SourceForge Logo This is the SourceForge home page for Hoverball and Hoverware, open source projects which are known to work on a variety of systems. Information on how to get the source via git may be found at http://sourceforge.net/p/hoverball/git/ci/master/tree/. The Hoverball Sourceforge project page is located at http://www.sourceforge.net/projects/hoverball. The HTML documentation for Hoverware classes is located at http://hoverball.sourceforge.net/HTML/hw.htm

For further help with Hoverball and HoverWare, try emailing support@hw-games.com.

Hoverball

Hoverball screen shot Hoverball is a client/server, high speed, multi-player game that might best be described as a futuristic soccer game where players control small hovering craft that move a ball around by running into it. There are two teams of up to four players; any ship not controlled by a human is instead controlled (at configurable levels of ability) by the computer. The game can be very fast paced and requires a low latency network connection between the server and each of the client machines.

Unlike many of today's 3D games, Hoverball is a non-violent, cooperative / competitive sport simulation. (The hover-ships do have the ability to fire projectiles to move the ball or knock other ships out of the way, but no damage is done to any person or structure, virtual or real).

HoverWare

HoverWare is a 3D layer of middleware that frees the 3D application writer from much of the tedium involved in creating and populating 3D environments using OpenGL. HoverWare includes an application programming interface (API) and has a file format for storing HoverWare objects. HoverWare defines several 3D object primitives such as polygon, mesh, and polyline, as well as more complex primitive types such as sphere, cone, torus, surface of revolution (and partial versions of those). Also, a powerful and flexible sweep primitive (sweeping an arbitrary 2D shape along a 3D spline path) exists. Textures are easily applied to objects, with a variety of projection methods (planar, cylindrical, and spherical, as well as an inherent texture method based on the object). View-frustum culling, occlusion culling, display list optimizations, data optimizations, redundant attribute call elimination and other performance enhancements combine to allow efficient use of OpenGL graphics accelerators. A modeler (for creating HoverWare objects) is currently under development.

Minimum system requirements

Link to OpenGL.org To run Hoverball, a system must support OpenGL/GLES 2.0 or later, including programmible vertex and pixel shaders. Hoverball and HoverWare are currently known to work on the following platforms: Pre-built binaries for these platforms may be downloaded by clicking on the links.

Screen Shots