The purpose of the Omega Drivers is to provide gamers with an alternate set of drivers, ones that have more options and features than the original sets. The drivers contain optimizations, extra features (like OC capabilities), more resolutions and intern
With hundreds of published titles, 3D GameStudio authoring suite for 2D, 3D realtime applications. It combines the C-Script programming language with a high-end 3D engine, a 2D engine, a physics engine, a level, terrain and model editor, etc...
a 3D simulation environment designed for the simulation of decentralized systems and artificial life. While the concept is similar to existing packages such as Swarm and StarLogo, the implementation, which simulates both continuous time and continuous 3D
Interview with Sebastian DeGuy. We discuss how small the textures can actual get, whether procedural textures can compare with textures in games like Crysis and much more
allows the visualization, the drawing and the edition of small graphs, all the parts of the framework have been built in order to be able to visualize graphs having more than 1.000.000 elements.
a royalty-free, cross-platform standard that combines a set of native APIs into a comprehensive media stack specification for accelerating rich media and graphics applications. like DirectX™ for mobile phones!
a small open source 3D rendering engine. It is written in an effort to create a graphics engine that offers the stunning visual effects expected in next-generation games while at the same time being as lightweight and conceptually clean as possible.
a real-time terrain rendering system supports asynchronous paging, dynamic terrain, and much more. It compiles under Irix, Linux, MacOS X and Windows (VC++ and cygwin).
includes sound effects, music, a complete 3D engine, font rendering, a simple Windowing library, a game scripting language, a GUI, networking, 3D math library and a collection of handy utility functions.
concept created by lone developer (Eskil Steenberg) bent on creating an entire massively multiplayer online world single-handedly, using procedural generation techniques that cause the game to build itself by starting with clever rules and exploring them
Making lens flare textures; Making cellular textures; Good normals for metaballs; Packing lightmaps into larger textures; Fun with the PQ-torus; Point in triangle test; Tunnels; Blur; Circular harmonics and more