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Bug#403228: RFP: wm3-foundation -- Wild Magic 3 library for 3D real-time graphics (collision, physics, math, ...)



Package: wnpp
Severity: wishlist


Wild Magic 3 has recently changed its license into LGPL, therefore I'm
sending an RFP for a foundation part of this package.

( directory GeometricTools/WildMagic3/Foundation in file
http://www.geometrictools.com/Downloads/WildMagic3p11.zip )

Another possible packages would be wm3-renderer (a software renderer for
OpenGL and DirectX), wm3-application and wm3-examples. I haven't used
them though, so I don't know how this renderer works. I'm just using the
foundation - a *very* good library.


* Package name    : wm3-foundation
  Version         : 3.11.0
  Upstream Author : Geometric Tools Inc. <info@geometrictools.com>
* URL             : http://www.geometrictools.com/
* License         : LGPL
  Description     : Wild Magic 3 library for 3D real-time graphics (collision, physics, math, ...)

Long Description:

This is a part of Wild Magic 3.11 library by Geometric Tools Inc. Whole
library is for 3D real-time graphics including collision modelling,
physics, tessellation, etc... This is only the foundation part of this
library, therefore it contains:

math:
  box, capsule, circle, convex polyhedron, cylinder, ellipse, frustum,
  matrix (2,3,4), vector (2,3,4), line, plane, polyhedron, quaternion,
  ray, rectangle, segment, sphere, tetrahedron, torus, triangle

approximation:
  circle, ellipse, line fit, plane fit, quadratic fit, gauss points, ...

collision:
  bounding volume, bounding volume tree, collision group, collision
  record, sphere tree

curves:
  spline, bezier, ellipsoid geodesic, cubic polymonial,
  riemannian geodesic, ...

distance:
  line to line, line to ray, ray to segment, ray to box, ray to triangle,
  rectangle to rectangle, vector to box, vector to ellipse, vector to
  circle, vector to frustum, vector to tetrahedron, ...

effects:
  bump map, light map, environment map, planar reflection,
  projected texture, vertex color, ...

interpolation:
  bicubic, bilinear, tricubic, trinlinear, akima uniform, quadratic
  nonuniform, ...

intersection:
  arc to arc, arc to circle, box to box, box to frustum, capsule to
  capsule, ellipse to ellipse, line to arc, tetrahedron to tetrahedron,
  segment to cylinder, ... much more

meshes:
  basic mesh, conformal map, manifold mesh, edge key, mesh curvature,
  planar graph, triangle key, ...

physics:
  mass spring, spline volume, LCP solver, particle system,
  revolution surface, tube surface, intersecting rectangles, ...

surface:
  parametric surface, implicit surface, surface mesh, NURBS rectangle,
  surface patch, ...

tessellation:
  delaunay triangles, delaunay tetrahedron, delaunay polyhedron face


And others briefly listed below:

integration, ode solver, polymonial roots, rational arithmetic, scene
graph, pixel shaders, region sorting, BSP node, terrain



-- System Information:
Debian Release: 3.1
Architecture: i386 (i686)
Kernel: Linux 2.6.18-1-k7
Locale: LANG=pl_PL, LC_CTYPE=pl_PL (charmap=ISO-8859-2)



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