Sphinx - open-source SQL full-text search engine. TagJag. Google Image Ripper. The public version of Google Image Ripper has been discontinued. ✱ September 19 2004 - † April 29 2012 Modified Google Image Search results.No more thumbnails, straight to the good stuff! Features: Up to 100 full resolution images instead of thumbnails Search for all image sizes & types or specific ones All results on one easy-to-scroll page Includes links to image source pages Allows you to save all high resolution images in one go This is what you would get when searching for 'bike': Access is members only You can get a personal 6 months membership for $10.
Any questions? User Guide. The Open Dynamics Engine (ODE) is a free, industrial quality library for simulating articulated rigid body dynamics. For example, it is good for simulating ground vehicles, legged creatures, and moving objects in VR environments. It is fast, flexible and robust, and it has built-in collision detection. ODE is being developed by Russell Smith with help from several contributors. If ``rigid body simulation'' does not make much sense to you, check out What is a Physics SDK?. This is the user guide for ODE version 0.5. 1.1. ODE is good for simulating articulated rigid body structures. ODE is designed to be used in interactive or real-time simulation. ODE uses a highly stable integrator, so that the simulation errors should not grow out of control.
ODE has hard contacts. ODE has a built-in collision detection system. Here are the features: Rigid bodies with arbitrary mass distribution. 1.2. ODE is Copyright © 2001-2004 Russell L. 1.3. Do you have questions or comments about ODE? 2.1. 2.1.1. ODE tutorial. This tutorial explains the basics of ODE through the construction of a simple applications that displays cubes falling on the ground. Discovering the QGLViewer We are going to use ODE for the physics and a very handy library for OpenGL display of the physic simulation, named QGLViewer. This library is based on Qt and encapsulates a viewer for rendering and manipulating (flying through, rotating with a trackball,...) a 3D scene. There are excellent tutorials on the web site, so I just present here the very fundamentals of the library.
Create a class Viewer that derives from QGLViewer Override the method QGLViewer::init() to indicate the OpenGL setup, such as enabling states (e.g. alpha blending) or creating context dependent objects (e.g. texture objects, frame buffers or vertex buffer objects). Here is for example a simple viewer that shows a ball whose color is changing over the time.