Search Results for "git:/git.code.sf.net/p/docfetcher/code" - Page 45

Showing 1105 open source projects for "git:/git.code.sf.net/p/docfetcher/code"

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  • 1
    The Daedalus Engine is a 3D rendering engine that uses both OpenGL and DirectX 9.0 for its implementation. This project serves as a method of study for its developers in the areas of game design, 3D rendering, audio, game related physics, net code, etc.
    Downloads: 0 This Week
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  • 2
    The Wiiframe is a cross platform codebase that connects a Nintendo Wii remote to a 3D graphics window. This code is intended to be used as a base for other cross platform applications that take advantage of the Wii remote, such as games or design tools.
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  • 3
    fojecleno_Signer v.1.0.

    fojecleno_Signer v.1.0.

    fojecleno_Signer — Digital signature graphic tool (Trusted Signing)

    ...The application automatically manages: signature configuration metadata validation log generation error handling Prerequisites for signing To sign your executables, you must have: an Azure account a Trusted Signing profile a resource ID and a profile ID an access token (generated via the Azure CLI or portal) The application guides you through the setup. fojecleno_Signer is free, ad-free, and developed with passion. You can support the project via the QR code integrated into the app.
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  • 4
    NecJGui is an antennas design tool, interface for Numerical Electromagnetic Code. It allows easily making NEC input files, and viewing them in 3D. It also contains a version of the simulator, so it's complete IDE for full-wave EM simulation.
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  • 5

    Lfant

    A small Game Engine project.

    Lfant is a small (so far) 3D game engine, rendered using OpenGL. It will be primarily aimed toward action games, but able to conform to other genres. The code uses an Entity-Component model, a bit like Unity3D, where Entities have a list of Components that they can access at any given time. These components "add" functionality to the owner Entity (albeit not directly). Examples of Components are Rigidbody, HeatTransfer, Inventory, MeshRenderer, ParticleSystem. The intent of use for this system is that most of the time you won't have super specific entities, only child or grandchild classes, but have many components that can be added, removed, or even swapped between Entities, at runtime. ...
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