Java 3D API - Developers can easily incorporate high-quality, scalable, platform-independent 3D graphics into Java technology-based applications and applets. The Java 3D application programming interface (API) provides a set of object-oriented interfaces that support a simple, high-level programming model. This enables developers to build, render, and control the behavior of 3D objects and visual environments. By leveraging the inherent strengths of the Java language, Java 3D technology extends the concept of "Write Once, Run Anywhere" to 3D graphics applications.
!3D Morfit 3D Engine SD - The Morfit 3D engine: graphic tools,online 3D exhibitions and 3D web authoring, Morfit is the solution for independent 3D developers,webmasters and show organizers. Morfit, expomaker, Northdragon, 3D engine, 3D,games, 3D software, software, graphic, freeware, developer, design, 3D models, online, exhibition, exposition, virtual show.
3D API Bindings for Delphi - Converted DirectX and OpenGL headers for Delphi. Delphi, Graphics,DirectX, Direct3D,Direct3D IM, Direct3D RM, D3D, DD, DirectDraw, DirectSound, OpenGL, DirectX for Delphi
3D Coding BlackHole Engine - The 3D Coding BlackHole is a tutorial series discussing several aspects of 3D graphics programming, in C. The compiler used is DJGPP.
3D Coding Tutorial - DJGPP, djgpp 2.1, programming, program, c, c++, gcc, gnu, graphics, graphic,tutorial, tutor, 3D, demo, demo, code, poly, polygon, filling, shading, cube
3D Coding Workshop - A quick-start guide to programming using the OpenGL graphics API.
3D Foundation Classes - Current Features: -don't need top of hardware configuration to run -6 DOF - rotations and translations like the game Descent -scenery rendering with portal clip (with clipping by edge buffers) -objects rendering with backface culling -collision detection (working more or less) -shaded affine texture mapping (colored gouraud like) -many movable objects and light sources -platform: DOS/PM, Linux - SvgaLib, X Window -compilers: DJGPP 2 or GCC -full sources: C++ -input: keyboard or TCP/IP (sockets) -artificial intelligence: suport for backpropagation neural networks. Message system and script language under construction -sources, documentation (incomplete) and examples in english -C++ classes to manipulate: strings, lists, arrays, buffers, files, sockets, .... Some Future Plans: -perspective texture mapping -texture mapping with tile mapping, too -engine completely designed for the component system -transparency -mirrors -enviroment mapping -MIP mapping -colored light sources -portal clip with polygon edge intersections -recursive object-inside portal rendering -better collision detection -hierarchycal objects -object rendering by deph-sort/z-buffer -polygon mesh with distance-poly-trees refinement (LOD) -ASC files load, Quake files load (maybe) -better documentation and examples -gravity and other forces -particle systems with transluced voxels -sound -texts over textures -Windows Direct X port -fog, etc.....
3D Mesh Viewer - The mesh viewer was born under the need for quickly displaying triangulated meshes. It is an easy to use lightweight tool to display 3D models. Development started by Craig Robertson and is now done by Helmut Cantzler. 3D models can be displayed solid or as a skeleton. The surface normals of the triangles can be displayed. Loaded models can be rotated, translated and scaled (all done with the mouse). The model is lighted by three light sources. The clipping border is dynamic changeable by the user.
3DGPL - 3Dgpl is a 3D Graphics, Portable Library which provides basic set of tools for writing 3D applications, games for instance. Besides the source code, it also includes a nine chapter reference text on 3D graphics enabling to both learn the subject from scratch or consult a specific topic.
Eternity 3D Game Engine - Eternity is an object oriented C++ software toolkit for creating real-time interactive 3D graphics content for Windows 98 and Windows 2000 platforms. It has facilities for advanced, high performance real-time content rendering, scene management and collision detection. Using the toolkit allows the developer to save at least six months of development time and at least two engineer-years of effort. The Eternity engine 2.0 is a complete 3D Game Engine Toolkit. 3D Reality Rendering System was introduced in September 1996. Since that, the engine was completely redesigned to provide significant performance and feature enhancements, and version 1.5 shipped in April, 1997. Version 2.0 adds additional features like a TruNature module, advanced rendering support for curved surfaces and improved performance. Most of the game engines currently available on market are genre-oriented. Some of them can be used to design 3D shooters, some - for racers, some - for simulations, etc. Unlike them, Eternity is an UNIVERSAL multi-genre game engine. It contains several programming interfaces or "modules", which combined together allow you to create a game in almost any genre.
TruNature Module - The TruNature module serves as a realistic environment renderer. It utilizes sophisticated mathematical algorithms developed by Russian mathematicians to render landscape and fill them with dense vegetation. The module contains several C++ classes specialized for skies, terrain and vegetation rendering. Sky Dome attributes: - Procedural infinite sphere with several cloud layers or use created 3D model - Cloud drift depending on wind direction - Multiple transparent cloud layers - Dynamic layer change algorithm providing "Day-Night" or weather change effects Terrain renderer attributes: - Terrain generated in a standalone editor by applying height map or skeleton lines to regular square grid - Grid size varies from 32 to 4096 points in each direction. Usually a 256x256 grid is enough to realistically recreate about 20 square kilometers of terrain - Simulation of water or time erosion - Water surface generation using procedural textures or multi-texturing - Materials that will be placed onto a landscape in accordance with specified altitude and slope angle - Realtime "smoothing" of materials' transition, saving your artists time from drawing all texture transitions and saving texture memory - Realtime generation of adaptive LOD during rendering in accordance with distance from camera and view angle - Tunable polygon budget can be adjusted in realtime Vegetation rendering attributes: - Vegetation will be placed on landscape in accordance with specified altitude, area definition and terrain properties - Realtime adjustment of detail level - Sophisticated algorithms allow rendering up to several dozen thousands trees in realtime Weather effects rendering: - Realistically recreated snow and rain particles - Dynamic collision detection with game world provides visible splashes from rain drops