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Boost Channel 0.07.1
Boost Channel is a C++ template framework for distributed message passing and event dispatching. more>>
Boost Channel is a C++ template framework for distributed message passing and event dispatching. Its major components (message IDs, routing algorithms...) are highly configurable as template parameters.
As a namespace shared by peer threads, channels support publish/subscribe scope control, message filtering, and translation.
Enhancements:
- Jamfile.v2 was added for building the channel library and examples (the current boost CVS build system was changed so Jamfile.v2 is required).
- However, there are issues with building samples using Jamfile.v2 with WindowsXP and VC++.
- Windows users should use the existing Jamfile (v1).
- This may involve replacing the boost/tools/build/v1 directory with the content from an older boost release or CVS checkout (such as 12/10/2006).
<<lessAs a namespace shared by peer threads, channels support publish/subscribe scope control, message filtering, and translation.
Enhancements:
- Jamfile.v2 was added for building the channel library and examples (the current boost CVS build system was changed so Jamfile.v2 is required).
- However, there are issues with building samples using Jamfile.v2 with WindowsXP and VC++.
- Windows users should use the existing Jamfile (v1).
- This may involve replacing the boost/tools/build/v1 directory with the content from an older boost release or CVS checkout (such as 12/10/2006).
Download (0.087MB)
Added: 2007-01-26 License: MIT/X Consortium License Price:
1003 downloads
Channel 0.3 Beta
Channel is a generic/simple facility with the purpose of making message passing and event dispatching. more>>
Channel is a generic/simple facility with the purpose of making event dispatching and message passing as straightforward to use as data structures:
Channel is a template library, with its major components configurable as template parameters:
template
<
class Id_Type,
class Id_Trait = IdTrait ,
class SynchPolicy = ACE_MT_SYNCH,
class AllocPolicy,
class Router = MapRouter
>
class Channel
By replacing Id_Type, Id_Trait and Router with various concrete classes, Channel can support table/linear message routing, hierarchical routing and associative routing (Linda style) at the demand of user. The same way, we can use integer, string, POD structs or any class as message ids (provided that proper operations are defined with Id_Trait)
Channel provides complete publish/subscribe interface for channel members (peer threads in message passing and objects in event dispatching) to pub/sub message/event ids/types and send/receive messages/events
Channels are process local entities which can be "connected" to allow transparent distributed communication between members in different channels (Connectors based on tcp socket and unix domain socket are provided as samples)
Namespace control:
The ids published/subscribed by channel members constitute channels namespace.
Channel provides publish/subscribe scope control; When ids are published/subscribed, peers can specify desired scope (LOCAL, REMOTE, GLOBAL)
When 2 channels are connected, their namespaces are automatically "merged", which is transparent to both channel members and programmers. Members can communicate with members in remote channels the same way as with local members (by pub/sub ids).
Namespace merge/integration is controlled by:
Id scope specification
filters and translators defined at channel connections
Channel communication are peer-2-peer; there are no central daemons required for message passing.
Channel support both asynchronous message passing and synchronous event dispatching models.
Channel is built on top of
ACE (Adaptive Communication Environment) to gain platform independence.
Enhancements:
- The framework was ported to Windows XP with VC8.
- Dispatching policy was added as a Channel template parameter to support various dispatching algorithms.
- Broadcast and simple RoundRobin dispatching policies were implemented for testing.
- Callback was changed to functor style so that normal functions and functors can be directly used as callbacks.
<<lessChannel is a template library, with its major components configurable as template parameters:
template
<
class Id_Type,
class Id_Trait = IdTrait ,
class SynchPolicy = ACE_MT_SYNCH,
class AllocPolicy,
class Router = MapRouter
>
class Channel
By replacing Id_Type, Id_Trait and Router with various concrete classes, Channel can support table/linear message routing, hierarchical routing and associative routing (Linda style) at the demand of user. The same way, we can use integer, string, POD structs or any class as message ids (provided that proper operations are defined with Id_Trait)
Channel provides complete publish/subscribe interface for channel members (peer threads in message passing and objects in event dispatching) to pub/sub message/event ids/types and send/receive messages/events
Channels are process local entities which can be "connected" to allow transparent distributed communication between members in different channels (Connectors based on tcp socket and unix domain socket are provided as samples)
Namespace control:
The ids published/subscribed by channel members constitute channels namespace.
Channel provides publish/subscribe scope control; When ids are published/subscribed, peers can specify desired scope (LOCAL, REMOTE, GLOBAL)
When 2 channels are connected, their namespaces are automatically "merged", which is transparent to both channel members and programmers. Members can communicate with members in remote channels the same way as with local members (by pub/sub ids).
Namespace merge/integration is controlled by:
Id scope specification
filters and translators defined at channel connections
Channel communication are peer-2-peer; there are no central daemons required for message passing.
Channel support both asynchronous message passing and synchronous event dispatching models.
Channel is built on top of
ACE (Adaptive Communication Environment) to gain platform independence.
Enhancements:
- The framework was ported to Windows XP with VC8.
- Dispatching policy was added as a Channel template parameter to support various dispatching algorithms.
- Broadcast and simple RoundRobin dispatching policies were implemented for testing.
- Callback was changed to functor style so that normal functions and functors can be directly used as callbacks.
Download (5.5MB)
Added: 2006-03-16 License: MIT/X Consortium License Price:
1318 downloads
IRC Channel Relay Bot 1.1
The purpose of this bot is to relay messages from one IRC network to another. more>>
Relay-bot is a program we initially wrote because our group of friends that hang out on one channel could never seem to all stay on EFnet, and even if we could EFnet was splitting so badly at the time that it was unusable. However, we couldnt readily switch to another network because not everybody is always online and a few people wanted to stick with EFnet because there were other friends of theirs still there. So, relay-bot was born. It allowed us to split our channel across 2 (actually, 3 or 4) different IRC networks fairly effectively.
You[l need a copy Of Perl since perlay bot is written in Perl. Youll also need a copy of Net::IRC.
Theres currently no real installation routine; just untar the tarball, edit "relay-bot.config" and run "relay-bot.pl".
Enhancements:
- relay-bot.config: Fixed small issue in example config file
- BUGS, relay-bot.pl: Prepping for update to a new release
<<lessYou[l need a copy Of Perl since perlay bot is written in Perl. Youll also need a copy of Net::IRC.
Theres currently no real installation routine; just untar the tarball, edit "relay-bot.config" and run "relay-bot.pl".
Enhancements:
- relay-bot.config: Fixed small issue in example config file
- BUGS, relay-bot.pl: Prepping for update to a new release
Download (0.02MB)
Added: 2006-06-17 License: GPL (GNU General Public License) Price:
1277 downloads
Davids Perl Games 0.1.1
Davids Perl Games project is a collection of ASCII graphics arcade style games written in Perl. more>>
Davids Perl Games project is a collection of ASCII graphics arcade style games written in Perl.
These games are recreations of simple ASCII graphics games originally written in BASIC.
They are ideal for use as Perl programming tutorials. Some of the first few games are PerlBlaster (defend your planet from invading aliens), PerlRacer (steer your car through the twisting passages), and PerlArena (eliminate the mutant hordes).
<<lessThese games are recreations of simple ASCII graphics games originally written in BASIC.
They are ideal for use as Perl programming tutorials. Some of the first few games are PerlBlaster (defend your planet from invading aliens), PerlRacer (steer your car through the twisting passages), and PerlArena (eliminate the mutant hordes).
Download (0.063MB)
Added: 2006-11-16 License: GPL (GNU General Public License) Price:
1076 downloads
Java Games 1.0
Java Games is a collection of simple games that are compiled into Java applets and meant to be played online in a Web browser. more>>
Java Games project is a collection of simple games that are compiled into Java applets and meant to be played online in a Web browser.
Currently the collection contains four games: XO World (similar to tic-tac-toe, but with lines of 5 on a 10x10 board); 100 Mack (guess the random combination of 4 images out of a set of six); Memory (flip 2 plates at a time to find matching pairs); and Tetris.
<<lessCurrently the collection contains four games: XO World (similar to tic-tac-toe, but with lines of 5 on a 10x10 board); 100 Mack (guess the random combination of 4 images out of a set of six); Memory (flip 2 plates at a time to find matching pairs); and Tetris.
Download (0.13MB)
Added: 2007-02-20 License: GPL (GNU General Public License) Price:
985 downloads
Resource Management Game 0.12
Resource Management Game project is a Web-based resource management game. more>>
Resource Management Game project is a Web-based resource management game.
Resource Management Game is a PHP framework for easily creating resource management and strategy games.
Two playable games are included.
The system uses sessions to store data and should work out of the box with little or no configuration.
<<lessResource Management Game is a PHP framework for easily creating resource management and strategy games.
Two playable games are included.
The system uses sessions to store data and should work out of the box with little or no configuration.
Download (0.081MB)
Added: 2007-01-10 License: GPL (GNU General Public License) Price:
1022 downloads
ZeCetL 0.14a
ZeCetL is an IRC bot that lets all users in an IRC channel play Countdown. more>>
ZeCetL is an IRC bot that lets all users in an IRC channel play Countdown ("les chiffres et les lettres" in French).
ZeCetL project also supports some other famous TV games like "motus" and "la cible". A Web interface shows the stats of every player and sums up all played games.
Enhancements:
- The bot can now handle different langages.
- French and basic English is packaged, but it is easy to add others.
- Support for MSN, Yahoo, Jabber, and more was added through the use of bitlbee.
<<lessZeCetL project also supports some other famous TV games like "motus" and "la cible". A Web interface shows the stats of every player and sums up all played games.
Enhancements:
- The bot can now handle different langages.
- French and basic English is packaged, but it is easy to add others.
- Support for MSN, Yahoo, Jabber, and more was added through the use of bitlbee.
Download (0.36MB)
Added: 2006-10-24 License: GPL (GNU General Public License) Price:
1095 downloads
Wolvix Games 1.0.4
Wolvix Games is a new edition of the Wolvix live CD, featuring over 50 games. more>>
Wolvix is a GNU/Linux LiveCD built from SLAX. Wolvix is a desktop oriented distribution made to fit the needs from regular to advanced desktop users.
Along with the applications youll get some of the best free Linux games. (No 3D gfx card required).
Games Edition features over 50 games in different categories, four emulators and quite a few desktop applications.
You wont find World of Warcraft or Half-Life 2 on the CD, but Ive tried to include some of the finest free Linux games and I think there should be a game or two for most people, Ive even added dopewars for your grandma.
None of the games require 3D drivers, so you should be able to play most games on any graphics card
<<lessAlong with the applications youll get some of the best free Linux games. (No 3D gfx card required).
Games Edition features over 50 games in different categories, four emulators and quite a few desktop applications.
You wont find World of Warcraft or Half-Life 2 on the CD, but Ive tried to include some of the finest free Linux games and I think there should be a game or two for most people, Ive even added dopewars for your grandma.
None of the games require 3D drivers, so you should be able to play most games on any graphics card
Download (MB)
Added: 2005-12-12 License: GPL (GNU General Public License) Price:
1428 downloads
Harem Games Slot Machine 3.13
Harem Games Slot Machine es un juego gratis de la popular tragaperras de casino donde juegas contra guapas modelos. El objetivo del juego Slot Machine... more>> <<less
Download (525KB)
Added: 2009-04-06 License: Freeware Price: Free
206 downloads
comisat Games Collection 0.5.2
comisat Games Collection is an all-in-one free collection of games written in gambas for unix-like system. more>>
comisat Games Collection is an all-in-one free collection of games written in gambas for unix-like system. They are available in italian and (not completely) in english.
comisat Games Collection is FREE SOFTWARE, released under the terms of the GNU General Public License Version 2 as published by Free Software Fundation. You can help the development of comisat Games Collection testing the software, mailing bugs, translating the project in different languages, correcting and improving the code.
<<lesscomisat Games Collection is FREE SOFTWARE, released under the terms of the GNU General Public License Version 2 as published by Free Software Fundation. You can help the development of comisat Games Collection testing the software, mailing bugs, translating the project in different languages, correcting and improving the code.
Download (7.9MB)
Added: 2006-10-12 License: GPL (GNU General Public License) Price:
1110 downloads
PicoChess 0.1
PicoChess project is a small chess program. more>>
PicoChess project is a small chess program.
PicoChess will support one and two player games, as well as playing against itself. It can also load and save games, and export transcripts of games.
<<lessPicoChess will support one and two player games, as well as playing against itself. It can also load and save games, and export transcripts of games.
Download (0.11MB)
Added: 2006-11-27 License: GPL (GNU General Public License) Price:
1061 downloads
FloodServ 3.0 Alpha3
FloodServ protects your IRC network from common Floodbot types of attacks, such as channel join/part floods. more>>
FloodServ script protects your IRC network from common Floodbot types of attacks, such as channel join and part floods.
<<less Download (0.045MB)
Added: 2005-12-14 License: GPL (GNU General Public License) Price:
803 downloads
Games::3D 0.09
Games::3D is a package containing an object system for (not only) 3D games. more>>
Games::3D is a package containing an object system for (not only) 3D games.
SYNOPSIS
use Games::3D::World;
my $world = Games::3D::World->new();
$world->save_to_file( $filename );
my $loaded = Games::3D::world->load_from_file( $filename );
my $thing1 = $world->add ( Games::3D::Thingy->new( ... ) );
my $thing2 = $world->add ( Games::3D::Thingy->new( ... ) );
$world->link($thing1, $thing2);
Games::3D::World provides you with a container class that will contain every object in your game object system. This are primarily objects that have states, change these states and need to announce the states to other objects.
The Games::3D::World container also enables you to save and restore snapshots of your objects system.
Basic things that you object system contains are derived from a class called Games::3D::Thingy. These can represent physical objects (buttons, levers, doors, lights etc) as well as virtual objects (trigger, sensors, links, markers, sound sources etc).
You can link Thingys together, either directly or via Games::3D::Links. The links have some more features than direct linking, which are explained below.
This package also provides you with Games::3D::Sensor, a class for objects that sense state changes and act upon them. Or not, depending on the sensor. Sensors are primarily used to watch for certain conditions and then act when they are met. Examples are the death of an object, values that go below a certain threshold etc.
State changes are transported in the object system with signals.
<<lessSYNOPSIS
use Games::3D::World;
my $world = Games::3D::World->new();
$world->save_to_file( $filename );
my $loaded = Games::3D::world->load_from_file( $filename );
my $thing1 = $world->add ( Games::3D::Thingy->new( ... ) );
my $thing2 = $world->add ( Games::3D::Thingy->new( ... ) );
$world->link($thing1, $thing2);
Games::3D::World provides you with a container class that will contain every object in your game object system. This are primarily objects that have states, change these states and need to announce the states to other objects.
The Games::3D::World container also enables you to save and restore snapshots of your objects system.
Basic things that you object system contains are derived from a class called Games::3D::Thingy. These can represent physical objects (buttons, levers, doors, lights etc) as well as virtual objects (trigger, sensors, links, markers, sound sources etc).
You can link Thingys together, either directly or via Games::3D::Links. The links have some more features than direct linking, which are explained below.
This package also provides you with Games::3D::Sensor, a class for objects that sense state changes and act upon them. Or not, depending on the sensor. Sensors are primarily used to watch for certain conditions and then act when they are met. Examples are the death of an object, values that go below a certain threshold etc.
State changes are transported in the object system with signals.
Download (0.032MB)
Added: 2006-10-02 License: Perl Artistic License Price:
1124 downloads
Games::Alak 0.18
Games::Alak is a simple game-tree implementation of a gomoku-like game. more>>
Games::Alak is a simple game-tree implementation of a gomoku-like game.
SYNOPSIS
% perl -MGames::Alak -e Games::Alak::play
...Or just run Alak.pm as if it were a program...
...Program responds with output, and a prompt:
Lookahead set to 3. I am X, you are O.
Enter h for help
X moves from 1 to 5, yielding .xxxx..oooo
alak>
...and now you enter the commands to play.
This module implements a simple game-tree system for the computer to play against the user in a game of Alak. You can just play the game for fun; or you can use this module as a starting point for understanding game trees (and implementing smarter strategy -- the modules current logic is fairly simple-minded), particularly after reading my Perl Journal #18 article on trees, which discusses this modules implementation of game trees as an example of general tree-shaped data structures.
<<lessSYNOPSIS
% perl -MGames::Alak -e Games::Alak::play
...Or just run Alak.pm as if it were a program...
...Program responds with output, and a prompt:
Lookahead set to 3. I am X, you are O.
Enter h for help
X moves from 1 to 5, yielding .xxxx..oooo
alak>
...and now you enter the commands to play.
This module implements a simple game-tree system for the computer to play against the user in a game of Alak. You can just play the game for fun; or you can use this module as a starting point for understanding game trees (and implementing smarter strategy -- the modules current logic is fairly simple-minded), particularly after reading my Perl Journal #18 article on trees, which discusses this modules implementation of game trees as an example of general tree-shaped data structures.
Download (0.009MB)
Added: 2007-01-02 License: Perl Artistic License Price:
1027 downloads
Games::Dice 0.02
Games::Dice is a Perl module that can be used to simulate dice rolls. more>>
Games::Dice is a Perl module that can be used to simulate dice rolls.
SYNOPSIS
use Games::Dice roll;
$strength = roll 3d6+1;
use Games::Dice roll_array;
@rolls = roll_array 4d8;
Games::Dice simulates die rolls. It uses a function-oriented (not object-oriented) interface. No functions are exported by default. At present, there are two functions which are exportable: roll and roll_array. The latter is used internally by roll, but can also be exported by itself.
The number and type of dice to roll is given in a style which should be familiar to players of popular role-playing games: adb[+-*/b]c. a is optional and defaults to 1; it gives the number of dice to roll. b indicates the number of sides to each die; the most common, cube-shaped die is thus a d6. % can be used instead of 100 for b; hence, rolling 2d% and 2d100 is equivalent. roll simulates a rolls of b-sided dice and adds together the results.
The optional end, consisting of one of +-*/b and a number c, can modify the sum of the individual dice. +-*/ are similar in that they take the sum of the rolls and add or subtract c, or multiply or divide the sum by c. (x can also be used instead of *.) Hence, 1d6+2 gives a number in the range 3..8, and 2d4*10 gives a number in the range 20..80. (Using / truncates the result to an int after dividing.) Using b in this slot is a little different: its short for "best" and indicates "roll a number of dice, but add together only the best few". For example, 5d6b3 rolls five six- sided dice and adds together the three best rolls. This is sometimes used, for example, in roll-playing to give higher averages.
Generally, roll probably provides the nicer interface, since it does the adding up itself. However, in some situations one may wish to process the individual rolls (for example, I am told that in the game Feng Shui, the number of dice to be rolled cannot be determined in advance but depends on whether any 6s were rolled); in such a case, one can use roll_array to return an array of values, which can then be examined or processed in an application-dependent manner.
This having been said, comments and additions (especially if accompanied by code!) to Games::Dice are welcome. So, using the above example, if anyone wishes to contribute a function along the lines of roll_feng_shui to become part of Games::Dice (or to support any other style of die rolling), you can contribute it to the authors address, listed below.
<<lessSYNOPSIS
use Games::Dice roll;
$strength = roll 3d6+1;
use Games::Dice roll_array;
@rolls = roll_array 4d8;
Games::Dice simulates die rolls. It uses a function-oriented (not object-oriented) interface. No functions are exported by default. At present, there are two functions which are exportable: roll and roll_array. The latter is used internally by roll, but can also be exported by itself.
The number and type of dice to roll is given in a style which should be familiar to players of popular role-playing games: adb[+-*/b]c. a is optional and defaults to 1; it gives the number of dice to roll. b indicates the number of sides to each die; the most common, cube-shaped die is thus a d6. % can be used instead of 100 for b; hence, rolling 2d% and 2d100 is equivalent. roll simulates a rolls of b-sided dice and adds together the results.
The optional end, consisting of one of +-*/b and a number c, can modify the sum of the individual dice. +-*/ are similar in that they take the sum of the rolls and add or subtract c, or multiply or divide the sum by c. (x can also be used instead of *.) Hence, 1d6+2 gives a number in the range 3..8, and 2d4*10 gives a number in the range 20..80. (Using / truncates the result to an int after dividing.) Using b in this slot is a little different: its short for "best" and indicates "roll a number of dice, but add together only the best few". For example, 5d6b3 rolls five six- sided dice and adds together the three best rolls. This is sometimes used, for example, in roll-playing to give higher averages.
Generally, roll probably provides the nicer interface, since it does the adding up itself. However, in some situations one may wish to process the individual rolls (for example, I am told that in the game Feng Shui, the number of dice to be rolled cannot be determined in advance but depends on whether any 6s were rolled); in such a case, one can use roll_array to return an array of values, which can then be examined or processed in an application-dependent manner.
This having been said, comments and additions (especially if accompanied by code!) to Games::Dice are welcome. So, using the above example, if anyone wishes to contribute a function along the lines of roll_feng_shui to become part of Games::Dice (or to support any other style of die rolling), you can contribute it to the authors address, listed below.
Download (0.004MB)
Added: 2007-07-25 License: Perl Artistic License Price:
821 downloads
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