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E/AS Automation Solutions 0.2.0
E/AS Automation Solutions is open source software system for help automate your solutions even for personal or corporate ones. more>>
E/AS Automation Solutions is open source software system for help automate your solutions even for personal and/or corporate ones.
E/AS written on CLIP language (CA-Clipper dialect, compiler can be obtained from ITK.ru) and uses CODB (CLIP Object Database) as data storage.
Main features:
- client-server technology (both data and interface forms)
- component infrastructure with interaction between components by messages
- interface forms on XML
- MDI
E/AS contains in typical distribution:
- client software written on clip-ui library
- server software with wrapper for run as daemon
- maintenance tools: CODB console and component manager
- base (form, auth) and example (contact) components
Enhancements:
- completely rewrite code for implement E/AS architecture
- component infrastructure
- own server program instead COBRA
- maintenance tools: CODB console and component manager
- base and example components
- autoupdate views
<<lessE/AS written on CLIP language (CA-Clipper dialect, compiler can be obtained from ITK.ru) and uses CODB (CLIP Object Database) as data storage.
Main features:
- client-server technology (both data and interface forms)
- component infrastructure with interaction between components by messages
- interface forms on XML
- MDI
E/AS contains in typical distribution:
- client software written on clip-ui library
- server software with wrapper for run as daemon
- maintenance tools: CODB console and component manager
- base (form, auth) and example (contact) components
Enhancements:
- completely rewrite code for implement E/AS architecture
- component infrastructure
- own server program instead COBRA
- maintenance tools: CODB console and component manager
- base and example components
- autoupdate views
Download (0.060MB)
Added: 2005-11-15 License: GPL (GNU General Public License) Price:
1440 downloads
Navy SEALs: Covert Operations for Quake 3 Arena Beta 1.9
Navy SEALs: Covert Operations is a Total Conversion or Modification for Quake III Arena. more>> <<less
Download (53.2MB)
Added: 2006-03-02 License: Freeware Price:
1358 downloads
Infon Battle Arena 204
Infon Battle Arena is a networked multiplayer real-time programming game featuring little creatures fighting for food. more>>
Infon Battle Arena is a networked multiplayer real-time programming game featuring little creatures fighting for food. You upload your Creature Code (written in Lua) to a game server using a telnet Interface.
The game server then runs your code. The graphical client can be used to watch running games or replay recorded games.
<<lessThe game server then runs your code. The graphical client can be used to watch running games or replay recorded games.
Download (0.16MB)
Added: 2007-06-19 License: GPL (GNU General Public License) Price:
860 downloads
Compiere ERP + CRM Business Solution 2.6.0a
Smart ERP+CRM solution for Small-Medium Enterprises in the global market covering all areas from order and customer management. more>> <<less
Download (35MB)
Added: 2006-11-05 License: MPL (Mozilla Public License) Price:
662 downloads
libarena 0.3.4
libarena is a custom memory allocator interface and implementation. more>>
libarena library is a custom memory allocator interface and implementation. Three allocators are provided: flat "LIFO" arena allocator, object pool allocator and a malloc(3) wrapper. These can be used directly, or through their exported prototype interfaces.
libarena is meant to provide a baseline interface so allocators can be stacked, and to provide a well defined interface for libraries and applications. It is not meant to restrict or confine what custom allocators can actually accomplish. For instance, the included pool and arena allocators include a suite of string utilities which arent available in the generic exportable interface. However, they are built upon the generic interface (see util.h).
Almost no malloc(3) library "replacements" support a context pointer argument. Theyre useless for many or most of the tasks where the ability to specify an alternate malloc(3) could actually be useful, e.g. one shot dealloction of a task structure and all associated allocations. For network daemons especially this feature is useful; all allocations for a particular session can be freed simply by closing the lowest-level allocator object.
The arena allocator behaves similarly to GNU obstacks. If allocations are freed in reverse order than the underlying buffers will be freed accordingly; out-of-order deallocations will lead to fragmentation. The arena allocator also supports position marking. The state at any given instance can be stored and the allocator later reset to that state. All allocations which occured after, in time, the saved state will behave as-if they were explicitly deallocated.
The pool allocator keeps a pool of sets of fixed sized buffers. Each buffer size can be arbitrary. Allocations which cannot be met from the existing buckets will result in the creation of a new bucket. Memory returned to the pool will be reused. Currently the pool will never shrink, only grow.
Upon closing of the arena or pool allocator objects all memory used will be released back to their underlying allocator (either the one passed on instantiation, or by default `ARENA_STDLIB, the standard library wrapper.
Enhancements:
- The makefiles are no longer recursive, so this should build and install using either GNU Make or BSD pmake.
<<lesslibarena is meant to provide a baseline interface so allocators can be stacked, and to provide a well defined interface for libraries and applications. It is not meant to restrict or confine what custom allocators can actually accomplish. For instance, the included pool and arena allocators include a suite of string utilities which arent available in the generic exportable interface. However, they are built upon the generic interface (see util.h).
Almost no malloc(3) library "replacements" support a context pointer argument. Theyre useless for many or most of the tasks where the ability to specify an alternate malloc(3) could actually be useful, e.g. one shot dealloction of a task structure and all associated allocations. For network daemons especially this feature is useful; all allocations for a particular session can be freed simply by closing the lowest-level allocator object.
The arena allocator behaves similarly to GNU obstacks. If allocations are freed in reverse order than the underlying buffers will be freed accordingly; out-of-order deallocations will lead to fragmentation. The arena allocator also supports position marking. The state at any given instance can be stored and the allocator later reset to that state. All allocations which occured after, in time, the saved state will behave as-if they were explicitly deallocated.
The pool allocator keeps a pool of sets of fixed sized buffers. Each buffer size can be arbitrary. Allocations which cannot be met from the existing buckets will result in the creation of a new bucket. Memory returned to the pool will be reused. Currently the pool will never shrink, only grow.
Upon closing of the arena or pool allocator objects all memory used will be released back to their underlying allocator (either the one passed on instantiation, or by default `ARENA_STDLIB, the standard library wrapper.
Enhancements:
- The makefiles are no longer recursive, so this should build and install using either GNU Make or BSD pmake.
Download (0.020MB)
Added: 2007-06-06 License: MIT/X Consortium License Price:
872 downloads
OpenArena 0.7.0
OpenArena is an open-source content package for Quake III Arena. more>>
OpenArena is an open-source content package for Quake III Arena licensed under the GPL, effectively creating a free stand-alone game.
The art direction of Open Arena is about "double" as Quake III Arena:
- double texture resolution, i.e. 512x512 as opposed to a 256x256
- double the polycount of models, instead of 700-900 youll have 1200-2000 poly players
- Sound is probably mixed in 44khz rather than 22khz, but I dunno about that as 44khz seems to crash Q3A at this moment
Hopefully the detail should still be scalable with texture resolution and LoDs for slower computers (read: my p100 with voodoo2)
Concepts would be loose, so dont expect a remake of Klesk in his original Klesk form, or any direct remakes of any map/weapon/model.
<<lessThe art direction of Open Arena is about "double" as Quake III Arena:
- double texture resolution, i.e. 512x512 as opposed to a 256x256
- double the polycount of models, instead of 700-900 youll have 1200-2000 poly players
- Sound is probably mixed in 44khz rather than 22khz, but I dunno about that as 44khz seems to crash Q3A at this moment
Hopefully the detail should still be scalable with texture resolution and LoDs for slower computers (read: my p100 with voodoo2)
Concepts would be loose, so dont expect a remake of Klesk in his original Klesk form, or any direct remakes of any map/weapon/model.
Download (250.9MB)
Added: 2007-07-08 License: GPL (GNU General Public License) Price:
559 downloads
CodeInvaders Challenge 3.1
CodeInvaders Challenge project is a Java-based, real-time programming game based on the Eclipse platform. more>>
CodeInvaders Challenge project is a Java-based, real-time programming game based on the Eclipse platform.
CodeInvaders Challenge is a Java™-based, real-time programming game based on the Eclipse platform. It uses the Eclipse platform and a simple API that allows users unfamiliar with Java to easily compete while they learn the language.
CodeInvaders Challenge gives users the opportunity to pit their Java programming skills against other players in a battle of space conquest. Each player writes a Java class that represents and controls a spaceship. Each ship (class) is placed in a simulated battle along with ships from other players.
The game puts up to six spaceships together in a match and places each of them in a random location with the same amount of energy. The spaceship class allows each player to control his ships thrusters and weapons. The ship can move around to collect energy, attack opponents, and bring energy back to its home planet. Points are awarded for different actions, and the player with the most points wins.
When used in a tournament, CodeInvaders Challenge allows direct, real-time competition between teams. Each player can submit his intermediate solutions and test against the submitted ships from other players. This competition allows each player to learn from the strategies of other players and modify his ship appropriately. After the final submission from each player, the final winner can be found by running a tournament consisting of several rounds and eliminations.
<<lessCodeInvaders Challenge is a Java™-based, real-time programming game based on the Eclipse platform. It uses the Eclipse platform and a simple API that allows users unfamiliar with Java to easily compete while they learn the language.
CodeInvaders Challenge gives users the opportunity to pit their Java programming skills against other players in a battle of space conquest. Each player writes a Java class that represents and controls a spaceship. Each ship (class) is placed in a simulated battle along with ships from other players.
The game puts up to six spaceships together in a match and places each of them in a random location with the same amount of energy. The spaceship class allows each player to control his ships thrusters and weapons. The ship can move around to collect energy, attack opponents, and bring energy back to its home planet. Points are awarded for different actions, and the player with the most points wins.
When used in a tournament, CodeInvaders Challenge allows direct, real-time competition between teams. Each player can submit his intermediate solutions and test against the submitted ships from other players. This competition allows each player to learn from the strategies of other players and modify his ship appropriately. After the final submission from each player, the final winner can be found by running a tournament consisting of several rounds and eliminations.
Download (MB)
Added: 2006-11-28 License: Other/Proprietary License Price:
1060 downloads
Alien Arena 2007 6.05
Alien Arena 2006 is the ultimate freeware deathmatch game. more>>
Alien Arena 2006 is the ultimate freeware deathmatch game!
Included are 25 total levels, 9 detailed characters, 8 weapons, 2 vehicles, 5 gameplay modes(DM, TDM, CTF, All Out Assault, Deathball), and much more!
New for Alien Arena 2006 are five mutators(instagib, regeneration, vampire, rocket arena, and low grav), and Deathball, a mode in which you get points by capturing a ball and firing in into a goal.
Eight new levels have been added, as well as alternate firing modes for several of the weapons. The game now runs on version 4.03 of the CRX engine, based on the id Software GPL source codes, and adding nextgen features such as reflective water, shaders, light bloom, improved lighting, and much more, while optimizations allow it to still run extremely fast even on modest systems.
The game now features colored names, an improved console, and an enhanced in-game server browser.
Also available is the "Nightmare Bots" patch, which adds a fourth skill level to the in-game bots, which will challenge even the best players.
<<lessIncluded are 25 total levels, 9 detailed characters, 8 weapons, 2 vehicles, 5 gameplay modes(DM, TDM, CTF, All Out Assault, Deathball), and much more!
New for Alien Arena 2006 are five mutators(instagib, regeneration, vampire, rocket arena, and low grav), and Deathball, a mode in which you get points by capturing a ball and firing in into a goal.
Eight new levels have been added, as well as alternate firing modes for several of the weapons. The game now runs on version 4.03 of the CRX engine, based on the id Software GPL source codes, and adding nextgen features such as reflective water, shaders, light bloom, improved lighting, and much more, while optimizations allow it to still run extremely fast even on modest systems.
The game now features colored names, an improved console, and an enhanced in-game server browser.
Also available is the "Nightmare Bots" patch, which adds a fourth skill level to the in-game bots, which will challenge even the best players.
Download (208.33MB)
Added: 2007-06-17 License: GPL (GNU General Public License) Price:
866 downloads
RobocodeNG 0.7 Beta3
RobocodeNG is an Artificial Intelligence Tanks Battle Arena. more>>
RobocodeNG is an Artificial Intelligence Tanks Battle Arena.
RobocodeNG is the continuation of the excelent job done by Mathew Nelson, which is the creator of Robocode.
The NG in RobocodeNG stands for Next Generation, meaning that the intension is the extend the original Robocode game with new features.
The original robocode is a game where artificially controlled tanks battle to the death in an arena. RobocodeNG Spices up the game adding better graphics, mods, guns, armors, tank bodies, etc, to introduce the great unbalance that the Robocode community needed.
RobocodeNG is based on Robocode version 1.0.7. If Mathew will ever make new versions of Robocode, we will of course make sure that RobocodeNG is updated accordingly.
<<lessRobocodeNG is the continuation of the excelent job done by Mathew Nelson, which is the creator of Robocode.
The NG in RobocodeNG stands for Next Generation, meaning that the intension is the extend the original Robocode game with new features.
The original robocode is a game where artificially controlled tanks battle to the death in an arena. RobocodeNG Spices up the game adding better graphics, mods, guns, armors, tank bodies, etc, to introduce the great unbalance that the Robocode community needed.
RobocodeNG is based on Robocode version 1.0.7. If Mathew will ever make new versions of Robocode, we will of course make sure that RobocodeNG is updated accordingly.
Download (3.3MB)
Added: 2006-01-09 License: GPL (GNU General Public License) Price:
1391 downloads
GearHead: Arena 1.100
GearHead is a mecha roguelike roleplaying game. more>>
GearHead is a mecha roguelike roleplaying game.
Set a century and a half after nuclear war, you can explore a world where various factions compete to determine the future of the human race.
Major features include random plot generation, a detailed character system, and over two hundred customizable mecha designs.
There are two things which really separate GearHead from most
other ASCII-based RPGs. First, movement is somewhat more complex.
Second, you get to pilot giant robots.
Movement in GearHead is a bit more complex than it is in most other roguelikes, but once you get used to it I hope youll enjoy it. Your character has direction, speed, and altitude. These three values are shown in the navigational display, on the left hand side of the character info window.
The display should look something like this:
+<<less
Set a century and a half after nuclear war, you can explore a world where various factions compete to determine the future of the human race.
Major features include random plot generation, a detailed character system, and over two hundred customizable mecha designs.
There are two things which really separate GearHead from most
other ASCII-based RPGs. First, movement is somewhat more complex.
Second, you get to pilot giant robots.
Movement in GearHead is a bit more complex than it is in most other roguelikes, but once you get used to it I hope youll enjoy it. Your character has direction, speed, and altitude. These three values are shown in the navigational display, on the left hand side of the character info window.
The display should look something like this:
+<<less
Download (0.94MB)
Added: 2007-06-23 License: LGPL (GNU Lesser General Public License) Price:
867 downloads
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
<<lessIce 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
Download (MB)
Added: 2006-11-21 License: GPL (GNU General Public License) Price:
1085 downloads
Quake III Arena Source 1.32c
This is the source code for Quake III Arena version 1.32b, released by id Software. more>>
This is the source code for Quake III Arena version 1.32b, released by id Software. Quake III Arena Source is subject to the terms of the GNU General Public License.
While we made sure we were still able to compile the game on Windows, GNU/Linux and Mac, this build didnt get any kind of extensive testing so it may not work completely right.
Whenever an id game is released under GPL, several projects start making the source code more friendly to nowadays compilers and environements.
If you are picking up this release weeks/months/years after we uploaded it, you probably want to look around on the net for cleaned up versions of this codebase as well.
The build system using cons, which may be known as sconss perl ancestor now you dont have to track it down though, the build script is provided in the tree you will need nasm and gcc 2.95
Make sure you have the X Direct Graphics Access and X Video Mode extensions headers for your X11 a typical compile command goes like this:
[..]/code$ ./unix/cons -- gcc=gcc-2.95 g++=g++-2.95
Enhancements:
- Fix for a security exploit.
<<lessWhile we made sure we were still able to compile the game on Windows, GNU/Linux and Mac, this build didnt get any kind of extensive testing so it may not work completely right.
Whenever an id game is released under GPL, several projects start making the source code more friendly to nowadays compilers and environements.
If you are picking up this release weeks/months/years after we uploaded it, you probably want to look around on the net for cleaned up versions of this codebase as well.
The build system using cons, which may be known as sconss perl ancestor now you dont have to track it down though, the build script is provided in the tree you will need nasm and gcc 2.95
Make sure you have the X Direct Graphics Access and X Video Mode extensions headers for your X11 a typical compile command goes like this:
[..]/code$ ./unix/cons -- gcc=gcc-2.95 g++=g++-2.95
Enhancements:
- Fix for a security exploit.
Download (2.9MB)
Added: 2006-05-11 License: GPL (GNU General Public License) Price:
1261 downloads
qrpyto 1.5
qrypto is a project aimed to provide simple, easy to use Blowfish encryption across popular languages for enhanced data security more>>
qrypto is a project aimed to provide simple, easy to use Blowfish encryption across popular languages for enhanced data security.
<<less Download (MB)
Added: 2007-02-22 License: LGPL (GNU Lesser General Public License) Price:
974 downloads
NRobot 0.21
NRobot project is an autonomous robot fighting game. more>>
NRobot project is an autonomous robot fighting game.
Instead of directly controlling a robot, the human playing the game must write a program that acts as the "brain" of the robot.
The robot will then be dumped into the game arena and must attempt to survive on its own. NRobot is written for the ECMA CLR. Its been tested on Mono and on Microsofts .NET framework. Currently, it is functional and "playable".
It comes with three sample robot implementations, so that "out of the box" you can watch a game. One important missing feature is a security architecture: robot code executes with full privileges.
Thus, its recommended that if you are running any robots from untrusted sources, NRobot is run under a user account with no privileges over files you care about.
Its also short on documentation, and the GUI implementations have some rough edges.
<<lessInstead of directly controlling a robot, the human playing the game must write a program that acts as the "brain" of the robot.
The robot will then be dumped into the game arena and must attempt to survive on its own. NRobot is written for the ECMA CLR. Its been tested on Mono and on Microsofts .NET framework. Currently, it is functional and "playable".
It comes with three sample robot implementations, so that "out of the box" you can watch a game. One important missing feature is a security architecture: robot code executes with full privileges.
Thus, its recommended that if you are running any robots from untrusted sources, NRobot is run under a user account with no privileges over files you care about.
Its also short on documentation, and the GUI implementations have some rough edges.
Download (0.38MB)
Added: 2006-11-21 License: GPL (GNU General Public License) Price:
1067 downloads
OpenScientist 16.0
OpenScientist is an integration of open source products working together to do scientific visualization and data analysis. more>>
OpenScientist is an integration of open source products working together to do scientific visualization and data analysis, in particular for high energy physics (HEP).
The project is definitely NOT one million lines of intricated and unnecessary complicated home made code reinventing everything.
Motivations
Experiments in high energy and nuclear physics need to be at the edge of computing technologies but at the same time have to face a very long life time (LHC experiments are going to be a matter of decades). This involves that the software must be organized in a way that permits to include or discard some technologies in an easy way without having to recode everything at each change of a piece.
For data analysis, the HEP community had used the CERN/PAW tool for years. Whilst this program had been used and is probably still used by hundred of physicists in the world, it is not any more maintained by the lab that created and promoted it : CERN. This lab had not been able to establish long term collaborative software engineering plans in order to have a technical follow up of this program and analysis tools in general. (What is astounding, is that the same people that were behind CERN/PAW come now with another tool (ROOT) which has exactly the same engineering defects).
OpenScientist is first of all an architecture trying to handle the problem differently to avoid upseting huge software phase transitions in the future. The key points of the system are the modularity and the openness. See the Languages, Coarse graining architecture, and The file formats intrinsic pain section for more about the technical choices and design.
Enhancements:
- An HDF5 driver was introduced in BatchLab.
- The build system was replaced with obuild.
- Support for CoinPython was added.
- Initial support was added for both Qt4 and SDL.
- Examples were added.
- Assorted code cleanups and speedups were done.
<<lessThe project is definitely NOT one million lines of intricated and unnecessary complicated home made code reinventing everything.
Motivations
Experiments in high energy and nuclear physics need to be at the edge of computing technologies but at the same time have to face a very long life time (LHC experiments are going to be a matter of decades). This involves that the software must be organized in a way that permits to include or discard some technologies in an easy way without having to recode everything at each change of a piece.
For data analysis, the HEP community had used the CERN/PAW tool for years. Whilst this program had been used and is probably still used by hundred of physicists in the world, it is not any more maintained by the lab that created and promoted it : CERN. This lab had not been able to establish long term collaborative software engineering plans in order to have a technical follow up of this program and analysis tools in general. (What is astounding, is that the same people that were behind CERN/PAW come now with another tool (ROOT) which has exactly the same engineering defects).
OpenScientist is first of all an architecture trying to handle the problem differently to avoid upseting huge software phase transitions in the future. The key points of the system are the modularity and the openness. See the Languages, Coarse graining architecture, and The file formats intrinsic pain section for more about the technical choices and design.
Enhancements:
- An HDF5 driver was introduced in BatchLab.
- The build system was replaced with obuild.
- Support for CoinPython was added.
- Initial support was added for both Qt4 and SDL.
- Examples were added.
- Assorted code cleanups and speedups were done.
Download (MB)
Added: 2007-06-30 License: GPL (GNU General Public License) Price:
849 downloads
Secleted [ 0 ] software to compare
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