeOn an UNIX-like system, the canonic form will work: ./configure makeThe game will be located in the src directory. If you want to install it, just call: make installPlease notice that you'll need OpenGL + glut development packages and, on non-MacOSX systems, the X11 development packages. WindowsAssuming that you have installed mingw and msys on the default directories, issuing make -f Makefile.winon msys's prompt should work. Mac OS XMac OS X users may need to call the configure script with the following command, because of a deficiency in my autoconf configuration. LDFLAGS="-framework OpenGL -framework GLUT" ./configureImplementation notesWhile implementing this game I decided to do an exercise on modularization in an object-oriented way. So each game object is implemented in its own class that derives from the GameObj base class. There is also a world class, responsible for managing the game objects. To try to keep the class coupling to a minimum, an entity manager (that stores all game objects) was implemented, along with a message-passing system (so that game objects communicate via message passing, instead of calling each others methods) comprised of a message dispatcher and a basic message class, called Telegram. The basics of the this "technique"(?) can be found on the book "Programming Game AI by Example", by Mat Buckland. The Game class is responsible for handling input, FPS-limiting, and drawing the interface only (each object is responsible for drawing itself). Originally, I tried to keep the design as clean as possible. Unfortunately, I eventually forgot to examine some class interaction properties, and that made me add some inconsistencies to the class hierarchy. Well, that's the way life is. Some macro implementation ideas, like DebugPrint, were taken from stratagus, an open source RTS engine. [Less]
Created about 1 month ago.

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This project aims to develop a 3D version of Elite for the laboratory of Computer Graphics
Created 11 months ago.