Good open source / free C/C++ engines/libraries

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  • I have a simple question. For people that know and built ogre3D from source as a Static library, what is the order of which the libraries should be linked? The libraries I need to be organized are: Ogre Plugins 'libOgreMain.a' Ogre RenderSystems Boost(version 1.47)link Ogre's Dependencies The reason I'm asking is because in the Ogre forums, I have asked about this and didn't get a good reply... yet. The other reason is because even though I link to the boost library, I get this error: undefined reference to '_imp___ZN5boost6thread20hardware_concurrencyEv' My compiler is MinGW

  • I'm creating a component-based game object system. Some tips: GameObject is simply a list of Components. There are GameSubsystems. For example, rendering, physics etc. Each GameSubsystem contains pointers to some of Components. GameSubsystem is a very powerful and flexible abstraction: it represents any slice (or aspect) of the game world. There is a need in a mechanism of registering... GameSubsystems) can implement registerComponent(Component*). pro. Components and GameSubystems know nothing about each other. con. In C++ it would look like ugly and slow typeid-switch

  • I'm looking into building a cross-platform opensource 2D RPG style game engine for ChaiScript. I want to be able to do all of the graphics with SVG and need joystick input. I also need the libraries I use to be opensource and compatible with the BSD license. I'm familiar with allegro, ClanLib, and SDL. As far as I can tell, none of these libraries have built in or obvious integration for SVG. Also, I'm aware of the previous conversations on this site regarding Qt for SVG game development. I'm hoping to avoid Qt because of the size and complexity of making it a requirement. Also, Qt does

  • . The libraries that I would need are ones that fit the criteria of making a simple 3d game(online): 3D Graphics(including a model loader of some sort(if it works with blender that would be even...Lately I have been working on a game that i plan to make online. I have used different libraries to make this game as far as i could, but I feel that I should rethink on how Im sertting this game up, so I planned to start over. The libraries that I have used are SFML, OpenGL, and Bullet Physics, along with GLM to load the models. But the problem is that the 3D graphics arent working

  • Possible Duplicate: Are there existing FOSS component-based frameworks? What open source game engines with component-based design of game objects do you know? And which best of them? I mean best not in Graphics or Physics, but best in context of Behaviour, Messaging, etc. This question is the result of inspiration by another question Thank you!!!

  • Choosing an Audio API Aidan Knight

    Free - 3000$ - 6000$ which pretty much excludes this. BASS - So far this is what I am leaning towards. Simple API, great feature list, and quite a bit more. The pricing structure looks somewhat similar..., features seem generic. Pretty much coming down to a battle between this and BASS. I have heard good and bad things. The other libraries such as OpenAL, PortAudio, Audiere, etc. were considered, but I am... library and stick with it. I switched physics engines 3 times which caused quite a bit of wasted time, so I would like to be set when I pick an Audio lib. I will be falling into the "indie" section as far

  • I'm trying to use PhysX for my physics engine. I'd like to use spherical joints, but I'm having trouble with the constraints. All of the examples that I've found refer to SDK v2.8. I'd like to stic...

  • I am using Bullet Physics v2.78. And Im trying to build this library to be used for ogrebullet. The main problem is that Im getting errors trying to find the Bullet Directory. Im wondering if maybe my environment variables are setup wrong. I am using Windows Vista 32 bit, and here are my Environment variables: BULLET_ROOT: C:\BulletPhys BULLET_INCLUDE_DIR: C:\BulletPhys\src as other information I am trying to build these libraries in cMake. Bullet physics builds perfectly, but ogrebullet cant find the libraries needed to configure(Dynamics, Collision, LinearMath, etc.) So my question

  • collide with a rock. Now I am considering improving it to use interpolation as per all the good articles recommend: and my game working at the moment without interpolation. It does physics updates using fixed step time deltas. The frame display rate is decoupled from this. So, it might be doing 40 Physics updates per... on as large a Universe as possible. So a physics update solution that is compatible with the networked game that is required. Is the interpolation worth the effort? Right now. I rarely if ever see

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