Files

File Size Date
Version 6
Binaries for Windows (544K) Jul 2, 2001
Visual Studio Project (72K) Jul 2, 2001
Data (1008K)Jul 2, 2001
Documentation files. (767K) Jul 2, 2001
Source Files (378K) Jul 2, 2001
Version 5
Binaries for Windows (447K) Sep 17, 2000
Visual Studio Project (18K) Sep 17, 2000
Data (993K) Sep 17, 2000
Documentation files. (789K) Sep 17, 2000
Source Files for Windows (336K) Sep 17, 2000
Optional Libraries
LIBPNG Library and headers For windows(88K) Jan 4, 2000
ZLIB Binaries and source For windows (30K) Jan 24, 2000
Linux Version
Binaries for Linux (590K) Oct 10, 1999
Linux Makefiles (3K) Mar 5, 2001
More terrains (just from the web unmodified)
DEM of grandcanyon (305K) Feb 1, 2001
There are several archives available here, they can be unzipped using WinZip. Create a directory called ddg on your system and extract all ddg files into the 'ddg' directory. If you only want to run the demo, you need the Windows binary and the data archives.
If you want to develop you need the source, data and either the Visual Studio or Linux build archives.
The doc archive contains html viewable by any browser (generated by doxygen).
To get the full functionality from DDG you might want to get libpng, zlib and you need to define DDGPNG via the makefiles. The libpng and zlib archive do not need to be in the same directory as the rest.
The source code is released under the GNU Library General Public License
ddg
   binl     - optimized x86 linux binaries produced from buildl [Very out of date].
   binld    - debug x86 linux binaries [Very out of date].
   binw		- optimized win32 binaries produced from  buildw.
   binwd	- debug win32 binaries.
   buildw	- Visual Studio workspace/project files.
   buildl	- Linux make files [Very out of date].
   data		- data files and default output directory.
   doc		- generated documentation.
   src		- shared source code.

Running DDG Toolkit Demo Apps

To run DDG Toolkit demo you need at least the following: Note that since version 6, DDG will convert the terrain map into a more optimized native format. It saves this data the first time it is run into a directory called 'output'. Subsequently it will load that data directly. If you want to run against a new data set, you must empty the 'output' directory or rename it and create an new 'output' directory.
Note2: I am now including some of the header and lib files which some people could not find..

Windows

To compile with Visual Studio you will need to define the $(DDGDIR) environment variable to point to the directory into which you extracted the ddg archives. You also need to copy the glut32.dll from binw to binwd and copy ddgterrain.lib from buildw\lib to buildw\terrain\release and buildw\terrain\debug.
To compile DDG Toolkit for Windows Open the buildw/ddg.dsw workspace with visual C++ (V6), then select
Build->Rebuild All
Once the project is built, set your Project->Settings for the demo project as follows:
For Release
Executable for debugging session:       ..\..\binw\demo.exe
Working Directory:                      ..\..
Program arguments:
For Debug
Executable for debugging session:       ..\..\binw\demo.exe
Working Directory:                      ..\..
Program arguments:                      -topview on
Program arguments can be combination of commandline arguments that demo supports. You should now be able to run and debug using F5.

Linux

The linux version of the makefiles is very out of date. The current source code should still compile under gcc with very few changes. I hope to find time someday to update the Linux version, if some one has time and motivation to fixup the sources for Linux please let me know and we can coordinate something.

To compile DDG Toolkit for Linux.

set up ddg.rc in the ddg directory. goto to the ddg/buildl/core directory and type: "make; make install" goto demo and type "make; make install" this should compile the test application ready to run. You may need to configure DDGMake to define the paths to find GL/Mesa and the includes and libraries on your system.

Ragner's Steps To Compiling DDG

Note: Most of these steps should no longer be needed in V6.
Digital Dawn Downloads page (grab everything under Version 6 and the LIBPNG library and unzip it into a directory)
http://ddg.sourceforge.net/download.html
Zlib homepage
http://www.info-zip.org/pub/infozip/zlib/
Zlib binaries for Win32 (zlibdll.lib and zlib.dll, and zlibstatic.lib) (DDG download requires zlib.dll, which isn't in the archive linked on the site. The static library here works fine if renamed, I didn't test zlibdll.lib, but I expect it would work fine as well if renamed and the .dll was placed in the path)
http://www.info-zip.org/pub/infozip/zlib/contrib/zlib113-win32.zip
Glut mainpage
http://reality.sgi.com/mjk/glut3/glut3.html
Glut for windows mainpage
http://www.xmission.com/~nate/glut.html
Glut DLL's and header (from above page) (Latest version of Glut, precompiled lib and dll with header, has a few bugfixes from 3.7)
http://www.xmission.com/~nate/glut/glut-3.7.3-dlls.zip
SGI's ogl-sample mainpage
http://oss.sgi.com/projects/ogl-sample/
Latest (official) glext.h (Not in the DDG source. Put this in the include path)
http://oss.sgi.com/projects/ogl-sample/ABI/glext.h
The easiest method to specify include paths for everything is to base it off of an environment variable. I.e. create an environment variable DDGDir and set it to the appropriate directory. In Windows98, this might look like this in your autoexec.bat:
set DDGDir=c:\programming\DDG
Then, in your project file, you can specify something like $(DDGDir)/src/core/include/ and never have to touch the project file again if you choose to move everything.