mng
MNG Player 1.0b1
MNG Player - Simple player for Multiple-image Network Graphics more>>
The MNG format takes the popular PNG image format, and uses it as the basis for an animation format. Roughly speaking, MNG is to PNG as Animated GIFs are to ordinary GIFs.
The MNG compression scheme is particularly well-suited for synthetic image sequences, particularly screen-captures. This makes it ideally suited as a replacement for the much less efficient Animation and Graphics codec which are currently used by QuickTime. The compression achieved by MNG for screen-capture sequences is typically a factor of 5 to 10 times better than the Animation codec, with no loss in quality.
Most of the spec is supported, with the following exceptions:
There are issues with colour-matching using sRGB chunks.
Alpha support on JNG images is not complete.
MNG Component 1.0b5
MNG Component - QuickTime components for playing MNG documents more>>
MNG files are not particularly widespread, so the main goal is not to support MNG files per se. Rather the intention is to use MNG as a superior compression algorithm for sequences of computer-generated images such as screen captures.
MNG allows for much greater compression than the Animation and Graphics codecs which have been standard parts of QuickTime for the past decade.
Main features:
- The ImageCodec allows QuickTime to create movie files which uses the MNG codec for encoding video data. These MNG tracks can be played back and edited just like any other QuickTime video track.
- The MovieImporter allows QuickTime-savvy applications to import MNG documents in place.
- The GraphicsImporter allows QuickTime-savvy applications to import MNG files as still images.
- The MovieExporter allows the video track of any QuickTime movies to be exported as a MNG document.
Visual Component Framework 0.6.5
Advanced C++ application framework that makes it easy to produce powerful Mac OS X applications in C++ more>> Advanced C++ application framework that makes it easy to produce powerful Mac OS X applications in C++
Visual Component Framework is a based on a thoroughly modern C++ design and has built in support for Rapid Application Development (RAD).
The Visual Component Framework framework is designed to be portable over multiple compilers and platforms, so you dont have to lose all that work that went into writing your app for a single platform!
Main features:>
- Modern C++ design - use of modern C++ techniques like exceptions, templates (where useful), name spaces, and heavy use of the Standard Template Library.
- Advanced RTTI features that allow for such things as dynamic object creation given a registered class name or a registered UUID string that represents the class, dynamic introspection of a given objects class and listing such data as the class name, super class, the properties of the class, member methods, and implemented interfaces.
- Modular - built across several libraries as opposed to one huge monolithic library that then becomes difficult to break apart. This means that while the VCF is incredibly powerful as a framework for writing GUI based applications, if you just want to use the core features, such as threads, file IO, and RTTI you can do so, without having to have dependencies on all the GUI code.
- Easy to use, and powerful event system, suitable for console as well as GUI based applications.
- Support for Thread, Mutexes, Semaphores, Files, Streaming data, error logging, string utility functions, and other basic services. All of this is part of the FoundationKit and has no dependencies on the graphics or UI code.
- Powerful and easy to use graphics classes, plus more advanced support for anti aliased vector graphics through the use the AntiGrain Graphics libraries.
- A simple to use image loading architecture that allows multiple formats to be registered dynamically, for loading up a variety of different graphics formats. On Win32 systems the default image loading support is limited to BMP files, but by using the ImageFormats library (also a part of the VCF) a wide variety of additional image types are also supported. Currently the ImageFormats library uses FreeImage to support a image types such as .TIFF, .TGA, .PSD, .PNG, .PCX, .SGI, .MNG, .RAS, .PBM, .PPM. and many others.
- More advanced classes for customizing the drawing process by extending Stroke and Fill classes.
- A complete set of powerful GUI classes, including a common set of base classes enabling advanced custom control creation. Some of the control classes include tree controls, list controls, check box and radio controls, push buttons, single line and multi line text controls, and many others.
- A standard set of application classes for things like resources, loading windows or forms dynamically at application startup, saving of application state, a registry class for common storage of system and application information.
- Other application classes include an Undo/Redo architecture based on commands that allows for undoing and redoing commands as well as notifying other objects of the events.
- GUI controls that support both alignment and anchoring. Any control may be aligned to the top, bottom, left or right of its parent container control. Alternately controls may use their anchoring properties to anchor themselves to the left, right, top and/or bottom sides of their parent container control. In addition to control alignment, it is possible to write custom layout containers and assign them to a control to customize layout logic.
- The ApplicationKit provides a set of Model and View classes for using in MVC patterns. A series of models like the ListModel, TreeModel, and TextModel are used in controls to provide separation of the data from the UI presentation code. Because a View can be dynamically attached to a Control at runtime, it will be possible to develop "themes" in the future.
- Because of the RTTI features and the event handlers, the VCF easily supports component programming with in IDE that allow for visual development.
- The VCF tries to be as flexible as possible, allowing you to use the parts you want, and allowing for inter-operability with other frameworks. Thus VCF controls can be used inside of an MFC application if you like, or only use the graphics module for enhanced graphics features.
- No need of special preprocessor tools - if you have a reasonably complete C++ compiler then youre all set to go.
- The ability to access the low level handles for most native objects. For example, by accessing the Threads peer class, you can get a handle to the native thread handle itself. For a control, you can access the controls peer and get a handle id that represents the windowing systems native handle for a window/widget. This allows you to use platform specific calls when necessary.
Enhancements:
- This is the very first src release of the Mac OS X port of the VCF. It should build and run some of the examples, but is obviously very much still a work in progress.
MacMame 0.103u2
MacMame - Original arcade game emulator more>>
MacMAME achieves this by running the original program code found in the arcade games.
As such, it is much more than a reproduction, it is essentially that same game running via an emulated layer inside your Macintosh.
On this site youll find the most current build of MacMAME, information about upcoming versions and instructions for using it.
Please look around and enjoy reliving some of the games that made going to video arcades an enjoyable part of our pop culture.
Enhancements:
- Updated to match Win32 MAME 0.103u1. [Brad Oliver]
- Hopefully fix assorted crashes when using certain extra input devices. [Brad Oliver]
- Carlo Noben has contributed a few new icons. [Carlo Noben]
- Blasto should once again work. [Brad Oliver]
- MNG recording should now work (using a new MacMAME "Movies" folder), although you may need to remap the default keys from Shift-F12 to something else. [Brad Oliver].
Contenta-Converter Basic 4.6.1
Contenta-Converter Basic is a tool applied to convert your photos. more>>
Contenta-Converter Basic 4.6.1 is a tool applied to convert your photos. Optimize photos for internet, batch rename and organize in subfolders. Practical tool to prepare email attachments.Handles many image formats (jpg, jpeg2000, gif, png, tiff, bmp, wbmp, targa, ppm, pgm, pbm, xpm, ico, cut, g3, dds, iff, jng, koa, mng, pcd, pcx, ras, sgi)Select your images, setup your conversion parameters, preview quality and file sizes and press Start! It does batch file renaming (Ex: CameraModel_Date_Filename.Extension),organize into sub-folders automatically (Ex: CameraModelCreationYearYearmonthday).It integrates with windows explorer so that you can convert directly via a right-click menu when browsing your hard disk. Best of all, it is FREE. Optimized for multi-core processors. Speed up your conversions by using 100% of your CPU.
Crystal Space 1.2.1
Free and open source software development kit for realtime 3D graphics more>> Free and open source software development kit for realtime 3D graphics
Crystal Space is a free cross-platform software development kit for realtime 3D graphics, in particular games.
Main features:>
Generic
- Highly platform independent with good platform abstraction. Officially supports Linux, OSX and Windows using a wide range of compilers.
- Modularized using a lightweight component framework, SCF, based upon the COM model.
- Self contained so that many modules requires no or few external dependencies.
- Written in standard C++ using very few non*standard extensions. Source available under LGPL license.
Comprehensive and competent
- Contains modules for 2d and 3d graphics, sound, collision detection and dynamics via ODE and bullet as well as support modules for filesystem abstraction, xml loading etc.
- Graphics subsystem:
- Generic renderer abstraction with main implementation being OpenGL based.
- Supports hardware accelerated rendering on all supported platforms and cards from all well known vendors.
- OpenGL renderer uses acceleration techniques such as vertex buffers in AGP or VRAM and asyncronious uploads.
- Shader centric design with shaders defined in xml markup and shader programs implemented using Cg, assembly language or fixed function operations.
- Complicated shaders can be constructed using a meta syntax as composed by simpler modules that gets combined on load.
- Library of common shaders such as normal mapping, parallax (virtual displacement) mapping and hardware skinning.
- Contains a software renderer with scaled down features for platforms without OpenGL and/or debugging.
- Mesh objects:
- Plugin based mesh object system
- Generic triangle based mesh with support for frame and bone based animation.
- Terrain mesh with fast block based LOD system.
- Configurable and extensible particle system mesh.
- General system for static LOD on all types of meshes.
- Bone based animation mesh using the cal3d library.
- Collision detection and dynamics:
- Provides bindings for ODE and bullet dynamics systems.
- Automatic setup of collision detection meshes and syncronization of position and orientation of meshes.
- Simplified collision detection when you dont need the full dynamics simulation
- Sound system:
- 2D and 3D sound rendering via DirectSound, Alsa, OSS and CoreAudio.
- Provides both one*time playing of effects and streaming playing in the background for music.
- Other:
- Filesystem abstraction layer, VFS, that handles both physical files on disk and files within ZIP files, giving virtual layout independent from platform and physical layout.
- Abstracted configuration layer with support for settings in configuration file, system dependent storage such as the registry and command line.
Compatible
- Custom model and scene file format with exporters for Blender and 3d studio max and model importers for common file formats such as 3ds and md2.
- Supports all common texture file formats including dds, jpg, png as well as some more exotic ones such as mng (animated texture format).
- Sound loaders for wav and ogg formats.
- All subsystems easily extendable for new file formats.
Enhancements:
- fixes for some compilation warnings.
- fixes and enhancements for TinyXML and xmlread.
- fixes for dynavis, sprcal3d, odedynam, genmesh, shaders, LeakGuard and RB tree.
- fix for dynamic lights not shining on certain objects.
- fix for TinyXML writer crashing on empty attributes.
- fix for setting priority on a non-running thread having no effect.
- fix for UTF-8 BOM tripping up XML parser.
- fix for terrain2 not setting SplatDistance.
- fix for csperl5 plugin build error on amd64.
- fix for csInputDefinition::ParseKey() considering non-keyboard definitions.
- fix for some sndsys parts not being under LGPL.
- fix for light attenuation vector update after cutoff distance change.
- fix for mouse and joystick event helpers not using csKeyModifiers.
- fix for xmlshader conditions.
- fix for DDS cubemap saving.
- fix for wrong refCount on materials.
- fix and optimization for opcode/CollideRay.
- work-around crashes on exit with static profile builds.
- castle textures split, licensing.
- leak fixes...
- removal of some old unused cruft from the Jam build system
- work-around internal Jam crasher.
- work-around g++ -Wno-long-double bug for recent compilers.
- fix for cross-compile problem with -fvisibility-inlines-hidden.
fix broken folding of multi-token build switches, for example:
- "-framework Foo -framework Bar" being incorrectly mutated to "-framework FooBar".
- fix missing dependency in cs-config/Jamfile.
- fix for incorrect declaration of pycscegui clean target.
- fix for SWIG 1.3.31+ required for python 2.5 bindings.
- fix for detection of python installation in non-standard locations.
- fix for augmenting pkg-config path with user-specified dir.
- fix for vertexlight.cgvp not getting installed.
- loads of other clean-ups, fixes and improvements...
- fix for lighter2 related to lighting through portals.
- fix for a crasher in basemapgen.
- fix for startme not handling spaces in paths to the called applications.
- fix for viewmesh mouse events.
- updates for links for PSDK with VC8 Express.
- updates for URLs and FAQ.
- updates for sound system documentation.
- fix for crash in the Alsa driver at exit.
- re-enable VBO for ATI driver 2.1.7059+.
- work-around driver-brokenness for Intel GMA 950 & 3100 texture compression.
- fix binutils check for Mac OS X Leopard.
- fix for MacOS X enter raw-key-code.
- fix for CoreAudio driver.
- fix libcrystalspace_staticplugins failing to compile in MSVC8 due to pycscegui.
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