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A place to host and work on some WebGL sample applications. Feel free to contribute if you want. Looking for the Google IO Samples? Google I/O 2011 WebGL Techniques and Performance Samples Aquarium By Greggman and Human Engines You can also run the Aquarium synced across multiple machines. See here for more info. Blob By Henrik RydgÃ¥rd Caves by Jasmine Kent Langridge Collectibles By Human Engines Color Adjust By Greggman Dynamic Cubemap By Greggman Electricflower By Henrik RydgÃ¥rd Field By Gre
C# Raytrace (Classical and Distributed) Engine with common features: Transparency (Glossy and Perfect), Fresnel, Reflection (Glossy and Perfect),Triagle model support (ply, obj, off etc),Phong and Cooktorrance materials,Cubemap, Texture,Spotlight, Pointligth, Raytracing etc...
A game engine for Myst-like puzzle or adventure games. Terras uses OpenGL to render cube-maps for a similar effect to that of Myst III. A texture-mapped cube using SDL_image is present, and the backend node-based model is under development. A Roadmap is being developed.
crunch is an open source (ZLIB license) lossy texture compression library and command line compression tool for developers that distribute and use content in the DXT1/5/N or 3DC/BC5 compressed mipmapped GPU texture formats. It consists of a command line tool named "crunch", a compression library named "crnlib", and a single-header file, completely stand alone .CRN->DXTc transcoder C++ class located in inc/crn_decomp.h. crnlib's results are competitive to transform based recompression approaches,
Shaders for JMonkey Engine. IMPORTANT1: IF YOU WANT TO ADD YOUR JMONKEY SHADERS TO THE REPOSITORY OR BECOME THE PROJECT DEVELOPER, SO JUST SEND ME A MESSAGE HERE: http://jmonkeyengine.org/members/mifth/IMPORTANT2: THE LATEST WORKING SHADERS ARE IN THE MERCURIAL REPOSITORY: http://code.google.com/p/jme-glsl-shaders/source/checkout SCREENSHOT, CLICK HERE!!! 1. LightBlow Shader.The Lightblow shader is an improved Lighting shader for JME. Features: 1 Improved lighting calculations. 2 Improved reflec
CP_AfterDusk Map type: 5 CP Progress: b2c - final release (until I ever get back to mapping) Status: Done. Creator: ForgottenCake SteamID: http://steamcommunity.com/id/TheForgottenCake TF2Maps: http://forums.tf2maps.net/showthread.php?p=66174#post66174 Change Log Beta 2c: - Several small fixes. Mostly non-visual. - Fixed beeing able to see inside the bases from the roof of the small houses. Middle CP - Added small health packs on the logs - Removed the medium heath pack under the CP - Changed th