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Ardor3D is a professionally oriented, Java based 3D graphics engine.

4.0
   
  0 reviews  |  8 users  |  398,515 lines of code  |  3 current contributors  |  Analyzed 7 months ago
 
 

Note: This is for the Java API version of Worldwind. For information on the older C# application please visit https://www.ohloh.net/p/wwc The original Worldwind C# application relied on the .NET libraries and DirectX and was thus restricted to a Windows environment. In an effort to be ... [More] cross-platform a new SDK version of Worldwind was developed in Java. This new version has an API-centric architecture with functionalities 'off-loaded' to modular components, leaving the API at the core. This makes Worldwind itself a plugin so that it can be used as interchangeably as possible. This refactoring exercise allows Worldwind to be accessed via a browser as a Java Applet. A preview of the Worldwind Java SDK was released on May 11, 2007 during Sun Microsystem's annual JavaOne conference. [Less]

5.0
 
  0 reviews  |  6 users  |  454,312 lines of code  |  4 current contributors  |  Analyzed 8 days ago
 
 
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JOCL provides an easy to use Java binding for the OpenCL API. GlueGen is used to generate a low level binding directly from the official Khronos C header files. The hand written high level bindings on top of generated code provides a convenient interface and reduces verbosity to a minimum.

5.0
 
  1 review  |  6 users  |  40,003 lines of code  |  2 current contributors  |  Analyzed 3 days ago
 
 

Message from the owner(s) NetBeans OpenGL Pack moved to kenai.com.

4.0
   
  0 reviews  |  2 users  |  43,917 lines of code  |  0 current contributors  |  Analyzed about 2 years ago
 
 

Create 3D scenes and games with the power of JMonkeyEngine and Griffon combined.

0
 
  0 reviews  |  2 users  |  248 lines of code  |  0 current contributors  |  Analyzed 7 days ago
 
 

JnesBR Another-Yet-NES-Emulator-DebuggerAnother project about coding a NES (Famicom) emulator. This project have been developed using Java as language. A debug system is one of goals from this project too. The PPU documentation (still WIP) http://docs.google.com/Doc?id=dgkczz7v_8cwncmfcn . News ... [More] You can check it out the earlier screenshots http://code.google.com/p/jnesbr/wiki/screenshots The ideas behind the JNesBR CuriosityWith the beauty title OO - The other end of the spectrum you can read some opinions at address http://forums.thedailywtf.com/forums/p/11143/193235.aspx and they're think my project could be claimed as one WTF. (if you have some time read it,is realy good, people discussing about oo is always great) Linkshttp://nesdev.parodius.com http://code.google.com/p/jnesbr http://en.wikipedia.org/wiki/Picture_processing_unit http://bobrost.com/nes/lectures/ http://mdb.classicgaming.gamespy.com/m1/lvldata.htm http://emutalk.net/ http://forums.ngemu.com/ http://nocash.emubase.de/everynes.htm http://nesdev.parodius.com/NESDoc.pdf http://www.brgames.org/tutoriais/nesasmbyOdin.pdf (portuguese) http://en.wikibooks.org/wiki/NES_Programming http://nesdev.parodius.com/nesgfx.txt http://nesdev.parodius.com/NES%20emulator%20development%20guide.txt http://nesdev.parodius.com/2C02%20technical%20reference.TXT http://code.google.com/p/juicynes/ http://6502.org/ http://6502.org/tutorials/compare_instructions.html Logging04-12-2009 15:03 The OAM (sprite ram) viewer. Sprite DMA and normal sprite handling. General fixes (absolute indexed store.). Better colors for name table/attribute table. 04-09-2009 15:03 The palette viewer was implemented. The multi pattern table was implemented. (reading pattern tables from rom too!) The name table was implemented. 04-05-2009 21:41 All legal opcodes and opcoes were implemented. PPU emulations starts with force. Palette Windows already shows the first drafts. 04-04-2009 14:34 Almost all opcodes and some illegal opcoes were implemented. 03-28-2009 16:12 Addition of special comment at IO mapped memory (ppu, apu, joystick). 03-23-2009 10:36 Refactoring and reviewing all instructions classes. 03-07-2009 15:34 Unique way to handle memory. Dec and inx instructions, a lot of fix for comparison instruction. Run n steps implemented on debug system. 02-24-2009 11:25 More refactorings. All branches relatives implemented. Ppu status and more debugger gui for ppu state view. Pallete location on memory map. 02-16-2009 22:56 Gui icons. Start ppu debug windows. Ppu registers now change the state of ppu. 02-07-2009 15:01 Pattern Table viewer & Video Memory Viewer. 01-30-2009 23:20 Simpler and functional debugger. Memory viewer now is working. More instructions implemented (btw the addressing modes too). General fixes, around wraparound, endianess, signed byte ... 01-25-2009 21:30 Rom reader , shows the header of iNes rom. Memory viewer is visible and seems to works (at least with no mapper games). Some few (around three) insctructions was implemented. The base architecture is already done. The initial debug system was started. [Less]

5.0
 
  1 review  |  1 user  |  16,187 lines of code  |  0 current contributors  |  Analyzed 3 days ago
 
 

Initially intended to be entirely based around 3D graphics in Scala, Sgine has expanded to provide additional functionality for high performance interactive applications.

5.0
 
  0 reviews  |  1 user  |  8,872 lines of code  |  1 current contributor  |  Analyzed 9 days ago
 
 

Endrov is an open-source plugin architecture aimed for image analysis and data processing. Being based on Java, it is portable and can both be run locally and as an applet. It was designed to overcome the lack of support for spatio-temporal image data in common applications, and has since grown to ... [More] become a full-featured platform for image analysis. [Less]

0
 
  0 reviews  |  1 user  |  232,537 lines of code  |  2 current contributors  |  Analyzed 4 days ago
 
 

A historically-based and future-looking spaceflight simulator. The player can fly several space vehicles and rockets, travel to the bodies of the solar system, and complete a variety of missions. Features: * Fly several spacecraft from history and the future, including the Apollo spacecraft ... [More] , Saturn V, and Space Shuttle. * Breathtaking 3D views of the solar system. Planets and moons are accurately modeled, including terrain and atmosphere. * Realistic orbital mechanics and spacecraft guidance. Exoflight Sequencer Language allows complex missions to be carried out on automatic control. * Open architecture -- add new spacecraft, modules, instrument panels, planets, and more from fellow users. [Less]

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  0 reviews  |  1 user  |  73,043 lines of code  |  0 current contributors  |  Analyzed 4 days ago
 
 

Introduction: Vidis is a Java based Visualisation and Simulation Framework for Distributed Systems using Java and OpenGL via jogl. Using VIDIS: It is very easy to implement an distributed algorithm using VIDIS. For now you can only check out the sample algorithms in the repository.

3.0
   
  0 reviews  |  1 user  |  60,345 lines of code  |  0 current contributors  |  Analyzed 10 days ago
 
 
 
 

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