Genesis3D is a real-time 3D rendering environment for all of your real-time 3D needs.
Open Source Game Engine
Genesis3D Open Source Engine
Genesis3D is a real-time 3D rendering environment for all of your real-time 3D needs. With a large online community, free online forums, and many links to Genesis3D developers...you will find all the support and tools that you need to begin developing world-class, real-time 3D applications today. If you are new to developing with Genesis3D, the current version of the Software Developer's Kit is 1.1. Use the tutorials found on our linked pages, and ask questions on our forum. The engine is free to download and play with. Also make sure to download GDemo1, an impressive example of Genesis3D in action. Please read our license agreement regarding the creation of your own content using the engine. If you modify the Genesis3D engine source, excerpt any portion of it, or if you use a modified version of the engine source, you must make your source code available for others to use under the same terms that we have granted you. If you do not wish to make your source code available you must obtain a separate paid license from Eclipse.
Open source gaming & simulation engine Welcome to the 1.3.0 release! This release contains breaking changes, so be sure to check out our Upgrade Guide for user of Delta3D 1.2.0.
Delta3D is a modern, open-source, full-featured game engine. It is being developed to fulfill the needs of military training which require a combination of gaming and traditional visual simulation technologies. Users of Delta3D include the U.S. Military, numerous research universities, hobbyists, and commercial
companies. Major New Features
* dtHLAGM: A HLA networking component for the Game Manager that support an Agile FOM interface using XML.
* User input via dtCore::Keyboard and dtCore::Mouse now follows the Chain of Responsibility pattern. This also users to have finer-grained control over who handles input events.
* Brand new dtCore::SkyBox which support three render profiles: fixed function, cube map, and angular map. This refactor fixes the infamous ATI/SkyBox
* Support in dtCore::EffectManager for extensible Detonation Types.
Source cube Engine Game Free single and multi player 1st person shooter game with some satisfying fast oldskool gameplay. A large variety of gameplay modes from classic SP to fast 1 on 1 MP and objective based teamplay, with a great variety of original maps to play on.
Level editing has never been so much fun: a press of a key allows you to modify the geometry / textures / entities in-game, on the fly. Even more novel, you can make maps together with others online, in the unique "coop edit" mode.
The engine, though designed for simplicity and elegance as opposed to feature & eyecandy checklists, still competes nicely thanks to its novel "6-directional heighfield deformable cube octree" world structure that is the basis for its in-game editing. Occlusion culling, pixel & vertex shaders, very accurate
light mapping, robust custom physics system, network system, models, sound, scripting.
ExoEngine 3D Game Engine For my fourth year computer graphics course I wrote a little 3D engine using C# and the .NET platform. I decided to go this route as opposed to the C++ route that everyone else took in the course because I wanted to see whether C# lived up to it's hype. Surprising, after writing about 600kB of code in C# it seems like it is a decent language after all and possibly an effective replacement for C++ even in the demanding field of real-time 3D game development. When I compare C# to C++ I find it's best features are garbage collection, less convoluted syntax and true object orientation. It was a class requirement that I use OpenGL instead of DirectX / Direct3D.
Just a quick disclaimer before I go too far: please remember that this is just an old one-term university project thus don't get your expectations too high.
The included compiled binaries for both the math library and the OpenGL wrapper are compatible with Visual Basic .NET and Visual C++ .NET development projects.
Playing the Open Source Game
Everyone agrees that Linux needs to have more games. Recently it has even started to look as if it might get them, as Loki gears up to fill the void by porting successful Windows titles, but there are some problems with this rosy scenario. For one, the Loki games are just closed ports of commercial products, which is not at all what the Free Software crowd would like to see. For another, where are the bazaar mode alternatives that the Open Source enthusiasts say we are supposed to be so good at creating for ourselves?
Hackers like to work on things that are cool. They will do boring, necessary work every now and then, but only after all the more interesting options have been exhausted (just look at how the Linux GUI environments consider themeable checkboxes to be at least as important as having a usable file selector). Games are cool, and most programmers enjoy writing them, and yet this is one area where Linux is lagging far behind the commercial offerings available on Windows platforms. At first glance, this doesn't seem to make a lot of sense.
Open Source Game Development A 3D game engine is a complex collection of code. Anyone entering into game development would have to spend at least a year developing a game engine or purchase a pricey game engine to utilize. Of course, another option would be to use an open source engine, but game developers have often shied away from these due to their lack of features and reliability. However, these days there are several open source engines (or low-cost commercial engines) that have a rich set of features and offer stability.
Open source engines, however, do not necessarily have the performance of their more expensive commercial counterparts as they do not always take advantage of the latest features available on the CPU and GPU.
Open-Source Game Engine Released dim3 v2.0, a major update to the free and open-source OS X 3D game development system, has been released. dim3 is designed for mod-ers with no programming experience (source code is not needed) but can also be used by experts who require the source code, all without restrictions or payment. Projects created in dim3 can run games on Mac, Windows, and Linux.
Additions to dim3 v2.0:
? rigid body physics
? improved real time RGB lighting, bump-mapping, and diffuse lighting
? auto-specular mapping
? particles, sounds, and effects now part of skeletal animation system
? weapon scripting by bones
? weapon zooming/scopes
Open Source PC Game Engine
Reality Factory is a set of Open Source Tools for creating games and other high-performance multimedia applications. It includes support for two-dimensional (2-D) and three-dimensional (3-D) graphics, sound and
music, input, advanced character animation, advanced world editing & animation capabilities, and many features commonly found in first and third person action games (such as customizable weapons, ammo, health and damage, customizable menu's). Reality Factory also has many cutting edge special effects, such as dynamic colored lighting, advanced particle effects and much more.
Game Engine - Open Source
Beginning Game Graphics teaches the art of video games in a very fun and interactive manner. Gamescapers' founder Harry Evry has proudly partnered with Thomson Course Technology and Premier Press to produce the first book based upon the proven Gamescapers' curriculum.
Beginning Game Graphics" provides an introduction to the exciting world of the video game artist. It offers powerful and easy-to-use tools to create professional quality game models, and covers many of the methods, philosophies, and proven techniques to get you started and help separate you from the crowd.
Designed to be used in a classroom situation or by individually readers, the book includes demonstrations, exercises, discussion topics, questions and answers, illustrations, screen shots, and all of the software you need to create your own game models and place them in a real video game. An example game is included and another is available online.
Open Game Engine Open Game Engine is an open-source framework for building high-quality 3D games. OGE features data-driven architecture and cutting-edge hardware support by means of DirectX.
* Development Status: 1 - Planning
* Environment: Win32 (MS Windows)
* Intended Audience: Developers
* License: GNU General Public License (GPL)
* Natural Language: English, Russian
* Operating System: Windows NT/2000, Windows XP
* Programming Language: C++
* Topic: Games/Entertainment, Frameworks
Open Source APIs for Java Technology Games MDR-EdO: Welcome to today's Java Live chat on open source APIs for Java Technology Games. These APIs include Java Binding for OpenGL (JOGL), Java Bindings for OpenAL (JOAL), and JInput. Our guests today are three key members of Sun's Game Technologies group (the group responsible for these APIs): Athomas Goldberg, Jeff Kesselman (Jeff is not here yet), and Daniel Petersen. Also joining us is Ken Russell, who is a coauthor of the JOGL API. Our guests are ready to answer your questions about the APIs, and about Sun's support for Java technology games in general. So let's first level set. Athomas, Jeff, Daniel, and Ken, can you give us a brief overview of these APIs?
OpenAL is a 3D audio API that's rapidly becoming a standard for games and is supported in hardware on audio cards by Creative and others. JOAL gives Java technology developers access to hardware-accelerated 3D audio by providing wrappers to these native APIs.