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This project's goal is to explore the use of voxels and abstract rendering methods to create an engine that could be used for exploration or simulation games.
The expectation is that by taking shortcuts key areas of game rendering, we will be able to create large scale environments for players to explore and alter.
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InsaneFX is a node-based special effects editor (written mostly in C#) and native runtime (written in C/C++).
It ships with (unoptimized) example renderers for DirectX 9 and OpenGL. To get the most of InsaneFX you will integrate it with your own rendering engine.
The Runtime has a simple OpenGL-like C API.
I did a presentation at the Game Tech Brisbane meetup:
http://youtu.be/-yat4ve0ZKc
(Sorry for our poor filming skills)
The slides are here:
https://docs.google.com/open?id=0B3d2ONaFrIuDdzFUdnZQMkpTZWVUN2I3a2NveGNxUQ
To find out more about Game Tech Brisbane:
http://www.meetup.com/Game-Technology-Brisbane
...DREAM will start out with only the most basic of features, and will not require the latest in hardware and graphics technology. Think the graphics of Unreal Tournament - Unreal Tournament 2004, without the restrictions, and the simplicity of UnrealED. The engine running DREAM is as yet untitled, and the package will include one game, a sort of interactive dream translator and world builder for the player's dreams using their own unique dream symbolism.
TelemetryTV content management and device management
Simple and intuitive digital signage software.
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<p class="description">TelemetryTV is a powerful digital signage platform built for the modern communicator who needs to engage audiences, generate awareness, or give their community a voice. TelemetryTV allows users to broadcast dynamic content easily by streaming video, images, social feeds, turnkey apps, and data-driven dashboards to all of your displays wherever they are. TelemetryTV powers marketing and internal communications at Starbucks, New York Public Library, Stanford University, and more.</p>
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LightFire# is a fast and small Engine to create platform independent Games and Graphic Applications for Linux, *BSD and Windows Systems. It provides Graphic, Sound, AI and Network support.
LightFire# uses OpenGL and is written in C#.
Panther gameengine is being developed as part of a class on gameengine development at Chapman University 2009/2010/2011. Development continues through December 2011.
Framework for making Windows applications that are one .exe file in AutoHotKey_L,C++,C#, VB.NET,Java,Groovy,Common Lisp,Nemerle,Ruby,Python,PHP,Lua,Tcl,Perl,Jint,S#,WSH VBScript,HTML/JavaScript/CSS,COM, PowerShell without compiling . For .NET 4.
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Quasar is a strategy gameengine, built in .NET. It uses Mogre for rendering, LuaInterface for scripting, MyGUI for user interface and OIS for user input.
The OpenRTSS project aims at producing a free gameengine for making "Real-Time Strategy Shooters". The engine is written using Unity for simplicity and fast development.
SilverGine is a Silverlight 4.0 Sprite GameEngine written in c#. Features: very easy to use / integrate * static sprites * animated sprites: keyframe,shader based,tileset * multithreaded sprite state updates * built in physics background loop
This project aims to create a simple open source gameengine that can be used to create 2d games. The name itself represents the supporting company GamersGather.com and the S stands for simple. .net 4, C#, XNA Based Technology.
CeoEngine is a 3D GameEngine bassed on a full components system developed in XNA.
On a future i'm willing to implemet a networking architecture to make this engine MMO-Directed.
Stardust is a game about jumping around and shooting bad guys to get to the end. It is the result of a Year 11 Programming assignment. The engine (called "Jorg") was written in C# using XNA, and has also been ported to C++ using ClanLib.