Bullet is a 3D game multiphysics library that provides state of the art collision detection and soft body and rigid body dynamics. Bullet is integrated into Cinema 4D, Lightwave, and Blender. A Houdini and Maya Plugin is available. It has a modular extendible C++ design with hot-swap of most components. The back-ends were optimized for pthreads/Win32 Threads multi-threading and PS3 Cell SPU. Other features include discrete and continuous collision detection (CCD), swept collision queries, ray casting with custom collision filtering, generic convex support (using GJK), capsule, cylinder, cone, sphere, box, and non-convex triangle meshes. Rigid body dynamics include constraint solvers, generic constraints, ragdolls, hinges, and ball-sockets. Constraint limits and motors are supported. Soft body support includes cloth, rope, and deformable objects. Import and export into COLLADA 1.4 Physics format is supported. Dynamic deformation of non-convex triangle meshes is supported by refitting the acceleration structures.
Octaspire Crates! is a scriptable, skinnable, extensible, and relocatable 3D action puzzle game. All the missions, game entities (or crates), game states, and configuration of the game engine are implemented as plain text Lua-scripts. So, if you know Lua, you can write new game entities, game states, missions, and levels with any text editor, without any special development tools. New skins can be created with any image editor that can save .png images, dropped into a new subdirectory under the resources/textures directory, and changed in the configuration file config.lua. Crates has also its own (simple) implementations for all the different container classes it needs (like vector, string, and so on) to keep the external dependencies fewer.
The Kowalski project aims to provide a data driven, lightweight cross platform audio solution. The target audience is developers of games and similar applications where real time audio plays an important role. The Kowalski engine, which is the runtime component, relies only on host-specific external libraries to pass the final output buffers to the audio hardware. All other processing is done in the engine code. Features include positional audio (distance attenuation, cone attenuation, Doppler shift, binaural panning), real time Ogg Vorbis decoding, a powerful mix bus system, and tools to build, validate, and view Kowalski data.
Outliner Lighto is a console-based outliner/hierarchical editor. An outliner is used to edit an hierarchy of text (a tree with text in every node). This hierarchy can represent anything the user wants, like TODO lists, calendar, tasks, address book, bookmarks, etc. It is based on FreePascal's video and keyboard units.
crunch/crnlib is a lossy texture compression tool and library for developers that distributes and uses content in the DXT1/5/N or 3DC/BC5 compressed mipmapped texture formats. crnlib can compress mipmapped 2D textures and cubemaps to .8-1.25 bits/texel, and normal maps to 1.75-2 bits/texel. crnlib's quality and performance is competitive to transform-based solutions, or other offline/real-time DXTn compressors such as squish or ATI_Compress. crnlib implements a new form of "clustered" DXTn compression, with a compressed texture data format that was carefully designed to be very quickly transcodable directly to raw DXTn texture bits with no intermediate recompression step or individual pixel-level operations. The typical single threaded transcode to DXTn rate is equivalent to 100-250 megatexels/sec. Fast random access to individual mipmap levels is supported.