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XPilot 4.5.4
XPilot is a multi-player 2D client/server space game. more>>
XPilot project is a multi-player 2D client/server space game.
XPilot is a multi-player 2D space game. Some features are borrowed from classics like the Atari coin-ups Asteroids and Gravitar, and the home-computer games Thrust (Commodore 64) and Gravity Force (Commodore Amiga), but XPilot has many new aspects too.
Main features:
- True client/server based game; optimal speed for every player.
- Meta server with up to date information about servers hosting games around the world.
- A web of world-wide rating servers; compare your skills with pilots from all around the world, and climb the ladder of the world-wide rating list.
- Real physics; particles of explosions and sparks from your engines all affect you if youre hit by them. This makes it possible to kill someone by blowing them into a wall with engine thrust or shock waves from explosions.
- Specialized editors for editing ship-shapes and maps.
- Game objective and gameplay adjustable through a number of options, specified on the commandline, in special option files, or in the map files. Examples of modes of the game:
- classical dogfight; equipped with only your gun, you have to rely on your maneuvering and tactical skills
- team; fight together, steal other teamss treasures (involves flying around with a ball in a string, much like in Thrust) and blow up their targets (which are, no doubt, heavily guarded)
- all out nuclear war; chose carefully between more than twenty weapon and defense systems to stay alive and annihilate your enemies
- race; make it through the deadly course before your opponents
- Adjustable gravity; adjustable by putting special attractors or deflectors in the world, or by adjusting the global gravity in various ways.
- Cannons and personalized and vengeful robot fighters give you a hard time.
- Watch your energy, and remember to dock with a fuel station to refuel before its too late.
- Defend your home base, or terrorize and steal someone elses.
- Equip your ship with the 15+ defense and weapon systems: afterburners, cloaking devices, sensors, transporters, extra cannons, mines and bombs, rockets (smarts, torpedos and nuclear), ECM, laser, extra tanks, autopilot etc.
To start playing, you need to connect to a server by using a client program called xpilot. There are always servers running if you check with the meta server, but if you for some reason do not want to join them, youll have to start a server of your own (see man-page xpilots(6)).
Enhancements:
- Team cannons could kill teammates with laser pulses. Fixed.
- On the map Death Star one can destroy a large number of targets with one FNC. This results in packet buffer overflows and slow updates. To overcome this a smarter map update algorithm is implemented in the server and also map updates are now limited to max 2 KB per network packet.
- The default score font was reduced from 15 to 13.
- When the server sends map updates to the client these are now always acknowledged immediately by the client. This should help prevent stalls or lock-ups on maps where are a large number of targets or cannons can be destroyed. It should also reduce the number of very big server frame update packets.
- Robots no longer try to go after players who arent in playing mode.
<<lessXPilot is a multi-player 2D space game. Some features are borrowed from classics like the Atari coin-ups Asteroids and Gravitar, and the home-computer games Thrust (Commodore 64) and Gravity Force (Commodore Amiga), but XPilot has many new aspects too.
Main features:
- True client/server based game; optimal speed for every player.
- Meta server with up to date information about servers hosting games around the world.
- A web of world-wide rating servers; compare your skills with pilots from all around the world, and climb the ladder of the world-wide rating list.
- Real physics; particles of explosions and sparks from your engines all affect you if youre hit by them. This makes it possible to kill someone by blowing them into a wall with engine thrust or shock waves from explosions.
- Specialized editors for editing ship-shapes and maps.
- Game objective and gameplay adjustable through a number of options, specified on the commandline, in special option files, or in the map files. Examples of modes of the game:
- classical dogfight; equipped with only your gun, you have to rely on your maneuvering and tactical skills
- team; fight together, steal other teamss treasures (involves flying around with a ball in a string, much like in Thrust) and blow up their targets (which are, no doubt, heavily guarded)
- all out nuclear war; chose carefully between more than twenty weapon and defense systems to stay alive and annihilate your enemies
- race; make it through the deadly course before your opponents
- Adjustable gravity; adjustable by putting special attractors or deflectors in the world, or by adjusting the global gravity in various ways.
- Cannons and personalized and vengeful robot fighters give you a hard time.
- Watch your energy, and remember to dock with a fuel station to refuel before its too late.
- Defend your home base, or terrorize and steal someone elses.
- Equip your ship with the 15+ defense and weapon systems: afterburners, cloaking devices, sensors, transporters, extra cannons, mines and bombs, rockets (smarts, torpedos and nuclear), ECM, laser, extra tanks, autopilot etc.
To start playing, you need to connect to a server by using a client program called xpilot. There are always servers running if you check with the meta server, but if you for some reason do not want to join them, youll have to start a server of your own (see man-page xpilots(6)).
Enhancements:
- Team cannons could kill teammates with laser pulses. Fixed.
- On the map Death Star one can destroy a large number of targets with one FNC. This results in packet buffer overflows and slow updates. To overcome this a smarter map update algorithm is implemented in the server and also map updates are now limited to max 2 KB per network packet.
- The default score font was reduced from 15 to 13.
- When the server sends map updates to the client these are now always acknowledged immediately by the client. This should help prevent stalls or lock-ups on maps where are a large number of targets or cannons can be destroyed. It should also reduce the number of very big server frame update packets.
- Robots no longer try to go after players who arent in playing mode.
Download (MB)
Added: 2007-01-02 License: GPL (GNU General Public License) Price:
1191 downloads
Typespeed 0.6.2
Typespeed is a tool and game for testing your typing speed. more>>
Typespeed project is a tool and game for testing your typing speed.
Typespeeds idea is ripped from ztspeed (a DOS game made by Zorlim). The Idea behind the game is rather easy: type words that are flying by from left to right as fast as you can. If you miss 10 or more words, game is over.
There exist 3 different game modes in typespeed:
- Single player: In this mode you can play for yourself and try to get a place in your top 10 list. As you enter correct words, the speed will increase, so watch out. You can even pause the game if you are skilled enough to play so long that you need a little break.
- Training: If single player is too fast for you or you want to concentrate on correct typing, training is the perfect choice for you! In this mode you can set a constant speed. Obviously no highscore game.
- Multiplayer: If you are brave enough to use our current network code (or sit in LAN with your friends), you can experience the most fun of typespeed: challenge an opponent. During the game, written words by you or your opponent will be thrown into the opposite game, so words can be strategicaly used to make life of your opponent even harder.
Typespeed is written in C and uses curses to display the menu and game. The network code is written using core library functions. As of now, the network code is rather unstable/buggy when it comes to high loads, so dont rely on internet games; LAN works fine (and of course localhost).
Generally any POSIX-compatible system with a curses library should work, although development concentrates on GNU/Linux and ncurses. Feel free to contribute patches for your system, too! Beside of that the following systems have been tested and/or have maintained ports:
- Cygwin
- Debian GNU/Linux
- FreeBSD
- OpenBSD
<<lessTypespeeds idea is ripped from ztspeed (a DOS game made by Zorlim). The Idea behind the game is rather easy: type words that are flying by from left to right as fast as you can. If you miss 10 or more words, game is over.
There exist 3 different game modes in typespeed:
- Single player: In this mode you can play for yourself and try to get a place in your top 10 list. As you enter correct words, the speed will increase, so watch out. You can even pause the game if you are skilled enough to play so long that you need a little break.
- Training: If single player is too fast for you or you want to concentrate on correct typing, training is the perfect choice for you! In this mode you can set a constant speed. Obviously no highscore game.
- Multiplayer: If you are brave enough to use our current network code (or sit in LAN with your friends), you can experience the most fun of typespeed: challenge an opponent. During the game, written words by you or your opponent will be thrown into the opposite game, so words can be strategicaly used to make life of your opponent even harder.
Typespeed is written in C and uses curses to display the menu and game. The network code is written using core library functions. As of now, the network code is rather unstable/buggy when it comes to high loads, so dont rely on internet games; LAN works fine (and of course localhost).
Generally any POSIX-compatible system with a curses library should work, although development concentrates on GNU/Linux and ncurses. Feel free to contribute patches for your system, too! Beside of that the following systems have been tested and/or have maintained ports:
- Cygwin
- Debian GNU/Linux
- FreeBSD
- OpenBSD
Download (0.067MB)
Added: 2007-06-01 License: GPL (GNU General Public License) Price:
1087 downloads
FlightGear 0.9.10
FlightGear is a free flight simulator project. more>>
The FlightGear flight simulator project is an open-source, multi-platform, cooperative flight simulator development project. Source code for the entire project is available and licensed under the GNU General Public License.
The goal of the FlightGear project is to create a sophisticated flight simulator framework for use in research or academic environments, for the development and pursuit of other interesting flight simulation ideas, and as an end-user application. We are developing a sophisticated, open simulation framework that can be expanded and improved upon by anyone interested in contributing.
There are many exciting possibilities for an open, free flight sim. We hope that this project will be interesting and useful to many people in many areas.
FlightGear is a free flight simulator project. It is being developed through the gracious contributions of source code and spare time by many talented people from around the globe. Among the many goals of this project are the quest to minimize short cuts and "do things right", the quest to learn and advance knowledge, and the quest to have better toys to play with.
The idea for Flight Gear was born out of a dissatisfaction with current commercial PC flight simulators. A big problem with these simulators is their proprietariness and lack of extensibility. There are so many people across the world with great ideas for enhancing the currently available simulators who have the ability to write code, and who have a desire to learn and contribute. Many people involved in education and research could use a spiffy flight simulator frame work on which to build their own projects; however, commercial simulators do not lend themselves to modification and enhancement. The Flight Gear project is striving to fill these gaps.
There are a wide range of people interested and participating in this project. This is truly a global effort with contributors from just about every continent. Interests range from building a realistic home simulator out old airplane parts, to university research and instructional use, to simply having a viable alternative to commercial PC simulators.
Flight Dynamics Models
With FlightGear it is possible to choose between three primary Flight Dynamics Models. It is possible to add new dynamics models or even interface to external "proprietary" flight dynamics models:
1. JSBSim: JSBSim is a generic, 6DoF flight dynamics model for simulating the motion of flight vehicles. It is written in C++. JSBSim can be run in a standalone mode for batch runs, or it can be the driver for a larger simulation program that includes a visuals subsystem (such as FlightGear.) In both cases, aircraft are modeled in an XML configuration file, where the mass properties, aerodynamic and flight control properties are all defined.
2. YASim: This FDM is an integrated part of FlightGear and uses a different approach than JSBSim by simulating the effect of the airflow on the different parts of an aircraft. The advantage of this approach is that it is possible to perform the simulation based on geometry and mass information combined with more commonly available performance numbers for an aircraft. This allows for quickly constructing a plausibly behaving aircraft that matches published performance numbers without requiring all the traditional aerodynamic test data.
3. UIUC: This FDM is based on LaRCsim originally written by the NASA. UIUC extends the code by allowing aircraft configuration files instead and by adding code for simulation of aircraft under icing conditions.
UIUC (like JSBSim) uses lookup tables to retrieve the component aerodynamic force and moment coefficients for an aircraft... and then uses these coefficients to calculate the sum of the forces and moments acting on the aircraft.
Extensive and Accurate World Scenery Data Base
Over 20,000 real world airports included in the full scenery set.
Correct runway markings and placement, correct runway and approach lighting.
Taxiways available for many larger airports (even including the green center line lights when appropriate.)
Sloping runways (runways change elevation like they usually do in real life.)
Directional airport lighting that smoothly changes intensity as your relative view direction changes.
World scenery fits on 3 DVDs. (Im not sure thats a feature or a problem!) But it means we have pretty detailed coverage of the entire world.
Accurate terrain worldwide, based on the most recently released SRTM terrain data.) 3 arc second resolution (about 90m post spacing) for North and South America, Europe, Asia, Africa, and Australia.
Scenery includes all vmap0 lakes, rivers, roads, railroads, cities, towns, land cover, etc.
Nice scenery night lighting with ground lighting concentrated in urban areas (based on real maps) and headlights visible on major highways. This allows for realistic night VFR flying with the ability to spot towns and cities and follow roads.
Scenery tiles are paged (loaded/unloaded) in a separate thread to minimize the frame rate hit when you need to load new areas.
Accurate and Detailed Sky Model
FlightGear implements extremely accurate time of day modeling with correctly placed sun, moon, stars, and planets for the specified time and date. FlightGear can track the current computer clock time in order to correctly place the sun, moon, stars, etc. in their current and proper place relative to the earth. If its dawn in Sydney right now, its dawn in the sim right now when you locate yourself in virtual Sidney. The sun, moon, stars, and planets all follow their correct courses through the sky. This modeling also correctly takes into account seasonal effects so you have 24 hour days north of the arctic circle in the summer, etc. We also illuminate the correctly placed moon with the correctly placed sun to get the correct phase of the moon for the current time/date, just like in real life.
Flexible and Open Aircraft Modeling System
FlightGear has the ability to model a wide variety of aircraft. Currently you can fly the 1903 Wright Flyer, strange flapping wing "ornithopters", a 747 and A320, various military jets, and several light singles. FlightGear has the ability to model those aircraft and just about everything in between.
FlightGear has extremely smooth and fluid instrument animation that updates at the same rate as your out-the-window view updates (i.e. as fast as your computer can crank, and not artificially limited and chunky like in some sims.)
FlightGear has the infrastructure to allow aircraft designers to build fully animated, fully operational, fully interactive 3d cockpits (which even update and display correctly from external chase plane views.)
FlightGear realistically models real world instrument behavior. Instruments that lag in real life, lag correctly in FlightGear, gyro drift is modeled correctly, the magnetic compass is subject to aircraft body forces -- all those things that make real world flying a challenge.
FlightGear also accurately models many instrument and system failures. If the vacuum system fails, the HSI gyros spin down slowly with a corresponding degradation in response as well as a slowly increasing bias/error.
Moderate Hardware Requirements
The intention of FlightGear is to look nice, but not at the expense of other aspects of a realistic simulator. Our focus is not on competing in the "game" market and not on the ultra-flashy graphic tricks.
The result is a simulator with moderate hardware requirements to run at smooth frame rates. You can be reasonably happy on a $500-1000 (USD) machine (possibly even less if you are careful) and dont necessarily need $3000 (USD) worth of new hardware like you do with the many of the newest games.
That said, the more hardware you throw at FlightGear, the better it looks and runs, so dont feel like you have to chuck your expensive new hardware if you just purchased it. :-)
Internal Properties EXPOSED!
FlightGear allows users and aircraft designers access to a very large number of internal state variables via numerous internal and external access mechanisms. These state variables are organized into a convenient hierarchal "property" tree.
Using the properties tree it is possible to monitor just about any internal state variable in FlightGear. Its possible to remotely control FlightGear from an external script. You can create model animations, sound effects, instrument animations and network protocols for about any situation imaginable just by editing a small number of human readable configuration files. This is a powerful system that makes FlightGear immensely flexible, configurable, and adaptable.
Networking options
A number of networking options allow FlightGear to communicate with other instances of FlightGear, GPS receivers, external flight dynamics modules, external autopilot or control modules, as well as other software such as the Open Glass Cockpit project and the Atlas mapping utility.
A generic input/output option allows for a user defined output protocol to a file, serial port or network client.
A multi player protocol is available for using FlightGear on a local network in a multi aircraft environment, for example to practice formation flight or for tower simulation purposes.
The powerful network options make it possible to synchronize several instances of FlightGear allowing for a multi-display, or even a cave environment. If all instances are running at the same frame rate consistently, it is possible to get extremely good and tight synchronization between displays.
Flight Gear and its source code have intentionally been kept open, available, and free. In doing so, we are able to take advantage of the efforts of tremendously talented people from around the world. Contrast this with the traditional approach of commercial software vendors, who are limited by the collective ability of the people they can hire and pay. Our approach brings its own unique challenges and difficulties, but we are confident (and other similarly structured projects have demonstrated) that in the long run we can outclass the commercial "competition."
Contributing to Flight Gear can be educational and a lot of fun. A long time developer, Curtis Olson, had this to say about working on Flight Gear:
Personally, Flight Gear has been a great learning experience for me. I have been exposed to many new ideas and have learned a tremendous amount of "good stuff" in the process of discussing and implementing various Flight Gear subsystems. If for no other reason, this alone makes it all worth while.
<<lessThe goal of the FlightGear project is to create a sophisticated flight simulator framework for use in research or academic environments, for the development and pursuit of other interesting flight simulation ideas, and as an end-user application. We are developing a sophisticated, open simulation framework that can be expanded and improved upon by anyone interested in contributing.
There are many exciting possibilities for an open, free flight sim. We hope that this project will be interesting and useful to many people in many areas.
FlightGear is a free flight simulator project. It is being developed through the gracious contributions of source code and spare time by many talented people from around the globe. Among the many goals of this project are the quest to minimize short cuts and "do things right", the quest to learn and advance knowledge, and the quest to have better toys to play with.
The idea for Flight Gear was born out of a dissatisfaction with current commercial PC flight simulators. A big problem with these simulators is their proprietariness and lack of extensibility. There are so many people across the world with great ideas for enhancing the currently available simulators who have the ability to write code, and who have a desire to learn and contribute. Many people involved in education and research could use a spiffy flight simulator frame work on which to build their own projects; however, commercial simulators do not lend themselves to modification and enhancement. The Flight Gear project is striving to fill these gaps.
There are a wide range of people interested and participating in this project. This is truly a global effort with contributors from just about every continent. Interests range from building a realistic home simulator out old airplane parts, to university research and instructional use, to simply having a viable alternative to commercial PC simulators.
Flight Dynamics Models
With FlightGear it is possible to choose between three primary Flight Dynamics Models. It is possible to add new dynamics models or even interface to external "proprietary" flight dynamics models:
1. JSBSim: JSBSim is a generic, 6DoF flight dynamics model for simulating the motion of flight vehicles. It is written in C++. JSBSim can be run in a standalone mode for batch runs, or it can be the driver for a larger simulation program that includes a visuals subsystem (such as FlightGear.) In both cases, aircraft are modeled in an XML configuration file, where the mass properties, aerodynamic and flight control properties are all defined.
2. YASim: This FDM is an integrated part of FlightGear and uses a different approach than JSBSim by simulating the effect of the airflow on the different parts of an aircraft. The advantage of this approach is that it is possible to perform the simulation based on geometry and mass information combined with more commonly available performance numbers for an aircraft. This allows for quickly constructing a plausibly behaving aircraft that matches published performance numbers without requiring all the traditional aerodynamic test data.
3. UIUC: This FDM is based on LaRCsim originally written by the NASA. UIUC extends the code by allowing aircraft configuration files instead and by adding code for simulation of aircraft under icing conditions.
UIUC (like JSBSim) uses lookup tables to retrieve the component aerodynamic force and moment coefficients for an aircraft... and then uses these coefficients to calculate the sum of the forces and moments acting on the aircraft.
Extensive and Accurate World Scenery Data Base
Over 20,000 real world airports included in the full scenery set.
Correct runway markings and placement, correct runway and approach lighting.
Taxiways available for many larger airports (even including the green center line lights when appropriate.)
Sloping runways (runways change elevation like they usually do in real life.)
Directional airport lighting that smoothly changes intensity as your relative view direction changes.
World scenery fits on 3 DVDs. (Im not sure thats a feature or a problem!) But it means we have pretty detailed coverage of the entire world.
Accurate terrain worldwide, based on the most recently released SRTM terrain data.) 3 arc second resolution (about 90m post spacing) for North and South America, Europe, Asia, Africa, and Australia.
Scenery includes all vmap0 lakes, rivers, roads, railroads, cities, towns, land cover, etc.
Nice scenery night lighting with ground lighting concentrated in urban areas (based on real maps) and headlights visible on major highways. This allows for realistic night VFR flying with the ability to spot towns and cities and follow roads.
Scenery tiles are paged (loaded/unloaded) in a separate thread to minimize the frame rate hit when you need to load new areas.
Accurate and Detailed Sky Model
FlightGear implements extremely accurate time of day modeling with correctly placed sun, moon, stars, and planets for the specified time and date. FlightGear can track the current computer clock time in order to correctly place the sun, moon, stars, etc. in their current and proper place relative to the earth. If its dawn in Sydney right now, its dawn in the sim right now when you locate yourself in virtual Sidney. The sun, moon, stars, and planets all follow their correct courses through the sky. This modeling also correctly takes into account seasonal effects so you have 24 hour days north of the arctic circle in the summer, etc. We also illuminate the correctly placed moon with the correctly placed sun to get the correct phase of the moon for the current time/date, just like in real life.
Flexible and Open Aircraft Modeling System
FlightGear has the ability to model a wide variety of aircraft. Currently you can fly the 1903 Wright Flyer, strange flapping wing "ornithopters", a 747 and A320, various military jets, and several light singles. FlightGear has the ability to model those aircraft and just about everything in between.
FlightGear has extremely smooth and fluid instrument animation that updates at the same rate as your out-the-window view updates (i.e. as fast as your computer can crank, and not artificially limited and chunky like in some sims.)
FlightGear has the infrastructure to allow aircraft designers to build fully animated, fully operational, fully interactive 3d cockpits (which even update and display correctly from external chase plane views.)
FlightGear realistically models real world instrument behavior. Instruments that lag in real life, lag correctly in FlightGear, gyro drift is modeled correctly, the magnetic compass is subject to aircraft body forces -- all those things that make real world flying a challenge.
FlightGear also accurately models many instrument and system failures. If the vacuum system fails, the HSI gyros spin down slowly with a corresponding degradation in response as well as a slowly increasing bias/error.
Moderate Hardware Requirements
The intention of FlightGear is to look nice, but not at the expense of other aspects of a realistic simulator. Our focus is not on competing in the "game" market and not on the ultra-flashy graphic tricks.
The result is a simulator with moderate hardware requirements to run at smooth frame rates. You can be reasonably happy on a $500-1000 (USD) machine (possibly even less if you are careful) and dont necessarily need $3000 (USD) worth of new hardware like you do with the many of the newest games.
That said, the more hardware you throw at FlightGear, the better it looks and runs, so dont feel like you have to chuck your expensive new hardware if you just purchased it. :-)
Internal Properties EXPOSED!
FlightGear allows users and aircraft designers access to a very large number of internal state variables via numerous internal and external access mechanisms. These state variables are organized into a convenient hierarchal "property" tree.
Using the properties tree it is possible to monitor just about any internal state variable in FlightGear. Its possible to remotely control FlightGear from an external script. You can create model animations, sound effects, instrument animations and network protocols for about any situation imaginable just by editing a small number of human readable configuration files. This is a powerful system that makes FlightGear immensely flexible, configurable, and adaptable.
Networking options
A number of networking options allow FlightGear to communicate with other instances of FlightGear, GPS receivers, external flight dynamics modules, external autopilot or control modules, as well as other software such as the Open Glass Cockpit project and the Atlas mapping utility.
A generic input/output option allows for a user defined output protocol to a file, serial port or network client.
A multi player protocol is available for using FlightGear on a local network in a multi aircraft environment, for example to practice formation flight or for tower simulation purposes.
The powerful network options make it possible to synchronize several instances of FlightGear allowing for a multi-display, or even a cave environment. If all instances are running at the same frame rate consistently, it is possible to get extremely good and tight synchronization between displays.
Flight Gear and its source code have intentionally been kept open, available, and free. In doing so, we are able to take advantage of the efforts of tremendously talented people from around the world. Contrast this with the traditional approach of commercial software vendors, who are limited by the collective ability of the people they can hire and pay. Our approach brings its own unique challenges and difficulties, but we are confident (and other similarly structured projects have demonstrated) that in the long run we can outclass the commercial "competition."
Contributing to Flight Gear can be educational and a lot of fun. A long time developer, Curtis Olson, had this to say about working on Flight Gear:
Personally, Flight Gear has been a great learning experience for me. I have been exposed to many new ideas and have learned a tremendous amount of "good stuff" in the process of discussing and implementing various Flight Gear subsystems. If for no other reason, this alone makes it all worth while.
Download (2.0MB)
Added: 2006-04-07 License: GPL (GNU General Public License) Price:
1533 downloads
Flying Saucer R7
Flying Saucer project is a pure Java XML/CSS 2 renderer. more>>
Flying Saucer project is a pure Java XML/CSS 2 renderer whose aim is to provide spec-compliant CSS 2.1 rendering for any well-formed XML document.
The current codebase can render to Java2D-based canvases and to PDF via the iText library, and covers a great deal of the CSS 2.1 specification.
There are demos for rendering XHTML, rendering within Swing applications, and rendering to PDF. Direct rendering from DocBook or other XML formats is possible, provided the appropriate CSS is available.
Main features:
- Vertical margin collapsing; CSS 2.1 specification
- Z-index property and stacking contexts; CSS 2.1 specification
- Vertical-align: top/bottom; CSS 2.1 specification
- PDF rendering via the iText library; support for PDF bookmarks, pagination and breaks, and more
- Pagination support, automatic and explicit: CSS 2.1 specification
- Rewritten "float" implementation
- Improved list marker positioning
Enhancements:
- This release includes comprehensive table support, faster rendering, bugfixes, better image generation, near-complete compliance with the CSS 2.1 specification, including lots of improvements like better forms support, CSS counters, cursor property support, compliant font property handling, and so on.
- Theres even a completely new, fast, and compliant CSS 2.1 parser built-in.
<<lessThe current codebase can render to Java2D-based canvases and to PDF via the iText library, and covers a great deal of the CSS 2.1 specification.
There are demos for rendering XHTML, rendering within Swing applications, and rendering to PDF. Direct rendering from DocBook or other XML formats is possible, provided the appropriate CSS is available.
Main features:
- Vertical margin collapsing; CSS 2.1 specification
- Z-index property and stacking contexts; CSS 2.1 specification
- Vertical-align: top/bottom; CSS 2.1 specification
- PDF rendering via the iText library; support for PDF bookmarks, pagination and breaks, and more
- Pagination support, automatic and explicit: CSS 2.1 specification
- Rewritten "float" implementation
- Improved list marker positioning
Enhancements:
- This release includes comprehensive table support, faster rendering, bugfixes, better image generation, near-complete compliance with the CSS 2.1 specification, including lots of improvements like better forms support, CSS counters, cursor property support, compliant font property handling, and so on.
- Theres even a completely new, fast, and compliant CSS 2.1 parser built-in.
Download (2.9MB)
Added: 2007-07-15 License: LGPL (GNU Lesser General Public License) Price:
834 downloads
Rock Dodgers 0.6.0a
Rock Dodgers project is a game in which you avoid flying space rocks. more>>
Rock Dodgers project is a game in which you avoid flying space rocks.
Use your shields, fire your thrusters, cross your fingers, and kiss your ship goodbye.
<<lessUse your shields, fire your thrusters, cross your fingers, and kiss your ship goodbye.
Download (0.41MB)
Added: 2006-12-07 License: GPL (GNU General Public License) Price:
1054 downloads
Cavepilot 0.3.1
Cavepilot is a cave-flying game for two players. more>>
Cavepilot project is a cave-flying game for two players.
Cavepilot is another cave-flying game like the old classics, Turbo Raketti and Gravity Force You fly a small rocket in a 2D cave and try to shoot down your opponent. It currently supports one or two local players.
Examples of modern counterparts are Turbis and Luola. Cavepilot currently
only supports one (which is rather boring) or two player games on a split screen. Some sort of network play is in the planning stage though.
Enhancements:
- Added the level "the bana" by Aino Soininen (Thank you, my love!)
- Fixed a typo in Makefile
<<lessCavepilot is another cave-flying game like the old classics, Turbo Raketti and Gravity Force You fly a small rocket in a 2D cave and try to shoot down your opponent. It currently supports one or two local players.
Examples of modern counterparts are Turbis and Luola. Cavepilot currently
only supports one (which is rather boring) or two player games on a split screen. Some sort of network play is in the planning stage though.
Enhancements:
- Added the level "the bana" by Aino Soininen (Thank you, my love!)
- Fixed a typo in Makefile
Download (0.21MB)
Added: 2006-12-08 License: GPL (GNU General Public License) Price:
1050 downloads
Missile of Holiday Cheer 1.2f
Missile of Holiday Cheer is a winter holiday vertically oriented flying finesse game. more>>
Missile of Holiday Cheer is a winter holiday vertically oriented flying finesse game.
Missile of Holiday Cheer is a game that revolves around piloting missiles bearing presents from elves workshops up to Santas low-orbiting mothership.
There are five elf groups and a number of powerups, and can be played alone or splitscreen with others.
<<lessMissile of Holiday Cheer is a game that revolves around piloting missiles bearing presents from elves workshops up to Santas low-orbiting mothership.
There are five elf groups and a number of powerups, and can be played alone or splitscreen with others.
Download (0.073MB)
Added: 2007-01-15 License: Freeware Price:
1012 downloads
SDL Sopwith 1.7.1
SDL Sopwith project is a port of the classic flying game Sopwith. more>>
SDL Sopwith project is a port of the classic flying game Sopwith.
SDL Sopwith is a port of the classic flying game Sopwith to modern operating systems and toolkits.
It was originally a port to the LibSDL toolkit, but there is now a GTK+ version also.
Main features:
- Modern native application - will run under Windows, GNU/Linux, BeOS and probably most modern operating systems supported by LibSDL
- Working sound (emulated PC speaker through the sound card output)
- Working Multiplayer
- More configurable than the original (options from Sopwith 2/ The authors edition can be turned off)
- Vastly cleaned up and portable code
Enhancements:
- Fix some compilation errors due to an error in swinit.c
- Fix networking which got broken somewhere.
<<lessSDL Sopwith is a port of the classic flying game Sopwith to modern operating systems and toolkits.
It was originally a port to the LibSDL toolkit, but there is now a GTK+ version also.
Main features:
- Modern native application - will run under Windows, GNU/Linux, BeOS and probably most modern operating systems supported by LibSDL
- Working sound (emulated PC speaker through the sound card output)
- Working Multiplayer
- More configurable than the original (options from Sopwith 2/ The authors edition can be turned off)
- Vastly cleaned up and portable code
Enhancements:
- Fix some compilation errors due to an error in swinit.c
- Fix networking which got broken somewhere.
Download (0.17MB)
Added: 2006-12-06 License: GPL (GNU General Public License) Price:
1064 downloads
KFLog 2.1.1
KFLog is an OpenSource program aimed at glider pilots. more>>
KFLog is an OpenSource program aimed at glider pilots. It gives you a powerfull tool to plan your flight tasks before you go flying and analyse your flights afterwards.
KFLog is the only flight analyser program available for Linux to be recognized by the FAI IGC.
KFLog projects the flights on a digital vectormap, that contains not only airfields and airspaces, but a complete elevation-map, roads, cities, rivers, and lots of other interesting objects.
<<lessKFLog is the only flight analyser program available for Linux to be recognized by the FAI IGC.
KFLog projects the flights on a digital vectormap, that contains not only airfields and airspaces, but a complete elevation-map, roads, cities, rivers, and lots of other interesting objects.
Download (0.91MB)
Added: 2005-06-17 License: GPL (GNU General Public License) Price:
1590 downloads
xpete 2000.12.11
xpete project is a Space Invaders-like game. more>>
xpete project is a Space Invaders-like game.
xpete is a game about our friend Pete who wakes one day and finds out that lots of things are hanging unnaturally up in the sky, like Iridium satellites, the Mir Space Station, the ISS, and others.
Hes got to shoot them before they ruin his fishing weekend.
The game mechanics resemble Space Invaders.
Enhancements:
- Added Mouse control (with -rat command line option)
- Fixed shots that remained flying on game restart.
- Reduced graphic size.
<<lessxpete is a game about our friend Pete who wakes one day and finds out that lots of things are hanging unnaturally up in the sky, like Iridium satellites, the Mir Space Station, the ISS, and others.
Hes got to shoot them before they ruin his fishing weekend.
The game mechanics resemble Space Invaders.
Enhancements:
- Added Mouse control (with -rat command line option)
- Fixed shots that remained flying on game restart.
- Reduced graphic size.
Download (0.24MB)
Added: 2006-12-05 License: GPL (GNU General Public License) Price:
1053 downloads
Luola 1.3.2
Luola is a 2D arcade game where you fly a small V shaped ship in different kinds of levels. more>>
Luola is a 2D arcade game where you fly a small V shaped ship in different kinds of levels. Luolas genre "Luolalentely" (Cave-flying) is (or was) very popular here in Finland. Though cavern-flying games are not originally Finnish, nowdays most of them are.
Luola is largely inspired by V-Wing, my favourite cave-flying game. While V-Wings graphics might not have been flashy, they were crisp and clear, and the playability and choice of weapons was superb. This is also my aim with Luola, not too much eye-candy, but solid playability.
Main features:
- 2-4 players
- Team play
- Ability to eject the pilot and walk around the level as a human
- Supports truecolor level artwork and over a dozen terrain types ranging from watercurrents to explosives
- Supports custom level palettes thus can load levels from practically any caveflying game such as V-Wing or Wings
- Level specials such as snowfall, critters, auto-turrets and jump-gates
- Supports keyboard and gamepad input
- Sound effects and background music thru SDL_mixer library
- Transparency and antialiasing effects thru SDL_gfx library
- Can use Truetype fonts thru SDL_ttf library
- Multiplatform: supports Linux and Windows
<<lessLuola is largely inspired by V-Wing, my favourite cave-flying game. While V-Wings graphics might not have been flashy, they were crisp and clear, and the playability and choice of weapons was superb. This is also my aim with Luola, not too much eye-candy, but solid playability.
Main features:
- 2-4 players
- Team play
- Ability to eject the pilot and walk around the level as a human
- Supports truecolor level artwork and over a dozen terrain types ranging from watercurrents to explosives
- Supports custom level palettes thus can load levels from practically any caveflying game such as V-Wing or Wings
- Level specials such as snowfall, critters, auto-turrets and jump-gates
- Supports keyboard and gamepad input
- Sound effects and background music thru SDL_mixer library
- Transparency and antialiasing effects thru SDL_gfx library
- Can use Truetype fonts thru SDL_ttf library
- Multiplatform: supports Linux and Windows
Download (1.3MB)
Added: 2006-02-06 License: GPL (GNU General Public License) Price:
1355 downloads
xplanets 1.0.0
xplanets shows a simulation of a spacecraft flying through the solar system. more>>
xplanets shows a simulation of a spacecraft flying through the solar system. With the controls next to the simulation screen you can control the simulation and steer the spacecrafts flight.
The following planets are visible:
- the Sun (yellow)
- mercury (gray38)
- venus (burlywood2)
- earth (blue2)
- mars (LightSalmon3)
Note that the sizes of the sun and planets are not to scale, though their distances are. Showing the planets to scale would mean that they wouldnt be visible. The solar system is rather big, after all.
The planet nearest to the spaceship is indicated with a red circle around it. Its relative speed and distance are shown in the data display.
The xplanets program uses the GTK+ toolkit. It has been built with version 2.2.1, so it should work with any version >2.0.0. It does not work with GTK+ 1.x anymore.
<<lessThe following planets are visible:
- the Sun (yellow)
- mercury (gray38)
- venus (burlywood2)
- earth (blue2)
- mars (LightSalmon3)
Note that the sizes of the sun and planets are not to scale, though their distances are. Showing the planets to scale would mean that they wouldnt be visible. The solar system is rather big, after all.
The planet nearest to the spaceship is indicated with a red circle around it. Its relative speed and distance are shown in the data display.
The xplanets program uses the GTK+ toolkit. It has been built with version 2.2.1, so it should work with any version >2.0.0. It does not work with GTK+ 1.x anymore.
Download (0.029MB)
Added: 2006-06-07 License: GPL (GNU General Public License) Price:
1235 downloads
PHP 5.0.1 Linux
The PHP Package !!! - Linux Version more>>
PHP began as a quick Perl hack written by Rasmus Lerdorf in 1994.
Over the next two to three years, it evolved into what we today know as PHP/FI 2.0. PHP/FI started to get a lot of users, but things didn`t start flying until Zeev Suraski and Andi Gutmans suddenly came along with a new parser in the summer of 1997, leading to PHP 3.0. PHP 3.0 defined the syntax and semantics used in both versions 3 and 4.
<<lessOver the next two to three years, it evolved into what we today know as PHP/FI 2.0. PHP/FI started to get a lot of users, but things didn`t start flying until Zeev Suraski and Andi Gutmans suddenly came along with a new parser in the summer of 1997, leading to PHP 3.0. PHP 3.0 defined the syntax and semantics used in both versions 3 and 4.
Download (4.98MB)
Added: 2009-04-29 License: Freeware Price:
202 downloads
Escape of the Unicorn 0.1.15
Escape of the Unicorn project is a side-scrolling, 2D flying shooter game. more>>
Escape of the Unicorn project is a side-scrolling, 2D flying shooter game.
Welcome to the land of miraculous creatures.
Take a risk and play the game called
Escape of the Unicorn.
You play a unicorn,
a noble and most beautiful animal,
the most beautiful to have ever existed.
Your goal is to escape
from a cave full of monsters and traps.
You can move with the arrow keys and fire missiles.
Every missile can harm a monster if it is aimed well.
Beware of the monsters and lasers.
They decrease your energy when you touch them.
The same happens when you hit walls.
Some creatures may also shoot fireballs.
Be careful at all times.
When you are out of energy,
you die and lose the game.
Enhancements:
- Levels now have more complex shape
- 3 crafted levels
- Per-object speed control, and new types of interactions
- New game objects such as Puff Fish, Wall Spikes, Bloops
- Walls no longer damage player, immunity time much shorter
<<lessWelcome to the land of miraculous creatures.
Take a risk and play the game called
Escape of the Unicorn.
You play a unicorn,
a noble and most beautiful animal,
the most beautiful to have ever existed.
Your goal is to escape
from a cave full of monsters and traps.
You can move with the arrow keys and fire missiles.
Every missile can harm a monster if it is aimed well.
Beware of the monsters and lasers.
They decrease your energy when you touch them.
The same happens when you hit walls.
Some creatures may also shoot fireballs.
Be careful at all times.
When you are out of energy,
you die and lose the game.
Enhancements:
- Levels now have more complex shape
- 3 crafted levels
- Per-object speed control, and new types of interactions
- New game objects such as Puff Fish, Wall Spikes, Bloops
- Walls no longer damage player, immunity time much shorter
Download (MB)
Added: 2006-11-16 License: LGPL (GNU Lesser General Public License) Price:
1076 downloads
CinePaint 0.22.1
CinePaint is painting and retouching software primarily used for motion picture. more>>
CinePaint is painting and retouching software primarily used for motion picture frame-by-frame retouching and dust-busting. CinePaint has been used on many feature films, including THE LAST SAMURAI where it was used to add flying arrows.
CinePaint is different from other painting tools because it supports deep color depth image formats up to 32-bit per channel deep. For comparison, GIMP is limited to 8-bit, and Photoshop to 16-bit.
CinePaint is free open source software. The generosity and commitment of its developers, users and sponsors make CinePaint possible.
<<lessCinePaint is different from other painting tools because it supports deep color depth image formats up to 32-bit per channel deep. For comparison, GIMP is limited to 8-bit, and Photoshop to 16-bit.
CinePaint is free open source software. The generosity and commitment of its developers, users and sponsors make CinePaint possible.
Download (11.5MB)
Added: 2007-06-12 License: GPL (GNU General Public License) Price:
1823 downloads
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