GLScene Demos
and Samples
- behaviours
: demonstrations of the behaviours (physics, trajectory following, lifespan...)
- bench
: these snippets are not just demos, they are here to help benchmarking
and assert performance progress (or minimize performance regression).
- cgshaders : samples on using NVidia Cg shaders
- collisions
: samples for the collision-detection components
- computing
: demo programs for CUDA and OpenCL computations on GLUs
- extrusion
: a set of samples showcasing the extrusion and revolution solid
components
- glslshaders : samples on using OpenGL GLSL shaders
- graph
: using GLScene to plot 3D graphs (z = f(x, y), dynamic surfaces...)
- interface :
demos on how to quickly implement a user-interface, covers camera
movements and reacting to clicks and other mouse events.
- materials
: various samples showcasing shading, textures, materials
effects, alpha blending and use of materials library.
- meshes
: how to use and abuse of 3D meshes, actors and models
- movements :
samples demonstrating the various possibilities for creating and moving
objects around as well as basic animation techniques.
- physics
: demonstrations of how to use physics both verlet
classes ODE and NGD
- rendering
: this sections showcases the use of special rendering options and
features
- scripting : demonstrations of how to use scripting
- sound : samples on using sounds and music
- specialsFX
: using special effects in GLScene, like fog, fire, lightning...
and making FX with regular objects.
- sprites
: how to make best use of sprite objects in particle systems or
GUI layers.
- utilities
: samples on GLScene utility components (screen-saver, joystick,
asynchronous timer...)
- custom : how to expand GLScene with new 3D objects, new vector files
formats, procedural textures or behaviours.
-
Note : GLScene demos
are roughly ordered from simple (first items) to complex (last items). They are
all heavily commented and tips and tricks are dispensed on the fly. Samples
have been designed to run as smoothly as possible with software OpenGL, but
texture and alpha-blending heavy demos may chug along without a 3D hardware and
accompanying OpenGL acceleration.
All these samples are
distributed as free software under GNU
GPL (which basicly
means you can use them freely for free software). GLScene demos should always
be distributed as a whole, in their original package.