A simple open-source scene manager, and WavefrontOBJ file loader in C# and OpenGL (OpenTK). Runs on MacOS, Windows, and Linux.; Author: David Jeske; Updated: 27 Dec 2014; Section: OpenGL; Chapter: Multimedia; Updated: 27 Dec 2014
Flex Engine is my personal rendering engine which currently supports both Vulkan and OpenGL. It was started in February 2017 as a way for me to better understand how rendering engines work. You can find the entire source code on my GitHub github.com/ajweeks/FlexEngine Follow my progress on this project on my blog at ajweeks.wordpress.com/tag/flex-engine
Cosm is an integrated collection of extensions to Max/MSP/Jitter to assist the construction of navigable, sonified, complex virtual worlds, and has been designed to facilitate use in CAVE-like environments.
a game programming library for C/C++ developers distributed freely, supporting the following platforms: DOS, Unix (Linux, FreeBSD, Irix, Solaris, Darwin), Windows, QNX, BeOS and MacOS X. It provides many functions for graphics, sounds, player input, etc..
a free OpenGL extension library, enabling the easy access of all functionality up to OpenGL version 1.5 as well as API functions of more than 200 OpenGL extensions.
open source high performance realtime 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 renderer.
(pronounced "fulltick") is a cross-platform C++ GUI toolkit for UNIX®/Linux® (X11), Microsoft® Windows®, and MacOS® X. FLTK provides modern GUI functionality without the bloat and supports 3D graphics via OpenGL® and its built-in GLUT emulation.
library that constitutes a powerful API for handling operating system specific tasks, such as opening an OpenGL window and reading keyboard, mouse and joystick input.
designed to make multimedia productions (games, screen-savers, demos..) easier and more intuitive to write. Consequences are a complete abstraction of resources management (fonts, images, 3D meshes, files, zip-archives, sounds..) and rendering operations
portable C++ GUI library designed for games using Allegro, SDL and/or OpenGL, comes with a standard set of widgets and can use several different backends for displaying graphics and grabbing user input
programming interface and resource management system for scalable OpenGL applications. Can run unmodified on any visualization system, from a singlepipe workstation to large scale graphics clusters and multi-GPU workstations.
You apply the actions to the particle group at each time step, then read back the particle positions and other attributes into your app, or send them directly to the GPU as a vertex array or as geometry instances.