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A free library providing windowing and widgets for graphics APIs / engines where such functionality is not natively available, or severely lacking. The library is object orientated, written in C++, and targeted at games developers who should be spending their time creating great games, not building GUI sub-systems!
The Irrlicht Engine is a high performance real-time 3D engine written and usable in C++, and also available for .NET languages. It is completely cross-platform, using D3D, OpenGL, and its own software renderers.
Multi-platform OpenSimulator viewer based on C# and Irrlicht.NET. Supported network protocols are LibOMV and MXP.
A collection of extensions to the Irrlicht Engine. This is the place to get scene nodes, animators, GUI elements, materials, shaders, mesh loaders, physics wrappers just about any extension to Irrlicht.
Making a game isn't a simple task. That's where Sirrf, Simple Irrlicht Framework, steps in. The goal of the Sirrf project is to create an extensive, but simple open-source framework to enable rapid game development.
GWIC (Gynoid World Interactive Constructor) is a sandbox environment where you can freely create, edit and play with complex worlds contains almost unlimited terrain space, static, dynamic and physics objects, and unlimited count of actors, like a script-driven physical gynoid models. Or anything
OpenVirtualContainer is a library to define and enable the option to port between different high level c++ libraries, graphical an physical objects. The target of this library is to share between projects the different graphical or physical objects and increase the software developement, allowing
a puyopuyo-like game (actually looks more like Panel de Pon, Meteos and Lumines). It now has a formal name: CuBeat (which stands for cube + beat) developed by: The Team of Project Shooting Cubes Lead Design: segafankwl a.k.a KWL (林坤葦) Lead Art: puivujh (林友仁) Programming I (Game
Project EXT is the first game by Abcidefugian Galaxy Entertainment. It is based on several concepts: Proving that a game does not need next-gen graphics to be fun. Reviving old and failed concepts used in previous games, and proving the potential in each. Producing a full game, while still allowing customization and modding
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