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an open source, high performance library for simulating rigid body dynamics. It is fully featured, stable, mature and platform independent with an easy to use C/C++ API. It has advanced joint types and integrated collision detection with friction.
a game programming library for C/C++ developers distributed freely, supporting the following platforms: DOS, Unix (Linux, FreeBSD, Irix, Solaris, Darwin), Windows, QNX, BeOS and MacOS X. It provides many functions for graphics, sounds, player input, etc..
a highly portable multimedia player for various audio and video formats (MPEG-1, MPEG-2, MPEG-4, DivX, mp3, ogg, ...) as well as DVDs, VCDs, and various streaming protocols. It can also be used as a server to stream in unicast or multicast in IPv4 or IPv6
a component system that will provide extensibility and re-usability both inside and between applications, while being portable across platforms (and languages) and having the lowest possible overhead (both in machine resources and programming effort).
an easy to use framework which enables you to log and simulate interfaces. An interface can be anything from a simple C function up to a complex C++ package. {pretend} is project independent and can be used immediately without modifications.
a compiler cache. It acts as a caching pre-processor to C/C++ compilers. Caching previous compilations and detecting when the same compilation is being done again. (needs GCC or similar)
by Alex Rest, describes some problems, bugs and technique solutions that correspond to using pointers. This article would be useful for beginners and programmers that are using other programming languages and are starting to study C and C++ now.
to reverse engineer and document your code, you're able to speed your development, enhancement, reuse, and testing. Eliminate bugs due to faulty comprehension. Get new hires on board faster. Spend time engineering, not reading through code.
stands for Masqueraded, Anonymous, Decentralized, Dynamic Information Sharing and is the attempt to create a powerful state-of-the-art peer-2-peer system. (on hold)