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Particle Simulation 0.9.1

Particle Simulation 0.9.1


Particle Simulation is a simulation of spraying up to 60k particles in realtime. more>>
Particle Simulation project is a simulation of spraying up to 60k particles in realtime.
Particle Simulation is a playful simulation game which allows you to spray particles into the "air". The number of simulated particles is only limited by the speed of your computer.
The particles dont interact with each other, but will bounce back from the ground and accelerate depending on a gravity constant.
This constant can be changed (along with a number of other parameters) in the source code or via commandline parameters.
Enhancements:
- Colors were adjusted and a new animation mode was introduced.
- Segmentation fault was fixed.
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Added: 2007-01-10 License: GPL (GNU General Public License) Price:
1057 downloads
Unlimited Simulator Alpha 9

Unlimited Simulator Alpha 9


Unlimited Simulator project is a general purpose simulator. more>>
Unlimited Simulator project is a general purpose simulator.
Unlimited Simulator is not a game. Its a basis to create whatever simulations you want, from games to scientific simulations.
You only have to worry about physics, controls and how the world looks like. It can be at the same time a car simulator, a spaceships war game, or a scientific simulation.
While you can do these things on their own, Unlimited Simulator provides the ability to do all three at once. It allows interaction of completely different kinds of clients, thus achieving unprecedent realism and complexity.
Main features:
- multiplayer: many players by internet or two in your computer;
- create your own vehicles, tracks, terrains, sounds, objects;
- vehicles may have their own physical simulation functions, and interact with the game, creating new objects, destroying others. They can fly or float or move underwater; they can be animals, or surrealistic creations. You create.
- track can contain structures as loops, bridges, banked curves, and anything you can do with polygons;
- creating a track can be done DRAWING on the terrain (not implemented yet);
- objects can be animated and intelligent!
- everything is modular: this means almost all the stuff is plugable! No need to recompile the code;
- last, but not least: GPLed!
Enhancements:
- big debugging in ulengine/primitives.c. Several allocation problems solved.
- review of network code: structs separated in a new header, shared/net.h, and other improvements in code itself.
- review of client plugin format (what functions, names, etc).
- wrappers for the not-so-standard standard C variable types in config.h.
- cosmetic changes in some places, specially ulengine.h.
- BIG debugging in ulengine/project.c and ulengine/graphic.c. Only a billion or so bugs left.
- improved ulengine/demo.c; tests now include graphic functions.
- fixed two small bugs in drawHLine due to rounding.
- added a new projection system. Not tested yet.
- graphics test phase started: drawPixel, drawHLine, drawLine, drawFlatTri and drawShadedTri are working.
- modified POLY_UL structure: SCREENP_UL *projected field was deleted. This field is really unecessary, and deleting it saves 2*sizeof(int) bytes for each vertex. Projections are not individually saved anymore (why should they be after all?). See ulengine/project.c:projectP() to see how projected points are handled.
- added ulengine/image.c, to handle image operations.
- added ulengine/effects.c.
- textures support implemented.
- several small optimizations in ulengine/graphic.c.
- work in the server communications system.
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Added: 2006-11-29 License: GPL (GNU General Public License) Price:
1068 downloads
Mars Simulation Project 2.80

Mars Simulation Project 2.80


Mars Simulation Project is a simulation of a human settlement on Mars. more>>
Mars Simulation Project is a free software Java project to create a simulation of future human settlement of Mars.
The simulation is a multi-agent artificial society set in a detailed virtual world.
XML configuration files allow the user to modify the simulation properties.
The Mars Simulation Projects main window contains the following components:
- Menu Bar
- Search Tool
- Time Tool
- Mars Navigator
- Monitor Tool
- Rover Info Window
- Settlement Info Window
- Person Info Window
- Unit Bar
The Mars Simulation Project can be configured with a number of XML configuration files located in the "conf/" directory. It is recommended that you save a backup copy of a configuration file before modifying it in case there is an error and the simulation cannot read the modified configuration file.
Here are the configuration files you can modify for the simulation. You will need to start a new simulation for any changes to be loaded in.
- buildings.xml
- crops.xml
- landmarks.xml
- malfunctions.xml
- medical.xml
- people.xml
- settlements.xml
- simulation.xml
- vehicles.xml
Enhancements:
- This release includes the new mission tool for viewing, creating, and editing missions as well as plenty of bugfixes.
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Added: 2007-03-30 License: GPL (GNU General Public License) Price:
941 downloads
Noble Ape Simulation 0.686

Noble Ape Simulation 0.686


The Noble Ape Simulation creates a random environment and simulates the ape inhabitants cognitive processes. more>>
The Noble Ape Simulation has been developed (as the Nervana Simulation) since 1996 and is a biological simulation software. The aim of the simulation is to create a detailed biological environment and a cognitive simulation.
The Simulation is intended as a palette for open source cross-platform development. It provides a stable means of simulating large-scale environments and cognitive processes on Windows, Mac and Linux.
The Simulation includes a detailed scripting language for user-implemented movement and cognitive-process development.
Enhancements:
- This release fixes a bug in displaying only the seen Noble Apes, and has code simplification towards OpenGL implementation.
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Added: 2007-07-30 License: Freeware Price:
816 downloads
The breve simulation environment 2.5.1

The breve simulation environment 2.5.1


Tthe breve simulation environment is a 3D simulation environment for decentralized systems and artificial life. more>>
breve is a free, open-source software package which makes it easy to build 3D simulations of decentralized systems and artificial life.
Users define the behaviors of agents in a 3D world and observe how they interact. breve includes physical simulation and collision detection so you can simulate realistic creatures, and an OpenGL display engine so you can visualize your simulated worlds.
breve simulations are written in an easy to use language called steve. The language is object-oriented and borrows many features from languages such as C, Perl and Objective C, but even users without previous programming experience will find it easy to jump in. More information on the steve language can be found in the documentation section.
breve features an extensible plugin architecture which allows you to write your own plugins and interact with your own code. Writing plugins is simple and allows you to expand breve to work with existing projects. Plugins have been written in breve to generate MIDI music, download web pages, interact with a Lisp environment and interact with the "push" language.
Enhancements:
- An experimental Python language bridge is now available.
- There were also fixes related to Push language support and fixes for broken demos.
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Download (9.8MB)
Added: 2007-01-23 License: Free To Use But Restricted Price:
1004 downloads
Multi-Simulation Interface 0.14.0

Multi-Simulation Interface 0.14.0


Multi-Simulator Interface, in shrot MSI, is a simulation interconnection engine. more>>
Multi-Simulator Interface, in shrot MSI, is a simulation interconnection engine. In other words it is a program that connects simulations together by synchronizing their clocks and data. Multi-Simulation Interface serves the same purpose as HLA and supports most of HLAs functionality (and more).
The MSI is an HLA alternative. The major motivating factors in the design of the MSI are speed, interoperability, and ease of use.
The MSI was written as a cutting edge distributed simulation component to connect multiple instances of ATLs premiere simulation software, CSIM, and it can be used to interface any compatible simulations.
How does the MSI compare to HLA?
The MSI was originally created to be just a light weight HLA RTI. However, as it was written, limitations in HLA were discovered. The MSI is an improvement on both the design and implementation of HLA. Some highlights include:
A 1,536 to 1 reduction in size over the publicly available (until late 2002) HLA RTI.
At least one order of magnitude of bandwidth consumption less than the publicly available (until late 2002) HLA RTI.
The ability to subscribe to an object name in addition to a type.
Time synchronization that allows for proper causality when used with discrete event simulators.
Support for systems-of-systems (SoS) and hierarchically organized simulations.
Availability for many platforms.
MSI Concept - A Synchronized Data Broker
The concept behind MSI is the synchronized data broker. There are many connected software systems that posses state data that changes over the life of that system. In the case where these systems need to exchange this changing data with other systems and the other systems will exhibit the effects of this data on their own state, the synchronization of this data may need to be managed.
Historically the management of this data has been as simple as tagging it with the time of its release. If there is any conflict in the data the most recent version of the data is used. If the data is late an extrapolation can potentially be used. In SQL relational databases transactions and locking are used to ensure data integrity. Most data brokering services offer little or no sychronization, only delivery.
MSI Setup and Use
The MSI uses a XML stream through a direct socket connection for communications. This enables the MSI to be used from any programming language that can use sockets (C, C++, Java, Ada, Lisp, Perl, etc.). Also, the MSI was written with cross-platform libraries that make it portable to all the major OS platforms (Linux, Solaris, Mac OS X, Microsoft Windows, IRIX, HPUX, etc.).
The MSI is a single executable file and is distributed with example code for the simulator/federate side interface.
MSI Time Synchronization
The MSI time synchronizer can mix unconstrained with time constrained simulations. Each constrained simulation reports the time of the next event that will occur in that simulation/federate. This time may be artificially inflated to cause loose synchronization (less overhead but less guarantee of accuracy). The simulations/federates will advance to the announced time.
MSI Data Synchronization
The MSI implements a publish/subscribe data broker. The MSI is presently not validating, therefore it does not require a separate data format specification (like the HLA FOM). When data format validation is implemented, it will be an optional feature and not written in Lisp. This greatly reduces MSIs setup time. Also, not being locked to a predetermined data format allows for dynamic data types.
There are five commands associated with the MSI data broker: publish, subscribe, update, unsubscribe, destroy (destroy is not implemented yet). Simulations/federates may subscribe to object names in addition to object types. This allows simulations to subscribe to specific objects of a type without needing to receive updates of all objects of that type. The update command is both an incoming and outgoing command. When a simulation/federate receives an update command, it is expected to reflect the new values of that object.
The MSI has a very flexible publish and subscribe system. A federate may subscribe to an object type or an object name. In addition a federate may specify particular attributes of an object or object type. For example, if an object has attributes name, x, y, and z, a federate that only considers two dimensions may choose to subscribe only to name, x, and y.
The MSI also supports systems of systems and object hierarchy in simulations. A publishing federate may designate a parent object. Subscribers may then subscribe to the objects children.
MSI Messaging
The MSI allows simulations/federates to send messages (interactions in HLA) to each other. These messages can contain multiple attributes and be multicast to a specific group of simulations.
Recently Added Features
Removed external library dependencies to improve the portability and fragility of the MSI.
Added a better client library.
Improved documentation.
Enhancements:
- An XML parsing bug in the utilities library was fixed.
- The socket library was enhanced with more protocols, Win32 tricks, and the ability to key off of addresses as well as names.
- The --wait-for command line argument was added.
- Several internal bugs were fixed.
- More of the client library and the CSIM interface were flushed out.
- All standard functionality was tested.
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Added: 2006-05-26 License: GPL (GNU General Public License) Price:
1254 downloads
Cell Electrophysiology Simulation Environment 1.4.6

Cell Electrophysiology Simulation Environment 1.4.6


Cell Electrophysiology Simulation Environment is a simulation environment for electrophysiology. more>>
Cell Electrophysiology Simulation Environment (CESE) is a comprehensive framework specifically designed to perform computational electrophysiological simulations, for example, simulations of cardiac myocyte electrical activity.
Cell Electrophysiology Simulation Environment is useful for simulations of action potentials, individual ionic currents, and changes in ionic concentrations.
CESE is a cross-platform program, it runs on any system that has Java runtime environment (JRE) version 1.4 or above. It was tested on Windows, Linux, Solaris, MacOS X, and AIX.
CESE users
CESE is an integrated environment for performing computational simulations using a variety of electrophysiological models.
At this stage CESE allows creation and execution of the single-cell models (containing both Hodgkin-Huxley (HH) and Markovian current formulations). Models of electrical activity of cardiac myocytes with source code are included in the CESE distribution. We hope to extend the number of available models, and add certain neuronal models in the future.
The main strength of CESE is in its uniformity ? a program interface remains the same for different types of models. You can easily switch between models and compare simulation outputs. Model parameters can be modified, selected for output and/or clamped in the same, standard way.
CESE extends the conventional electrophysiological meaning of the "voltage clamp". You can clamp virtually any model variable, including voltage (membrane potential), total or individual ionic currents, ionic concentrations, temperature, gating variables, etc. The clamping commands can be complex piece-wise functions, individually set for the model variable of interest. This opens endless possibilities for the exploration of complex model behavior.
CESE provides simple, but efficient data visualizations. Simulation results can be presented in the graphic and tabulated forms. Plots can be customized, and regions of interest zoomed.
Even though CESE was not designed to be a data analysis tool, you can generate current-voltage relationships (I-Vs) and calculate statistical parameters for a given signal within the program. You can export your data to ASCII, Axon Text File (ATF), and NetCDF formats to continue analysis in your favorite package.
CESE developers
CESE was created from the ground up to incorporate the best programming practices available to Java developers, both in terms of user interface consistency and code clarity and reuse. Wherever possible, CESE rely on available Java APIs (for example Java2D, JavaBeans, JAXP) to simplify the code.
Model creation requires a number of house-keeping functions to be coded ? these include ODE integrators, routines for handling model parameters, saving/restoring model state, visualizing simulation results, etc. CESE provides you with implementation for these routines, hence, you can concentrate on writing the code for concrete ionic current(s), and CESE will handle the rest.
CESE is not trying to create complicated programming frameworks on its own ? rather, it utilizes core Java APIs. For example, models are Java components conforming to the JavaBeans specification. We use XML to specify clamping commands, and Java object serialization to save/restore model parameters.
Enhancements:
- This release improves results printing, adds export to the scalable vector graphics (SVG) format, improves support for continuous simulations, and fixes many bugs in plot rendering and model switching.
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Added: 2007-02-12 License: GPL (GNU General Public License) Price:
587 downloads
The Snake Game 1.0

The Snake Game 1.0


The Snake Game is an adapted, improved version of the popular javacave game. more>>
This is an adapted, improved version of the popular javacave game, written in QtRuby.

Installation:

download
chmod +x snake(gl).rb
run it.

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Added: 2005-05-24 License: Public Domain Price:
1622 downloads
Arithmetic Operations Simulation Library 0.01

Arithmetic Operations Simulation Library 0.01


Arithmetic Operations Simulation Librarys aim is to develop an open source library to simulate heavy arithmetic operations. more>>
Arithmetic Operations Simulation Librarys aim is to develop an open source library to simulate heavy arithmetic operations efficiently.
Finding different ways to solve a problem has been an interesting way to relax for many people. Not only they derive some kicks out of it, but as a side effect they develop much deeper insight into the problems enabling them to work out solutions under different constraints easily.
Here you will find discussion/hints to solve some common programming problems in efficient ways, supported with code that you can try.
DSP Programming Tricks
Often support for many heavy arithmetic operations goes missing to reduce the chip cost for marketability reasons, or during chip development stages. And we programmers have to make for the lack of these.
Accessing recent N items in history
This problem attracted my attention during DSP guest lectures by Mr. Ganesh Bhokare at PUCSD in later half of 2005. Various programming solutions to this problem would be.
Maintain a circular buffer in an array of N (or N+1) items. This will require support for MOD operation.
In case N is a power of 2, bitwise-anding with (N-1) can be used in place of MOD.
If neither N is a power of 2, nor MOD support is available?
Enhancements:
- This version supports finding the first 1/0 bit from left/right (lsb/msb), 16-bit unsigned numbers multiplication, division and mod operations, and also special cases of division by 3.
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Added: 2006-05-15 License: GPL (GNU General Public License) Price:
1258 downloads
Simulation::Sensitivity 0.11

Simulation::Sensitivity 0.11


Simulation::Sensitivity is a general-purpose sensitivity analysis tool for user-supplied calculations and parameters. more>>
Simulation::Sensitivity is a general-purpose sensitivity analysis tool for user-supplied calculations and parameters.

SYNOPSIS

use Simulation::Sensitivity;
$sim = Simulation::Sensitiviy->new(
calculation => sub { my $p = shift; return $p->{alpha} + $p->{beta} }
parameters => { alpha => 1.1, beta => 0.2 },
delta => 0.1 );
$result = $sim->run;
print $sim->text_report($result);

Simulation::Sensitivity is a general-purpose sensitivity analysis tool. Given a user-written calculating function, a "base-case" of parameters, and a requested input sensitivity delta, this module will carry out a sensitivity analysis, capturing the output of the calculating function while varying each parameter positively and negatively by the specified delta. The module also produces a simple text report showing the percentage impact of each parameter upon the output.

The user-written calculating function must follow a standard form, but may make any type of computations so long as the form is satisfied. It must take a single argument -- a hash reference of parameters for use in the calculation. It must return a single, numerical result.

CONSTRUCTORS

new

my $sim = Simulation::Sensitivity->new(
calculation => sub { my $p = shift; return $p->{alpha} + $p->{beta} }
parameters => { alpha => 1.1, beta => 0.2 },
delta => 0.1 );

new takes as its argument a hash with three required parameters. calculation must be a reference to a subroutine and is used for calculation. It must adhere to the usage guidelines above for such functions. parameters must be a reference to a hash that represents the initial starting parameters for the calculation. delta is a percentage that each parameter will be pertubed by during the analysis. Percentages should be expressed as a decimal (0.1 to indicate 10%).

As a constructor, new returns a Simulation::Sensitivity object.

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Added: 2007-01-16 License: Perl Artistic License Price:
1019 downloads
City info search 0.9

City info search 0.9


City info search enables you to get all the information about any city in the USA with a mouse click. more>>
City info search enables you to get all the information about any city in the USA with a mouse click.

Get all the information about any city in the USA with a mouse click. This includes geography, population, ethnic composition, housing, climate, hospitals, airports, etc.

Usage: highlight the name on any US city on a page. Right click the mouse. Choose Get City Info.

No annoing toolbars.

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Added: 2007-04-27 License: MPL (Mozilla Public License) Price:
942 downloads
Epiphany Game 0.6.1

Epiphany Game 0.6.1


Epiphany project is a multiplatform clone of the game Boulderdash. more>>
Epiphany project is a multiplatform clone of the game Boulderdash.

It is written entirely in C++, using Clanlib as its graphic library.

The player must collect all valuable minerals scattered in levels, while avoiding being hit by a falling boulder or a bomb.

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Added: 2007-06-22 License: GPL (GNU General Public License) Price:
856 downloads
IceHockey Manager 0.3

IceHockey Manager 0.3


Ice Hockey Manager project is a hockey franchise management and simulation game. more>>
Ice Hockey Manager project is a hockey franchise management and simulation game.
Ice Hockey Manager (IHM) is a hockey franchise management and simulation game. It features a highly realistic in-game play-by-play simulation engine, simulates full regular seasons and playoffs, has completely customizable gameplay (edit teams, players, settings), and much more.
Currently, the game focuses on the Swiss Leagues, but there are plans for an NHL add-on pack in the very near future.
Main features:
Incomplete list of implemented game features today:
- Game controller, based on a game calendar.
- Multiuser framework
- League framework (Swiss style leagues implemented, including playoffs and relegations).
- Teams, with statistics and informations.
- Players with attributes, statistics, contracts and informations.
- Simulated matches with generated plays and "radio" output.
- Training
- Injuries
- Contracts framework
- Sponsoring framework, based on contracts
- Financial framework
- Real Impacts (on teams & players)
- Transfers (Swiss style)
- Infrastructure framework (Arena implemented)
- Prospects
- Assistants
- and more ...
Technical stuff:
- Written in 100% pure Java
- Running under Linux and Windows and every other Java 1.5 platform
- Swing GUI
- More than 200 java classes
- More than 30000 lines of code
Enhancements:
General:
- IHM is now able to support multiple match engines and match presentations
- A lot of small changes
Game:
- Improved sponsoring (sponsors xml, new types and negotiations)
- Improved infrastructure (better support of multiple infrastructures, condition lowers)
- Improved arena infrastructure (created arena categories with seats, comfort & conditions)
- Improved accounting/bookings
GUI:
- Improved panel for sponsoring
- Created panel for arena infrastructure, including arena categories dialog
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Added: 2006-11-21 License: GPL (GNU General Public License) Price:
1085 downloads
Ice Hockey Manager 0.3

Ice Hockey Manager 0.3


Ice Hockey Manager is a hockey simulator. more>>
Ice Hockey Manager is a hockey simulator which has the ultimate goal of creating a game that offers the most realistic simulation experience possible. Our focus is more on substance than style.
While we want the game to be intuitive, we arent looking to compete with the flashy 3D graphics you might see in games from EA or Sega. Theyve pretty much cornered the market when it comes to pretty graphics.
Were more interested in games that challenge your mind and not your hand-eye coordination. We plan to take hockey simulators (and perhaps sports simulators in general) to places theyve never gone before, The way we see it, the possibilities are limitless, much like real life hockey.
While IHM may not have photorealistic facial features for every player model in the NHL we do strive to create a game that really does make you feel like you are at the helm of your own hockey franchise.
We first started developing IHM in late 2001 and the development team consisted of two members, Bernhard von Gunten and Arik Dasen. The first real release of the game was version 0.1.1 in January of 2002. The game was playable but still very basic, more intended as a framework for future development. In July of 2002, version 0.1.2 was released with many updates to the game but after this release the project essentially went on hiatus until September/October of 2004.
Up until that time the project hadnt garnered much interest from the open source community, either the project was too localized to Swiss-style hockey or it perhaps just didnt get the exposure needed to get people to jump onboard, whatever the reason, IHM seemed to be more of a labor of love than a project that perpetuated itself. Fortunately, in October 2004, development kicked back into gear and all sorts of new and exciting features started to take shape. Some of these features include computer AI, multiplayer-support, trading/transfers, sponsoring/finances, full season/playoffs simulation, etc.
And the IHM team is currently working towards version 0.3, which has been dubbed a "Preview Release" to demonstrate a fully-operational playable game. Will this Preview Release set any kind of standard as far as hockey simulators are concerned? No, not yet. In fact, many elements within the game are still rather simplified, such as in-game simulation (which will begin development post-0.2), but we hope the Preview Release will compel other open source developers to help out with the project as there is still a lot to be done before IHM can be considered a complete game.
This website is intended to both introduce you to the game as well as to encourage you to participate and/or contribute to this project in some way. Whether you are a Java developer, a graphic artist, a beta tester, or something else entirely, we want to hear from you. IHM cant build itself, and while we have invested many hours into the games development we still have our limitations as to what we can achieve, both in time and resources. So if you think you can help out in some way, please let us know. Ideally, you should be a fan of hockey, but thats about the only prerequisite.
Main features:
- Game controller, based on a game calendar.
- Multiuser framework
- League framework (Swiss style leagues implemented, including playoffs and relegations).
- Teams, with statistics and informations.
- Players with attributes, statistics, contracts and informations.
- Simulated matches with generated plays and "radio" output.
- Training
- Injuries
- Contracts framework
- Sponsoring framework, based on contracts
- Financial framework
- Real Impacts (on teams & players)
- Transfers (Swiss style)
- Infrastructure framework (Arena implemented)
- Prospects
- Assistants
- and more ...
Technical stuff:
- Written in 100% pure Java
- Running under Linux and Windows and every other Java 1.5 platform
- Swing GUI
- More than 200 java classes
- More than 30000 lines of code
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Download (0.84MB)
Added: 2006-02-08 License: GPL (GNU General Public License) Price:
1365 downloads
Acquire Board Game 0.4

Acquire Board Game 0.4


Acquire is a computer version of the classic board game. more>>
Acquire is a computer version of the classic board game.
The goal of the game is to make the most profit by buying stocks in companies that form, merge and grow as tiles are placed on the game board.
This program is a text-based version of the game and should be playable on any system with a C++ compiler.
Enhancements:
- The main improvement of this release is that the bug causing the game to crash at the end was fixed, so you can now see who won.
- There were some other small bugfixes and changes.
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Added: 2006-10-11 License: GPL (GNU General Public License) Price:
1123 downloads
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