Blackbox is the fast, lightweight window manager for the X Window System you
have been looking for, without all those annoying dependencies. It is built
with C++ and contains completely original code (even though the graphics
implementation is similar to that of Window Maker).
Blackbox is written to the NetWM specification, which allows integration with
modern desktop managers including KDE and Gnome.
The port also provides root window changing tools, bsetroot and bsetbg, that
can be installed alone, without the window manager and accompanying files.
Libsx is a library of code that sits on top of and to the side of the
Athena widget set. Its purpose is to make writing X applications
*much* easier. To accomplish this, libsx encapsulates a large
portion of the uglier details that arise while programming in X and
it fills in some gaps that exist with the Athena Widget set (such as
a widget for drawing graphics); libsx tries to simplify the common
case down to a single function call with only a few arguments.
This utility will view several types of images under X11, or load
images onto the root window. The current version supports:
Native Image File Format (NIFF), Sun Rasterfile, GIF Image,
JFIF-style JPEG Image, Portabel Network Graphics (PNG), TIFF image,
FBM Image, CMU WM Raster, Portable Bit Map (PBM, PGM, PPM), Faces
Project, Utah RLE Image, X Window Dump, Sun Visualization File
Format, McIDAS areafile, VICAR Image, PC Paintbrush Image, GEM Bit
Image, MacPaint Image, X Pixmap, X Bitmap.
A variety of options are available to modify images prior to viewing.
These options include clipping, dithering, depth reduction, zoom,
brightening or darkening, and image merging.
The goal of this project is to add Cell Shading capabilities to the Quake III
engine with real-time performance.
In order to provide such feature we have decided to use Kuwahara filter, a
noise-reduction filter that preserves edges.
It uses four subquadrants to calculate the mean and variance and chooses the
mean value for the region with the smallest variance.
To increase the hand-painted effect we have decided to apply a simple blur
filter to reduce hard-edges on textures and increase the flatness effect.
To produce the cell shading effect we use no graphics card shaders, so our
implementation could run with almost any graphics card. The edge effect is
produced by painting backface polygons with a thick wireframe without
textures and repaint all the scene, but this time, with textures.
We have also implemented a different algorithm (we call it White Texture),
which uses white textures. You can set the console variable r_celshadalgo
to 2, and load another map, or run using the appropriate link that came
with the release.
DeuTex is a tool to work with WAD files for Doom, Heretic, Hexen, and Strife.
It can be used to extract the lumps from a WAD and save them as individual
files. Conversely, it can also build a WAD from separate files. When
extracting a lump to a file, it does not just copy the raw data, it converts
it to an appropriate format (such as PPM for graphics, Sun audio for samples,
etc.). Conversely, when it reads files for inclusion in PWADs, it does the
necessary conversions (for example, from PPM to Doom picture format). In
addition, DeuTex has functions such as merging WADs, etc. If you're doing
any WAD hacking beyond level editing, DeuTex is a must.
libnoise is a portable C++ library that is used to generate coherent
noise, a type of smoothly-changing noise. libnoise can generate
Perlin noise, ridged multifractal noise, and other types of
coherent-noise.
Coherent noise is often used by graphics programmers to generate
natural-looking textures, planetary terrain, and other things. The
mountain scene shown above was rendered in Terragen with a terrain
file generated by libnoise. You can also view some other examples of
what libnoise can do.
In libnoise, coherent-noise generators are encapsulated in classes
called noise modules. There are many different types of noise
modules. Some noise modules can combine or modify the outputs of
other noise modules in various ways; you can join these modules
together to generate very complex coherent noise.
SEGA Genesis emulator
Modified version of Generator by James Ponder based on version 0.35.
Additional features:
* Support for BZIP2, GZIP and ZIP compressed ROMs.
* Support for X11's XVideo hardware acceleration by SDL for faster and
smoother graphics.
* Fullscreen support with or without the classic color frame.
* SDL audio support (in favour of OSS Audio) which means you can use ESound
and others for sharing the sound device among other applications.
* Optional mute playing i.e., if you don't have a soundcard or the soundcard
is busy you can still play.
* Support for 48kHz sample rate (needs driver support).
* Automagic CPU usage reduction which is especially cool for notebooks.
* Working support for Game Genie codes.
Aleph One is the open source version of Bungie's Marathon game.
Marathon is a three-part, first-person shooter series that was published by
Bungie Software. The complete Marathon trilogy consists of "Marathon",
"Marathon 2: Durandal", and "Marathon Infinity". The hallmark of the series
is the detailed story-line that unfolds throughout the game.
After Bungie released the source code to the Mac OS version of Marathon, the
Aleph One project was created to enhance the software and port it to other
operating systems. As AlephOne has matured, so have the user-contributed
scenarios, some which far surpass the original Marathon game scenarios
themselves.
Aleph One is OpenGL-accelerated, but performs well without OpenGL if you do
not have a graphics card with the appropriate functionality (you need to use
the -g/--nogl option).
Battle Tanks is a funny battle on your desk, where you can choose one of
three vehicles and eliminate your enemy using the whole arsenal of weapons.
It has original cartoon-like graphics and cool music, its fun and dynamic,
it has several network modes for deathmatch and cooperative -- what else is
needed to have some fun with your friends? And all is packed and ready for
you in Battle Tanks. Some of the game highlights:
* Three vehicles: tank, Shilka, and rocket launcher, each having its
special features
* Lots of weapons: four types of ammo, six types of rockets, landing
troops, mines, etc.
* 13 multiplayer maps (nine ones for deathmatch and four ones for
cooperative mode) in different locations such as city, village, forest,
desert, etc.
* Game world that reacts on player: roads have traffic, buildings can be
destroyed, weather effects are simulated
* Lots of war objects: troops, vehicles, helicopters, etc.
* Keyboard and gamepad are supported
* Dedicated server mode (headless)
Dark Places is a Quake modification I have built over the course of 6 years on
and off experimenting, it got somewhat of an overhaul when the Quake engine
source code was released, and I began developing a custom OpenGL-only engine
for it and other mods, which supports Windows WGL and Linux GLX, and has
greatly improved graphics and image quality.
It can not easily be described, as it is simply an improved Quake, not a total
conversion (yet, anyway).
The realism of shell casings falling to the floor, much improved bullet
impacts, 32bit color alpha blended explosions, blood flying everywhere and
sticking to the walls...
Behind the scenes the code has changed a great deal, I was not content with
the original QuakeC code, and I have greatly changed the engine while
maintaining compatibility with normal Quake modifications.