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FreeWorld3D v0.1.0 Terrain and Level Editor uses the OpenGL API for rendering

FreeWorld3D is a fully interactive 3D world creation tool, specifically designed for use in game development. The rendering technology is based on the OpenGL API. FreeWorld3D is being designed to be completely game independent for use with any project.

May 28, 2004 | Read article... | Permalink

.NET OpenGL API-based 3D Space Invaders game

A cool 3D version of Space Invaders - just like the original but in fantastic OpenGL-accelerated 3D. It is built in C# and uses the .Net framework v1.1 and the Tao OpenGL & OpenAL wrapper library. Inlcudes source and Win binaries.

May 28, 2004 | Read article... | Permalink

Cube open source OpenGL-accelerated game enhances animation performance

Cube is an open source multiplayer and singleplayer first person shooter game built on a landscape-style engine which combines very high precision dynamic occlusion culling with a form of geometric mipmapping on the whole world for dynamic LOD for configurable fps and graphic detail. It uses the OpenGL API and SDL. The latest release adds SP & DM maps, new textures, mapmodels, a completely new soundtrack yet again, and a variety of code improvements such as better animation. Includes source & binaries for Win32, Mac OS X, Linux, FreeBSD.

May 25, 2004 | Read article... | Permalink

“Programmable Hardware Shading in Applications” paper from LightWork Design

This PDF document provides an overview of the challenges facing application developers trying to use the newest programmable graphic hardware features in their applications. It also contains a suggested approach to solving those problems and describes how they have been solved in the LightWorks Real-time product

May 22, 2004 | Read article... | Permalink

Harry Potter OpenGL 3D Screensaver

Watch in amazement as Harry Potter weaves his magic in this mind blowing, FREE 3D screensaver! As he wanders around he waves his wand magically making images appear from the upcoming movie Harry Potter and the Prisoner of Azkaban. But this is no ordinary boring slideshow screensaver, it’s one you have to see to believe! It includes particle and lighting effects, aswell as skeleton animation and heaps of other nifty stuff, and it’s all thanks to extra chewy OpenGL API

May 22, 2004 | Read article... | Permalink

Vincent open source project for implementation of OpenGL ES API

Vincent is an open source project for developing a compliant software implementation of the OpenGL ES API for mobile devices. The initial target platform are Pocket PCs and Smartphones operating under Windows Mobile 2003. A unique aspect of Vincent is a runtime compilation infrastructure that creates optimized rasterizer code for the current graphics context settings using a JIT compiler. This runtime compilation approach, which is otherwise only available in commercial products, distinguishes the current project significantly from other similar open source projects that aim for providing implementations of the OpenGL API. All code created by this project is released under a liberal BSD-style license, which allows for the creation of commercial derivatives and commercial distributions. The project is registered as an official adopter of the OpenGL ES API and has access to the conformance test suite. A beta version of this library is available for download.

May 21, 2004 | Read article... | Permalink

GPUMesh offers cross-platform OpenGL mesh management for GPUs

GPUmesh offers developers a simple way to send geometry to the GPU. The user chooses which type of mesh storage is desired (display list, vertex buffer, indexed vertex buffer, ...) and GPUmesh automatically performs the required conversions. The same mesh specification mechanism is used for Direct3D and OpenGL, thus simplifying the task of writing mesh loaders. GPUmesh relies on a mechanism similar to the begin/end approach of standard OpenGL which has proven to be easy to use and very convenient. A complete vertex format specification mechanism is also provided to manage vertex attributes. GPUmesh is free. Full source code and examples are included in the package.

May 19, 2004 | Read article... | Permalink

Gizmo3D scene graph V1.2 adds suppport for OpenGL Shading Language

The v1.2 of the Gizmo3D scene graph adds full support for hierarhical OpenGL Shading Language shaders with fallback to ARB vp/fp or fixed function pipeline, physics integration with Meqon physics library, improved window integration with Mac OS X, QT, X11, Win32, wxWindows, and real time distributed network graphic objects. The Gizmo3D is now part of a larger framework called GizmoSDK wich is free for non commercial applications.

May 19, 2004 | Read article... | Permalink

OpenGL 3D visualization with Lua script

feature graphic

zeGraph is an object rendering system designed for scientific data visualization and yet can be used to create 3D arts in a broad scope. It is small, fast, and easy to use. The OpenGL API is used as the rendering engine. This distribution is a binding of zeGraph to Lua, a platform independent, light weighted, simple, and powerful script language.

May 18, 2004 | Read article... | Permalink

breve v1.9 OpenGL-based behavior simulation environment enhances rendering

breve is an OpenGL-based simulation environment which allows users to define the behaviors and interactions of different types of agents in a simulated 3D world and observe the emergent behaviors. This new v1.9 features MPEG movie and PNG image export on all platforms; a fullscreen mode for Linux and Windows; improvements to shadows and reflections; and general improvements and optimizations in the OpenGL-based rendering engine.

May 18, 2004 | Read article... | Permalink

SGL 3D Scene Graph Library V 0.7.0 adds OpenGL Shading Language support

SGL is a mature and robust cross-platform OpenGL-based 3D Scene Graph API, written in C++. SGL supports a number of 3D file formats (obj, 3ds, TXP, OpenFlight 15.7, VRML 2.0, MD3), and a variety of image file formats. SGL provides build environments for Linux, Solaris, IRIX, Windows (VC++ and cygwin), VxWorks, and MAC OSX. The latest v0.7.0 release adds support for OpenGL Shading Language, Image Caching, Qt improvements, Nvidia’s Cg, Shadow Mapping, multisampling, various ARB extensions, new build platforms, and bug fixes and improvements. (check the downloads link for this new build).

May 14, 2004 | Read article... | Permalink

SuperSpriteSurface v1.0 2D OpenGL-Accelerated Game Engine for REALbasic

SuperSpriteSurface is a middleware solution for REALbasic developers that allows REALbasic developers to create Macintosh games that utilize the OpenGL API, advanced collision detection and time-based animation.

May 12, 2004 | Permalink

VRizer Linux library to create stereoscopic output for any OpenGL-based game or software

VRizer takes conventional OpenGL-based games or software for virtual reality and creates a library that, when preloaded, intercepts the proper OpenGL/SDL calls to create 2 stereoscopic views out of 1 single frame stream. The original software is not altered in any way but the output is stereoscopic.

May 12, 2004 | Read article... | Permalink

Real-time atmospheric scattering using the OpenGL API

This paper and OpenGL API demo with source shows how to to real-time atmospheric scattering. It is based on the SIGGRAPH93 publication: “Display of The Earth Taking into Account Atmospheric Scattering”, which is a mathematically-heavy non-realtime algorithm. The demo focuses on optimizations that allow the algorithm to run in real-time without creating large lookup buffers, which allows almost all of the scattering coefficients to be changed quickly at run-time.

May 07, 2004 | Read article... | Permalink

Crystal Space is looking for engine/OpenGL programmers to work on their new Shader-savvy renderer

Crystal Space is an Open Source 3D engine that runs on Linux, Windows, and MacOS/X. The new in-development renders supports OpenGL 1.5 features like shaders (CG, vertex and fragment shaders), stencil shadows, etc. The renderer design is working and most important things are done. However, there are still a lot of missing features and there is a lot of testing, performance tweaking, and bug hunting that needs to be done.

May 07, 2004 | Read article... | Permalink

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