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Drome 3D engine supports OpenGL API shaders

Jun 24, 2004

Drome Engine is a 3D game engine written in C++ and using the OpenGL API.  It currently supports dynamic lightmaps, stenciled shadow volumes, sky domes, shaders, particle effects, and TrueType fonts (using FreeType 2).  The new v0.2.8. includes a a first-person perspective demo and 3 maps/levels.

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Minions of Mirth OpenGL API-based massively single player RPG

Jun 24, 2004

Minions of Mirth is a massively single player RPG which uses the OpenGL API for rendering.  It is being developed for both Mac OS X and Win32. The game is Open Source and based on the GPL Quake2 codebase.  The site features screenshots, features, and an 8 minute video.

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Shader Triathlon - Summer 2004 programming competition: call for OGLSL entries

Jun 24, 2004

ShaderTech, Nvidia, Discrete, RTzen, and GDC are sponsoring a shader programming competition: the Shader Triathlon. $20k worth of prizes are available. The deadline is August 1st, 2004 so get those OpenGL Shading Language enteries in now.

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OpenGL Shading Language updates

Jun 23, 2004

The ARB has approved minor updates (see the included revision histories) for the

OpenGL Shading Language Specification (version 1.10)

  and to the associated OpenGL extensions
ARB_shader_objects,
ARB_vertex_shader,
ARB_fragment_shader, and
ARB_shading_language_100.
  There is an updated version of the extension header file
glext.h
  corresponding to these changes, and some other registry updates
  including a new set of

naming conventions for Shading Language extensions
,
  an updated
extension-authoring template,
  and a very minor unrelated update to the
ARB_depth_texture
  extension.

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Fathammer to integrate OpenGL ES into X-Forge mobile game development system using Hybrid’s OpenGL E

Jun 23, 2004

The X-Forge Game Development System for mobile gaming from Fathammer will incorporate OpenGL ES and M3G (JSR 184) using Hybrid’s OpenGL ES API Implementation Framework. OpenGL ES is based on strictly defined parts of the OpenGL standard and it enables the lightest possible interface between software and hardware based graphics acceleration.

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MegaCorps Online FPS Java and OpenGL API - based game with real-time shadows

Jun 23, 2004

MegaCorps Online is a new tactical multiplayer first person shooter game that features real-time shadows, bump maps and dynamic lighting. The game is developed in Java and uses the OpenGL API. The first beta is available for download.

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EMotion FX v2.1 OpenGL-accelerated character system adds character factory

Jun 23, 2004

EMotion FX s a realtime character animation system designed to be plugged into any 3D engine or game. It features facial animation, lipsynching, inverse kinematics, and support for OpenGL hardware shaders.  The new v2.1 adds assembly of characters from different body parts (and removal in explosions), improved and new inverse kinematics solvers, memory optimizations as well as an improved Look-AtӔ controller.

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Jun for Java class libraries using OpenGL API improves list handling

Jun 22, 2004

Jun for Java is a Java class library with an OpenGL API interface for 3D graphics handling and a QuickTime interface for multimedia handling. The new vJun454 adds new list support and patched body support.

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Pre-compiled GLUT 3.7 DLL for Itanium2 for Windows 2003

Jun 22, 2004

This is a GLUT 3.7 pre-compiled library for Windows 2003 on Itanium2. It was tested with a BULL Novascale 4040 4-ways system.

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FreeWorld3D v1.0.0 OpenGL-based terrain & level editor enhances shadowmaps and speed

Jun 22, 2004

FreeWorld3D is a fully interactive 3D terrain editor and world creation tool,  for use in game development. It features OpenGL acceleration,  3D mesh transforms & editing, terrain shadowmaps, lighting, fog, water and skyboxes.  The new v1.0.0 release enahnces the water system and shadowmaps, creates a single texture map from terrain layers, and enhances performance.

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Night Lights OpenGL Screen Saver now available for Mac OS X

Jun 18, 2004

Night Lights is an OpenGL screen saver (Windows or Mac OS X) that displays a stunning image of the earth’s night time urban illlumination patterns. Derived from real satellite imagery, it is a mesmerizing “night light” for your computer screen that takes advantage of OpenGL hardware acceleration.

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3D notebook without glasses for Linux using OpenGL API and GLUT

Jun 18, 2004

The Sharp Actius RD3D notebook delivers 3D stereoscopic images without the need to wear special glasses using a Nvidia GeForce4 440 Go OpenGL accelerator. In the 3D mode, researchers can view molecules, medical imagery, and terrain maps in full 3D to gain a better understanding of their data. Right out of the box, you can hit the 3-D button next to the power button, and view, in 3D, the demo images that ship with the system. Sharp’s 3D SDK is available for Linux to create stereoscopic images using the OpenGL API and freeglut. See the technote for more information.

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Reflection/refraction demo using the OpenGL API

Jun 17, 2004

This OpenGL API-based demo renders an object with reflections and refractions. As an extra twist, the refractions are also blurred and tinted depending on the thickness of the object, resulting in an effect somewhat like frosted glass. You can see through it, but the thicker the object, the harder it gets to make out what’s on the other side. The thickness is estimated by subtracting front-face and back-face depths. The demo requires an NVidia card (GeForce FX or better).

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Wildcat Realizm 800 supports PCI Express, OpenGL 1.5 and OpenGL Shading Language

Jun 17, 2004

The new 3Dlabs Wildcat Realizm 800 uses PCI Express, 640MBs GDDR3 memory, 250GBs of virtual memory, 8K x 8K textures, Resolutions of 3840 x 2400, and hardware accelerated buffers (depth-of-field, motion blur, shadow,and multi-pass rendering).  3Dlabs also released the lower end professional accelerators:Wildcat Realizm 100 and 200.  All accelerators feature Acuity drivers that deliver professional-level OpenGL 1.5 support, including an optimized OpenGL Shading Language compiler on both Windows and Linux.

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Trial version of OpenGL API-based Aurora 3D Developer’s Toolkit

Jun 17, 2004

The Aurora 3D Developer’s Toolkit is an optimized mid-evel 3D rendering API written primarily using the OpenGL API for easy portability to various console platforms. The non-demo version provides high performance scene rendering with per pixel lighting, tangent space normal mapping, environment mapping, gloss mapping, glow mapping, and hardware shadow mapping. It uses Cg pixel shaders for real time graphics.  A trial version is now available along with tutorials.

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