XNA Video Game with XNA. Microsoft® XNA™ is composed of industry-leading software, services, resources, and communities focused on enabling game developers to be successful on Microsoft gaming platforms. Create games for the XBox 360
Creators.XNA a community all about games - created by you, played by everyone
I recommend you watch all these before you start even thinking about coding:= Game Development: Where to Begin From YouTube GyroVorbis, (Read the description for more helpful coding links):-
Part 3
From YouTube LusikkaMage, (Read the description for more helpful coding links):-
Amit’s Game Programming Information. Bookmarks collected while working on games. As a result the set of links here reflects the types of things needed to know: only a few specific topics (not everything related to game programming), general ideas instead of platform-specific information (graphics, sound, compilers), and ideas and designs instead of source code.
Free Game Programming Libraries and Source Code Fancy developing your own games? The games source code, games programming libraries, games development kits and other utilities listed on this page may make your job easier.
The Game Creators are pleased to announce that their flagship C++ game development package, Dark GDK is now included free of charge with Microsoft Visual C++ 2008 Express, part of the Microsoft Visual Studio Express range..
Dark GDK offers you the power of DarkBASIC Professional, with complete integration into Visual C++ 2008 Express's development environment.
DarkBASIC - The Ultimate 3D Games Creator. DarkBASIC allows you to create your own games, demos, slideshows, even business applications using the easy to understand BASIC programming language. Even if you've never coded before, just follow the in-depth tutorials and you'll be generating results in minutes! Harness the power of
DirectX and make 3D objects come to life in just a few simple commands. For the first time ever, the power of the PC and Microsoft's game engine
DirectX can now be controlled by everyday PC users. It's no longer the sole domain of the expert 'C' programmer. Anyone with a PC can now make 3D objects move around the screen interacting with other game objects and taking live responses from the game player's inputs.
The Game Creators delivering you affordable and cutting-edge game development tools. The products we've been building for over 8 years, and the companies we partnered with, all have one specific aim - to enable you to create whatever game you want on your PC. The process of creating your games should be fun, easy and not too heavy on the wallet. The products you need should not break the bank and there will be no more slaving all night over a hot keyboard just to get a simple 3D object onto the screen. With our products you can achieve impressive end results within a fraction of the development time and cost of other languages.
Gamedev community for game developers of all levels, from the green beginner to the seasoned industry veteran. Over 350,000 developers from around the world return here regularly to take advantage of our frequently updated developer news, thousands of articles and other resources, amazingly active forums, and most importantly to be a part of the growing international community of game developers.
The editors of Think Services' Game Developer magazine have named the winners for the 2008 Front Line Awards, the magazine's eleventh annual evaluation of the year's best game-making tools in the categories of programming, art, audio, game engine, middleware, and books. In addition, the magazine has revealed that the Unreal Engine series, Epic Games' popular multi-platform game engine, is this year's inductee to the Front Line Awards Hall of Fame. Each year, honor is bestowed upon a product that has made an outstanding contribution to the game development industry for five years or more. All winners will be profiled in the January 2009 issue of Game Developer, available to subscribers in early January.
Sun Microsystems & Mo'Minis had announced the first contest for rapid development of mobile games using Mo'Minis Studio - Game Development Platform. Mo'Minis Studio allows developers to rapidly create original quality mobile games from scratch, and have them seamlessly supported on a wide range of mobile handsets. Contest leaders will receive revenues of the wide distribution of their games in orange Israel Portal accessible to 2,500,000+ subscribers and in additional future channels. In addition, Contest winners will enjoy large-scale publicity and attractive prizes valued at $5000.
You can register to the contest & download the Studio for free at: http://dev.mominis.com?sr=2
Platinum Arts Sandbox is the game design tool based on the Cube 2 engine that allows users to quickly and easily create and edit their own worlds in game, even cooperatively. It is free, open source, and easy to use for Kids and Adults! We have a ton of goodies for you in this new release dubbed 2.3. You can download it here. Full feature additions after the jump.
As predicted, Microsoft has released the list of the top Xbox Live games as well as the more interesting Xbox Live Arcade purchases of 2008. Disappointingly, Ultimate Mortal Kombat 3 and Doom feature prominently, but there is some good news in there. Here's hoping there's fewer sloppy ports mass-consumed in 2009.
Jack Thompson's quest to be dis-disbarred continues, with news of his petition to the United States Supreme Court. Presumably, they have better to do than listen to him, but if they do hear his case, it should make for the most entertaining nation-wide news possible. It's not like it's impossible; it appears that The Almighty does his economic bidding already, so it's not a huge leap to imagine that Jack could force the Supreme Court to hear the case through divine threats of pestilence and mass flooding.
In independent news, the Global Game Jam has been announced for January 30. If it's not taking place in your region, why not contact them and take the initiative to start your own?
Before you go today, you absolutely must try Derek Yu's Spelunky!, which has been getting deservedly rave reviews across the entire Internet. It mixes the fun of platform adventuring with vicious, arbitrary brutalizations of your hapless explorer. Another independent game which has been getting positive press is Gravity Bone, a stylish espionage thriller which, albeit short, looks delectable.
HAPPY NEW YEAR!!
It's with great pleasure that I ring in the New Year here at GDNet and welcome you to the first Daily of 2009. Just yesterday we were all looking back at 2008, and now our sights have once again been turned forwards and ahead to what this new year will bring us all. Annnd I'm going to stop right there and just get on with it.
New Years Resolutions for the Game Industry. Leigh Alexander from Gamasutra has a monthly column over on Kotaku, and this month she uses it to go over ways she believes the industry can better tackle 2009. Her resolutions include no more deluges of games during the holiday season, keeping things small and shooting for more long-tail products, and giving more recognition to each and every team member involved in a title (something the IGDA's credit standards committee is working hard at right now). She also covers some resolutions for gamers as well. What do you think the industry should do to make itself better in 2009 given the recent economic downturn? [Full Story]
Experimental Gameplay 2009 accepting submissions. Indie developers listen up! Here's a great chance to showcase your game. The Experimental Gameplay sessions are given during GDC and have helped springboard games like fl0w, Everyday Shooter and (of course) Braid into the spotlight. The organizers, including its founder Jonathan Blow, are looking for novel game mechanics, emergent gameplay, interactive storytelling, and innovative UI. So if you think your game has what it takes then send it in - submissions are due by February 16, 2009. [Full Story]
2008 Year in Review. I'm not a big fan of "Top X Whatever of Whatever" lists, as they always appear highly subjective to me unless they're based on some sort of data and not the author's sole opinion. However, I am a fan of looking back over a year and remembering all the key things that went down throughout that time. Okay, this can still be subjective as well but for the most part Big Stories are Big Stories to everyone. Leigh Alexander has a 4-part series over at Gamasutra detailing the major events of each quarter of 2008. Live and learn people, and to do that you have to remember what came before. [Full Story]
Top Ten Indie Stories of 2008. And what better way showcase my hypocrisy and follow up my quick rant about Top X lists than to feature one myself? Well in this case I happen to have great respect for the author, Andy Schatz, who runs down what he thinks were the most noteworthy indie stories of 2008. It also helps that he's an indie developer who's made great strides in the industry and is more than capable of recognizing important events that have transpired over this past year. So check it out, and revel in my hypocritical self-subjective nature. [Full Story]
I Get Your Fail. I stumbled across this blog a few days ago - love it and can't beleive I haven't heard about it until now. It collects various pieces of FAIL from around the game development industry, from render errors to funny screenshots to code that will make you go WTF. Submissions can be made anonymously so if you're ever frustrated by some stupid piece of code from your idiot coworker or happen across an in-game bug that's just priceless, the only thing stopping you from sharing is your own morality. Warning to everyone: I have none. Bwaaahahahaha. [Full Story]
Finally, I recently came out and shared my traumatic experience of being sexually assaulted in Sony's Playstation Home. It was a tough decision, but I decided that sharing my pain would be best for myself and others still unaware of this gross atrocity. (And it's helped me not cry myself to sleep at night). I dream of the day that PvP is implemented. Take note, hackers.
I'm going to be up in the Poconos Mountains in north-eastern Pennsylvania later tonight and the rest of this week. Why should you care? Because despite my wishing there's internet at the house everytime I go up (it's a duplex and my friends and I stay on the bottom floor) I know there won't be - it's an old couple occupying the house upstairs permanently and they don't seem to be the technological type. So that means no Weekend Reading this weekend, so you get a special New Years Edition of Tales instead of having to wait until next Friday. I know, I'm such a nice guy.
In other news, Tiffany may or may not be posting a Daily for today, mittens isn't posting one for Friday (unless you all guilt trip him perhaps, hahaha) and I plan to have one for tomorrow if I have time to compile it before I leave. Which I should probably get to.
Happy New Years, see you all in 2009!
Journal Land Pick of the Week
On the path with a ramblin' man - jollyjeffers talks a bit more in-depth about the newly-released eBook Programming Vertex, Geometry, and Pixel Shaders, which has been published to the GDWiki. Specifically, he traces the timeline of the book's development back to its origins, and talks about where the team of authors and GDNet are planning to take the book in the future. If you haven't checked it out yet (like if the Wiki was down - sorry!) then certainly stop by and give it a read over. Edits and suggestions are welcome too as the authors prep the print version targeted at DirectX 11.
I apologize for this Truly Phoned In GameDev.Net Daily. It's been a rough week. Didn't even realize it was Tuesday until someone mentioned it to me.
The MMO world is usually good for ridiculous news of some sort. This time, Worlds.com is suing NCSoft for infringing on a patent entitled "System and Method for Enabling Users to Interact in a Virtual Space." It sounds like a very broad patent, but apparently Worlds.com feels it can be leveraged in court. They're seeking a permanent injunction against NCSoft plus royalties, which I can only assume is lawyer speak for "we don't care who's right, just give us a big settlement and we'll leave."
In the console world, there's been ripples because of an iSuppli report about the PS3's manufacturing cost. I've been unable to find any discussion or analysis of whether iSuppli, an independent analyst, is actually even vaguely credible. They publish reports like this every so often, with their estimates of how much various hardware costs the manufacturer to make. The linked article extrapolates to claim that this is primarily why the PS3 cannot price drop into a more competitive segment, and that the extra value it affords (like Blu Ray support) simply isn't going to move units.
Lastly, Gamasutra has published its Top 10 XNA Community Games of 2008 list. Personally I think that James Silva's Dishwasher would have topped the list, except that it's actually being published as a full Xbox Live Arcade title. That's not to belittle anyone on the list, of course -- it's an expression of the quality of some of these games. There's fantastic work here, and all of them have free trials for you to go download and play on your Xbox. And you should, if you have one.
I was going to give you guys a closing video, but it turns out I left for vacation a week ago.
GameTunnel has just published its Top 10 Independent Games of the Year list for 2008. A yearly feature since 2003, the GameTunnel Game of the Year awards highlight the best PC games that you've never heard of. Covering obscure games made by passionate indie developers, the awards are a unique list of hidden gems from the game industry's underground.
Welcome back from Christmas week. Hopefully the Daily will rescue you from the last dregs of your extended family, allowing you to temporarily escape into a universe of snark and discussions of videogames.
If you produced the recent Prince of Persia game, you're probably quite upset that gamers haven't rushed to your defense and embraced your game with open arms and showering of gifts. Your innovations, such as a dialogue system you can control, and graphics that look good, are critically acclaimed yet completely ignored by the screaming, crawling mass of gamers. Truly, Prince of Persia must be the only critically acclaimed entertainment work that has been ignored at retail.
On a similar note, Monolith has stated that allowing their publisher to completely bungle their franchise by farming it out for some critically panned expansion packs is not the best thing that could have been done for the franchise. To that effect, they've wisely decided to completely ignore those packs and go on with life.
In more independent news, the Christmas season frequently allows our fellow home-based developers to write code without having to neglect their day job. To that effect, the Commonplace Book Competition has been judged, people chuckled at metagaming enjoyment in Achievement Unlocked, and we all got a look at the delicious Owlboy. I must, of course, again give props to Space Giraffe for the PC, which I spent quite a bit of time playing last week, albeit to a small improvement in my high score.
That's it from me this week, but I do hope if you got a Wii this season you didn't beat up your girlfriend over it. The only people you should be beating up over that is the guys who cancelled Project HAMMER.
Journal Land Pick of the Week
Chronicles of the Hieroglyph - Jason Z reveals the book project he, Wolfgang Engel, Jack Hoxley, Ralf Kornmann, and Niko Suni have been working on for over a year: "Programming Vertex, Geometry, and Pixel Shaders". This book is available in full online at the GD Wiki. The team of authors is working on a printed revision covering DirectX 11, but the online material will be more than suitable for the majority of DirectX programmers.
We're back again with our now-regular feature showcasing some of the most promising and/or interesting projects currently recruiting in our Help Wanted forum. This time we've got a working playable 2d MMO looking for art and design help, an experienced modding team looking to expand their ranks, and XNA Community Games platformer aiming to donate any profits to charity and an interesting non-gaming project looking for an OGRE-experienced coder, along with a whole bunch of people offering skills or services to help out with your existing project. Check inside for full details...
Merry Christmas! I'm happy to announce that Wolfgang Engel, Jack Hoxley, Ralf Kornmann, Niko Suni and Jason Zink have all worked hard and conspired to bring you Programming Vertex, Geometry, and Pixel Shaders. This book is intended for people that have some background in DirectX8 or DirectX9 programming and want to upgrade their knowledge to DirectX 10. It's also completely free and available on GDWiki!
This book can be considered a first draft, as the team of authors is working on a print revision that will focus on DirectX 11. In addition to using GDWiki to get the content of the book out to you, they also welcome comments and feedback and even Wiki edits so that they can prep the content for the printed and enhanced version. If you've ever wanted to see your name in that Acknowledgments section of a book, stop by and lend a hand!
Great job authors! You've all set a new precedent in terms of content publishing and we at GDNet are happy to have been able to support you throughout this process.
Game STL is an open source C++ template library which, although based on certain aspects of the STL, it includes many improvements which increase the suitability of STL for use in commercial or open source game development as described in the EASTL. This release, version 0.0.1a, released in time for Christmas, is a windows only first look at the library and how it is adapting to meet the needs of professional and hobbyist developers alike.
GarageGames, the leading technology provider for independent game developers, has released an update to iTGB, their 2D game engine for the iPhone. This update includes texture compression using iPhone native PowerVR libraries, and optimizations yeilding up to 300% increases in performance.
Ultimate Game Programming is dedicated to bring game programming tutorials and source code. Quite a number of Coding Demo's to download and try out for free. Various Languages.
Nordic. The mission of the Nordic Game Program is to ensure access to quality Nordic computer games for children and young people. Also Nordic Game search for Nordic game organisations or companies by name, field and/or country.
Open Dynamics Engine (ODE) 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. ODE is useful for simulating vehicles, objects in virtual reality environments and virtual creatures. It is currently used in many computer games, 3D authoring tools and simulation tools.
Simple DirectMedia Layer (SDL) A cross-platform multimedia library designed to provide low level access to audio, keyboard, mouse, joystick, 3D hardware via OpenGL, and 2D video framebuffer. It is used by MPEG playback software, emulators, and many popular games, including the award winning Linux port of "Civilization: Call To Power."
OpenGL 3D graphics language developed by Silicon Graphics. OpenGL support is built into Windows NT. You can see some examples by checking out the NT screensavers. Some 3D graphics accelerators have OpenGL acceleration built-in. When Windows 2000 was released, Microsoft started to use
DirectX to speed up 3D operations instead of OpenGL. Some games today use OpenGL, and some use DirectX.
JOGL. The JOGL project hosts the development version of the Java™ Binding for the OpenGL® API (JSR-231), and is designed to provide hardware-supported 3D graphics to applications written in Java. JOGL provides full access to the APIs in the OpenGL 2.0 specification as well as nearly all vendor extensions, and integrates with the AWT and Swing widget sets. It is part of a suite of open-source technologies initiated by the Game Technology Group at Sun Microsystems
Game Programming. Join 124,808 Programmers for FREE! Ask your question and get quick answers from experts. There are 2,172 online right now! We've got more than 500 tutorials and 2,000 snippets.
Allegro.cc is the most comprehensive website on the Internet pertaining to the Allegro Gaming Library. The Allegro library provides
C/C++programmers low level routines commonly needed in game programming, such as input, graphics, midi, sound effects, and timing. It is cross platform and works with many different compilers.
Allegro game programming library Allegro is a cross-platform library intended for use in computer games and other types of multimedia programming. Project file releases:-
Released at Tue, 09 Dec 2008 11:10:05 GMT by tjaden Includes files: allegro-4.9.7.1_diff.zip (10411 bytes, 46 downloads to date), allegro-4.9.7.1.zip (2506119 bytes, 336 downloads to date), allegro-4.9.7.1.tar.gz (2234268 bytes, 110 downloads to date), allegro-4.9.7.1.7z (1683840 bytes, 202 downloads to date) [Download][Release Notes]
Released at Mon, 08 Dec 2008 12:28:35 GMT by tjaden Includes files: allegro-4.9.7.zip (2505788 bytes, 51 downloads to date), allegro-4.9.7.tar.gz (2232563 bytes, 22 downloads to date), allegro-4.9.7.7z (1683533 bytes, 21 downloads to date) [Download][Release Notes]
Released at Sun, 02 Nov 2008 03:50:51 GMT by tjaden Includes files: allegro-4.9.6.zip (2488309 bytes, 567 downloads to date), allegro-4.9.6.tar.gz (2221018 bytes, 148 downloads to date), allegro-4.9.6.7z (1676772 bytes, 213 downloads to date) [Download][Release Notes]
Released at Wed, 01 Oct 2008 12:43:12 GMT by tjaden Includes files: allegro-4.9.5.zip (2459974 bytes, 342 downloads to date), allegro-4.9.5.tar.gz (2199551 bytes, 128 downloads to date), allegro-4.9.5.7z (1665764 bytes, 196 downloads to date) [Download][Release Notes]
Released at Wed, 10 Sep 2008 11:31:34 GMT by tjaden Includes files: allegro-4.9.4.zip (2431421 bytes, 715 downloads to date), allegro-4.9.4.tar.gz (2196013 bytes, 174 downloads to date), allegro-4.9.4.7z (1664453 bytes, 298 downloads to date) [Download][Release Notes]
Released at Sun, 27 Apr 2008 05:36:10 GMT by tjaden Includes files: allegro-4.9.3.7z (3260348 bytes, 564 downloads to date), allegro-4.9.3.tar.gz (5234411 bytes, 496 downloads to date), allegro-4.9.3.zip (5592359 bytes, 1582 downloads to date) [Download][Release Notes]
Released at Sun, 27 Jan 2008 03:16:16 GMT by trentg Includes files: allegro-4.9.2.tar.gz (4648507 bytes, 699 downloads to date), allegro-4.9.2.zip (5197573 bytes, 2079 downloads to date) [Download][Release Notes]
Released at Sun, 20 Jan 2008 01:25:29 GMT by tjaden Includes files: all4310.7z (3340826 bytes, 973 downloads to date), all4310.zip (5652824 bytes, 2311 downloads to date), allegro-4.3.10.tar.gz (5123980 bytes, 746 downloads to date), allegro-enduser-4.3.10.tar.gz (1186266 bytes, 283 downloads to date) [Download][Release Notes]
Released at Tue, 24 Jul 2007 13:49:10 GMT by tjaden Includes files: allegro-4.2.2.tar.gz (3181258 bytes, 14233 downloads to date), all422_diff.zip (621916 bytes, 2226 downloads to date), all422.zip (3879665 bytes, 51752 downloads to date) [Download][Release Notes]
Sound (FMod)
Firelight Technologies game audio systems.
Screaming Bee Te first online voice-changing clinic. The clinic is designed to help customers, who use MorphVOX voice-changing software, to optimize the sound of their online game voices.
Now anyone can build their ideal game in seconds. With just one click of a mouse, you can create a uniquely playable game without needing any programming knowledge or artistic skills at all.
Offering over 12 billion gaming options, The 3D Gamemaker opens up a whole new concept in gaming, providing fun for all the family.
Instant and amazing results in seconds
Create a variety of exciting game scenarios with over 360 pre-made scenes
FPS Creator sets a new benchmark in the game creation market by providing an easy-to-use yet highly flexible editing environment.
As its name implies this is a tool for creating action-packed FPS games with no programming or 3D modelling knowledge required.
Using an intuitive and visual Windows interface you literally paint your game world into the scene.
A vast range of 3D elements are included allowing you to paint hallways, corridors, gantries, walls, doors, access tunnels, ceilings, lifts, transporters, stairs and more. Segments intelligently attach themselves to each other - paint two corridor pieces side-by-side and they'll snap together seamlessly.
Switch to 3D mode and you drop in on your scene for pixel perfect placement of 3D entities. Place a light-switch on the wall and it'll intelligently control the dynamic lighting in the room.
The Game Creators delivering you affordable and cutting-edge game development tools. The products we've been building for over 8 years, and the companies we partnered with, all have one specific aim - to enable you to create whatever game you want on your PC. The process of creating your games should be fun, easy and not too heavy on the wallet. The products you need should not break the bank and there will be no more slaving all night over a hot keyboard just to get a simple 3D object onto the screen. With our products you can achieve impressive end results within a fraction of the development time and cost of other languages.
Game Tester Guide Games Testers Wanted. "How Would you Like to Get Paid $9 - $80 an Hour to Play Video Games?"
Explains ways to play Internet games, and win prizes, not to become a game tester for major video game developers.
Our Companies Will Pay You To Test Video Games For Them!
Why Would a Company to Pay Me? Because your opinion on their Video Game is extremely important to them. You will be telling them what you like about the game, and what you dislike about it, and to let them know if there is anything wrong with the game. This information is crucial to them.
Are There any Requirements to Be a Game Tester and to get paid to play games? There are no requirements. You just need to be 15 or over to get a Game Tester job.
The Anatomy of a Game Design Document. (Don't build a game without one!!!) The purpose of design documentation is to express the vision for the game, describe the contents, and present a plan for implementation. A design document is a bible from which the producer preaches the goal, through which the designers champion their ideas, and from which the artists and programmers get their instructions and express their expertise.
Video Game Sprites Sprite usually are small graphic elements which have position and time information associated with them. They often have a transparent background and can move independently over the top of other graphics without effecting the graphic they move over. This makes them ideal for things like characters' in a game that have to move about.
Cheat Engine
is an open source tool designed to give you the upper hand in games, but also
contains other useful tools to help debugging games and even normal
applications.
The Internet Ray Tracing Competition
is an open competition. Deadline for still image submission is every two months; for animations, every three months. Participants may use any 3D rendering program. The complete rules for stills and rules for animations spell out everything you need to know about submitting an entry. Ray Tracing is used to produce 3D images, quite often used in game programming.
JPEG (.jpg) Also JBIG Joint Photographic Experts Group, JPEG, and Joint Bi-level Image experts Group, JBIG. As well as our members' site, it offers other useful sources of information about the JPEG and JBIG committees and their standards. JBIG is short for the 'Joint Bi-level Image experts Group'. This was (and is) a group of experts nominated by national standards bodies and major companies to work to produce standards for bi-level image coding. The 'joint' refers to its status as a committee working on both ISO and ITU-T standards. The 'official' title of the committee is ISO/IEC JTC1 SC29 Working Group 1, and is responsible for both JPEG and JBIG standards.
GIF and GIF89a (.gif) including animations and transparency. Graphics Interchange Format (tm) A standard defining a mechanism for the Graphics Interchange Format Data Definition
MPEG (.mpg) (pronounced M-peg), which stands for Moving Picture Experts Group, is the name of family of standards used for coding audio-visual information (e.g., movies, video, music) in a digital compressed format. The major advantage of MPEG compared to other video and audio coding formats is that MPEG files are much smaller for the same quality. This is because MPEG uses very sophisticated compression techniques.
TIFF (.tiff) an acronym for Tag(ged) Image File Format. It is one of the most popular and flexible of the current public domain raster file formats. etc.
DICOM (.dcm) Digital Imaging and Communations in Medicine Format Bitmap (used for medical imaging)
AVI (.avi) AVI stands for Audio Video Interleave. It is a special case of the RIFF (Resource Interchange File Format). AVI is defined by Microsoft. AVI is the most common format for audio/video data on the PC. AVI is an example of a de facto (by fact) standard. AVI Overview by John F. McGowan, Ph.D.
JBIG-KIT implements a highly effective data compression algorithm for bi-level high-resolution images such as fax pages or scanned documents. JBIG-KIT provides a portable library of compression and decompression functions with a documented interface that you can include very easily into your image or document processing software. In addition, JBIG-KIT provides ready-to-use compression and decompression programs with a simple command line interface (similar to the converters found in netpbm). JBIG1 patent information. By Markus Kuhn.For many years, the doubts about the patent situation have prevented the JBIG1 standard from becoming widely used on the Internet (e.g., not a single web browser has support for it integrated). As the author of a freely available JBIG1 implementation, I'm investigating the current patent license requirements for the JBIG1 standard, and this page summarizes what has been found out so far.
PNG home page Portable Network Graphics. An Open, Extensible Image Format with Lossless Compression. Was designed to replace the older and simpler GIF format and, to some extent, the much more complex TIFF format.
PNG (libpng)
TweakPNG. It's open source and a free download. TweakPNG is a low-level utility for examining and modifying PNG image files. It runs on Windows 95 or higher (98, ME, 2000, XP, etc.). In order to use it, you will need to be at least somewhat familiar with the internal format of PNG files.
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Hardware Help from BIOS to Windows and UNIX.