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Role Playing Tools 1.1

Role Playing Tools 1.1


Role Playing Tools extends the pen and paper role playing tabletop to the computer. more>>
Role Playing Tools extends the pen and paper role playing tabletop to the computer by providing a die rolling tool with a full expression language including Javascript functions, tabbed rolling bars, quick summation features, and the ability to save and restore sessions. There is also a client and server map sharing tool. Both are intended to be simple and powerful and enhance the game, not distract from it.

We found that we wanted to augment our pen-and-paper roleplaying (primarily 3.5ed D&D) with computer aids.

These tools extend and augment our traditional playing style. They are not a role playing game by themselves, nor are they meant to replace everything at the D&D table.

DiceToolis a simple but powerful expression parser that has built in functions for random number generation and can be further extended by JavaScript to do all sorts of calculations.
MapToolis an elegant graphical tool to share maps (images) and map data (drawings, markers, grid placement) in a client/server fashion between multiple players.
TokenToolis an accessory to MapTool. Drag any image onto the workspace and use the mouse to move and zoom the image in the reticle. Then drag from the preview pane directly onto MapTool -- or File->Save to save a png file.

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Added: 2006-12-15 License: MIT/X Consortium License Price:
1049 downloads
ObjStore::Internals 1.59

ObjStore::Internals 1.59


ObjStore::Internals is a Perl module with a few notes on the implementation. more>>
ObjStore::Internals is a Perl module with a few notes on the implementation.

SYNOPSIS

You dont have to understand anything about the technical implementation. Just know that:

ObjectStore is outrageously powerful; sophisticated; and even over-engineered.

The perl interface is optimized to be fun and easy. Since ObjectStore is also blindingly fast, you can happily leave relational databases to collect dust on the bookshelf where they belong.

So basically, you dont have to understand anything to a greater depth. Its not necessary. Youve arrived. You will be successful. However, more detail follows. If you like to turn things inside-out, read on!


Perl & C++ APIs: Whats The Difference?

Most stuff should be roughly the same. The few exceptions have generally arisen because there was a perl way to make the interface more programmer friendly.

Transactions are perlified.

Some static methods sit directly under ObjStore:: instead of under their own classes. (Easier to import.)

Databases are always blessed according to your pleasure.
lookup, open, is_open, and lock_timeout are augmented with multi-color, pop-tart style interfaces.

Why not just store perl data with the usual perl structures?

CHANGE CONTROL

As perl evolves, new data layouts are introduced. These changes must not cause database compatibility problems.

BINARY COMPATIBILITY

Perl doesnt have to worry about binary compatibility between platforms. Databases do. In addition, databases impose a number of restrictions on persistent data layout that would be onerous and sub-optimal if adopted by perl.

MEMORY USAGE

Perl often trades memory for speed. This is the wrong trade for a database. Memory usage is much more of a concern when data sets can be as large or larger than ten million megabytes. A few percent difference in compactness can be quite noticable.

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Added: 2007-02-09 License: Perl Artistic License Price:
989 downloads
Qolyester 20060220

Qolyester 20060220


Qolyester is a C++ implementation of the OLSR protocol for mobile wireless ad hoc networks. more>>
QOLSR is a QoS extension introduced to the OLSR protocol. Almost no additional control traffic is generated (only augmented HELLO and TC messages).
Like in standard OLSR, link state information is generated only by nodes selected as MPRs. This information is then used for route calculation. QOLSR requires only partial link state to be flooded in order to provide optimal paths in terms of application requirements.
QOLSR does not require any changes to the format of IP packets, thus any existing IP stack can be used and the protocol only interacts with kernel routing table management.
First IETF manet drafts have been submitted as experiments and research go on.
Enhancements:
- Minor bugfixes
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Added: 2006-02-26 License: GPL (GNU General Public License) Price:
1340 downloads
EQEmu 0.5.5

EQEmu 0.5.5


EQEmu is an Everquest server emulator. more>>
EQEmu project is an Everquest server emulator.
The EQEMU project is an attempt to recreate the Everquest server software, runnable from a Windows or Linux machine.
Content is stored in a MySQL database, and allows you to create custom creatures, items, and quest content in game.
Many in-game functions are supported, and functionality is expanded week by week by a very active development group and by the support of the user community.
Enhancements:
- Compatible with ZoneProxy 1.4.
- Improvements made on the combination code.
- Combined packets now work to full extent.
- Fixed mob movement.
- Added AC. Probably needs major adjusting of values to match live, but its a start.
- Group inviting is fixed.
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Added: 2006-12-13 License: GPL (GNU General Public License) Price:
1064 downloads
Perl6::Classes 0.22

Perl6::Classes 0.22


Perl6::Classes project contains first class classes in Perl 5. more>>
Perl6::Classes project contains first class classes in Perl 5.

SYNOPSIS

use Perl6::Classes;

class Composer {
submethod BUILD { print "Giving birth to a new composern" }
method compose { print "Writing some music...n" }
}

class ClassicalComposer is Composer {
method compose { print "Writing some muzak...n" }
}

class ModernComposer is Composer {
submethod BUILD($) { $.length = shift }
method compose() { print((map { int rand 10 } 1..$.length), "n") }
has $.length;
}

my $beethoven = new ClassicalComposer;
my $barber = new ModernComposer 4;
my $mahler = ModernComposer->new(400);

$beethoven->compose; # Writing some muzak...
$barber->compose # 7214
compose $mahler; # 89275869347968374698756....

Perl6::Classes allows the creation of (somewhat) Perl 6-style classes in Perl 5. The following features are currently supported:

subs, methods, and submethods
And their respective scoping rules.

Attributes
Which are available through the has keyword, and look like $.this.

Inheritance
Both single and multiple inheritance are available through the is keyword.

Signatures
Signatures on methods, subs, and submethods are supported, but just the Perl 5 kind.

Data hiding
Using the public, protected, and private traits, you can enforce (run-time) data hiding. This is not supported on attributes, which are always private.

Anonymous classes
That respect closures. You can now nest them inside methods of other classes, even other anonymous ones!

The Perl6::Classes module augments Perls syntax with a new declarator: class. It offers the advantage over Perls standard OO mechanism that it is conceptually easier to see (especially for those from a C++/Java background). It offers the disadvantage, of course, of being less versatile.

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Added: 2007-06-08 License: Perl Artistic License Price:
868 downloads
Dystopia Server 1.0

Dystopia Server 1.0


Dystopia is a Half-Life 2 modification which places the player into tense combat situations in a high tech world. more>>
Dystopia is a Half-Life 2 modifcation which places the player into tense combat situations in a high tech world spanned by computer networks. As either Punks or Corp Mercenaries the player will fight through the physical world to gain access, via jack-in terminals, to cyberspace.

Cyberspace is a three dimensional representation of the worlds network. Inside cyberspace players will launch programs to hack into systems linked to the physical world, fight off enemy hackers or defend critical systems. Gameplay progresses through inter-linked physical and cyberspace objectives, some are completed in either the physical world or cyberspace, others only by a well timed combination of the two.

The player will be immersed in action packed battles, whether as a heavily augmented combat mercenary armed to the teeth with the latest in firepower and implants, or a twitch reflex cyberdecker racing to infiltrate a cyberspace node. Only through skillful use of the high tech arsenal were making available and intelligent team play will players truly jack-in and kick ass.

Note: System used was Ubuntu Breezy Badger 2.6.12-9

Installation:

Log in as root

Create a user (EX. hlds, dystopia, srcds, etc..) with the command:

adduser hlds

Give that user a password

passwd hlds

Create a directory somewhere as that user where the server files and game files will go and go to that directory

mkdir /home/hlds/srcds

Make the owner of that directory your new user

chown hlds /home/hlds/srcds

Either login as that user or change to that user with the command

su hlds

Get the linux hlds update tool accurate as of 2/22/07

wget http://storefront.steampowered.com/download/hldsupdatetool.bin

Change the file to be executable

chmod ugo+x hldsupdatetool.bin

Run the hldsupdatetool.bin

./hldsupdatetool.bin

If you see an error about not finding /bin/uncompress type

ln -s /bin/gunzip /bin/uncompress && ./hldsupdatetool.bin

Answer the agreement
Run the steam file that is extracted

./steam

It will update itself and then tell you to rerun the command, do so, but changed. This will take a while

./steam -command update -game hl2mp -dir .

Download the Dystopia V1 server package

wget dystopia_v1_server.tar.gz

Extract the files in your srcds folder

tar -xvzf dystopia_v1_server.tar.gz

Configuration:

Edit ~/srcds/dystopia/cfg/server.cfg with your editor of choice. This file is run at every map change.

Comment out or remove the following line.

map dys_assemble

This must be done or you server will not start properly.
Edit ~/srcds/dystopia/cfg/valve.rc with your editor of choice. This file is run at server start

Add in the line the following line.

map dys_assemble

This map can be whatever you like your server to start on. If you do not do this, your server will not start properly.
Edit ~/srcds/dystopia/motd.txt with your editor of choice
Edit ~/srcds/dystopia/mapcycle.txt with your editor of choice

Starting the Server - Basic

Go to your srcds directory, whatever it is named

cd ~/srcds

Use the following command to start your server, this is a basic setup, replace 1.1.1.1 with the ip you want your server to report. You can also leave out the +ip 1.1.1.1 and it will take the first IP it can get

./srcds_run -game dystopia_v1 +maxplayers 20 -ip 1.1.1.1 -port 27015 &

To bring the console back so you can type commands into the console. use the command

fg

This will not always work.

The drawback to this method is that once you start it and then exit your ssh session you will not be able to get it back (at least I dont know of a way, if you do, let me know and Ill add it)

Starting the server - Advanced

Check to see if you have the screen command

screen

If you do, proceed, if not, get it. Create a shell script with the following commands. To do so, open a file in your favorite text editor (*nix only please). I named the file serverStart.sh

#!/bin/sh echo "Starting Dystopia Beta Server" sleep 1 cd /home/hlds/srcds screen -A -m -S dystopia /home/hlds/srcds/srcds_run -game dystopia_v1 +maxplayers 20 -ip 1.1.1.1 -port 27015

Make the shell script executable

chmod ugo+x serverStart.sh

Once its up and running, to exit the screen without closing it use the following key combo

ctrl+A,D (ctrl+A and then while still holding a, press d)

To retrieve the screen so that you can look at the console

screen -r
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Added: 2007-02-26 License: GPL (GNU General Public License) Price:
976 downloads
Raydium 0.680

Raydium 0.680


Raydium is a small/useless/ugly 3D engine which uses OpenGL. more>>
Raydium is a game engine. It provides a set of functions wich allow quick and flexible games creation.
Functions covers things like player inputs (keyboard, mouse, joystick, joypad, force feedback), rendering (3D objets, OSD (On Screen Display)), time (a game must run at the exact same speed on every computer), sound, ... (theres a lot more things to manage, in fact
The project was started in 2001, trying to become a small 3D library, as a training to OpenGL.
But Raydium starts to manage more and more things (time engine, PHP scripting, physics engine, ...), and is now about to become a full "game engine".
Main features:
- Portability (ANSI C) : Linux / Win32 (and probably some others)
- OpenGL rendering (80 000 vertices per frame at a correct framerate), fog support, dynamic lighting, transparency, skyboxes, MultiTexturing, MipMapping, ...
- Totally simplified API : simple learning curve (example: raydium_object_draw_name("objet.tri"), raydium_sound_load_music("musique.ogg"), ...)
- ODE integration (Open Dynamics Engine) in Raydiums core, providing a simple access to a physics engine (see RayODE)
- Ingame console, allowing access to Raydium or application on the fly.
- PHP Support: PHP/Raydium interface, for a full interaction between PHP and applications. Its possible to write almost all the application with PHP (see RayPHP and RegAPI).
- Integrated network API, for multiplayer games in all simplicity.
- OpenAL support : sound, music (streaming OGG), 3D source positioning) in a few function calls.
- Simplified building scripts and static binaries support for an easy distribution.
- Import/export solutions to other 3D formats: 3DStudio, Blender and DirectX (see ImportExportTri).
- Joysticks and wheels fore feedback support (Linux only, for now).
- Data repositories : Raydium applications can download (or update) missing files. Data uploading is also supported (see R3S).
- Lightmaps support, radiosity lightmaps calculations, with FsRadRay (example : http://ftp.cqfd-corp.org/radiosity_tex.png)
Raydium is free software, available under GPL License.
Raydium is designed to be the engine used behind the MeMak project, but some tests were already created with this engine (see references at the bottom of this page), and a "complete" game: NewSkyDiver.
There are a lot of others 3D/game engines (and some are very complete, such as Ogre, Crystal Space, ...). Raydium does not try to be as complex as these engines, but contrary, is aiming quick and simple developpement. A good example of this simplicity is NewSkyDiver, a game in less than 750 lines of code.
Enhancements:
- This release features Augmented Reality, Live video capture from any video4linux source, video playback to texture, dynamic lightmap filters, Python bindings, remote data repositories listing, full API documentation, and more.
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Added: 2005-09-21 License: GPL (GNU General Public License) Price:
1493 downloads
Neuro-Evolving Robotic Operatives 1.01

Neuro-Evolving Robotic Operatives 1.01


Neuro-Evolving Robotic Operatives is a unique computer game that lets you play with adapting intelligent agents hands-on. more>>
Neuro-Evolving Robotic Operatives project, or NERO for short, is a unique computer game that lets you play with adapting intelligent agents hands-on. Evolve your own robot army by tuning their artificial brains for challenging tasks, then pit them against your friends teams in online competitions!

NERO is an active research project run almost entirely by students. It uses the real-time NeuroEvolution of Augmenting Topologies (rtNEAT) algorithm created by Ken Stanley during his PhD work at UT Austin. The NERO project is a collaboration of the Department of Computer Sciences and the Digital Media Collaboratory at the University of Texas at Austin.

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Added: 2006-08-21 License: GPL (GNU General Public License) Price:
1161 downloads
OpenWindows Augmented Compatibility Environment 1.0b4/200703091353

OpenWindows Augmented Compatibility Environment 1.0b4/200703091353


OpenWindows Augmented Compatibility Environment makes it possible to use the older OpenWindows Deskset environment on Solaris. more>>
OpenWindows Augmented Compatibility Environment (OWacomp) makes it possible to use the older OpenWindows Deskset environment on Solaris 9 and 10. OpenWindows Augmented Compatibility Environment is also useful for people that need to compile XView, OLIT, or DevGuide applications.
If you are using Solaris 9 or Solaris 10 and you are missing the older OpenWindows Deskset environment, then these packages are for you! If you need to compile XView/OLIT/DevGuide applications on either Solaris 9 or Solaris 10 then these packages may be of some help as well.
Supported Systems:
- Solaris 9 for Sparc and i86pc.
- Solaris 10 for Sparc and i86pc.
What is included:
OWacomp is mostly a re-packaged version of:
- Solaris 8 OpenWindows SUNWol binary packages and patches.
- Extra XView tools used by the author over the years and that others might be interested in. (olvwm, dumptool, disktool, rootmenu, etc..). Suggestions are welcomed if youd like to see this list expanded.
What is not included:
- The source code to the original OpenWindows binaries is (c) SUN Microsystems Inc. and is not available. Please note that the author never had access to that source code and as such the rebuilt packages are only what they are: rebuilds of packages consisting of packaged binaries built by SUN Microsystems Inc.
- The source code to some of these applications (dumptool, rootmenu) is under NDA with the author and will not be provided.
- The source code to the other applications (xvset, olvwm, pantool, disktool, etc...) is available in the SUNWolsrc package. (Release 1.0b3)
Enhancements:
- This release adds /usr/openwin/lib/checkOW for sparc and i386.
- It adds the Makefile.gcc missing from the olvwm 4.5 source.
- It rebuilds olvwm under Solaris 9/SPARC instead of Solaris 10/SPARC (libm.so.2 vs. libm.so.1 mismatch).
- This fix isnt complete for Solaris 9/i386 yet (olvwm is fine, but other binaries arent).
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Added: 2007-03-09 License: SUN Binary Code License Price:
960 downloads
Softpedia Linux RSS 0.1.0

Softpedia Linux RSS 0.1.0


Softpedia Linux RSS is a theme for SuperKaramba for viewing latest Linux Softpedia downloads. more>>
Softpedia Linux RSS is a theme for SuperKaramba for viewing latest Linux Softpedia downloads.
SuperKaramba is, in simple terms, a tool that allows you to easily create interactive eye-candy on your KDE desktop.
SuperKaramba is a tool that allows anyone to easily create and run little interactive widgets on a KDE desktop. Widgets are defined in a simple text file and can be augmented with Python code to make them interactive. Current widgets include everything from simple news headline displays to complete custom replacements for kicker, the KDE toolbar.
Main features:
- Open URL in new tab
- Shadow fonts
- Transparent background
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Added: 2005-09-18 License: GPL (GNU General Public License) Price:
1496 downloads
SuperKaramba 0.39

SuperKaramba 0.39


SuperKaramba is a tool that allows anyone to easily create and run little interactive widgets on a KDE desktop. more>>
SuperKaramba is, in simple terms, a tool that allows you to easily create interactive eye-candy on your KDE desktop.
SuperKaramba is a tool that allows anyone to easily create and run little interactive widgets on a KDE desktop. Widgets are defined in a simple text file and can be augmented with Python code to make them interactive. Current widgets include everything from simple news headline displays to complete custom replacements for kicker, the KDE toolbar.
Currently SuperKaramba is made only for linux.
Theme writers create themes, or text files that define their widget. Then, they can optionally add python scripting to make their widget interactive. The possibilities are endless!
Main features:
- Display system information such as CPU Usage, MP3 playing, etc.
- Create cool custom toolbars that work any way imaginable
- Create little games or virtual pets that live on your desktop
- Display information from the internet, such as weather and headlines
The possibilities really are endless!
Enhancements:
- Themes now go to the background correctly when opening multiple themes at the same time
- itemDropped() callback now has x/y cooridinates
- Fixed the New Stuff dialogs installed status check marks for failed downloads
- Dont pop up the Theme Dialog when restoring a session and there arent any themes saved in the session
- Local themes can now be removed from the theme dialog, although we dont delete the theme out from underneath the user. It is delisted so that they can change their mind later and run it again.
- Downloaded themes from New Stuff get moved to trash:/ when a user clicks uninstall so they can restore it if they wish.
- Better checks for libknewstuff when compiling.
- Using New Stuff where theme authors post url links instead of file downloads will now open in a browser window for the user. Beware that closing this without downloading a package will still leave it as installed as far as New Stuff is concerned. (shortcoming of KNewStuff)
- new format options for things like kilobits, kilobytes and gigabytes as listed on our sensor information page: http://netdragon.sourceforge.net/ssensors.html
- Many new functions added and the examples of how to use them:
- callTheme - Pass a string to another theme
- changeInterval - Change the refresh interval of the theme
- createServiceClickArea - Create a Service-named Click Area Sensor
- getIncomingData - Get incoming data passed from another theme
- getPrettyThemeName - Get the pretty name of the theme
- getServiceGroups - Get KDE Service Groups
- getSystraySize - Get the size of the Systray
- getUpdateTime - Get last updated time
- managementPopup - Activates the Management Popup menu (i.e. SK right click config menu)
- openNamedTheme - Open a new theme giving it a new name
- removeClickArea - Remove a Click Area Sensor
- run - Execute a command with KRun
- setIncomingData - Set incoming data passed in another theme
- setUpdateTime - Set last updated time
- setWantRightButton - Set to 1 to deactivate management popups (i.e. SK right click config menu)
- setWidgetOnTop - changes on top status
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Added: 2006-03-21 License: GPL (GNU General Public License) Price:
1323 downloads
GLT OpenGL C++ Toolkit 0.7

GLT OpenGL C++ Toolkit 0.7


GLT OpenGL C++ Toolkit 0.7 project contains classes and routines for programming interactive 3D graphics with OpenGL. more>>
GLT OpenGL C++ Toolkit 0.7 project contains classes and routines for programming interactive 3D graphics with OpenGL.
The aim of Glt is to augment the OpenGL API with convenient mechanisms for manipulating the OpenGL state machine.
Glt is a work in progress, and by no means covers the entire OpenGL specification. However, it already includes several useful classes and is designed so that additional classes can be added easily. In addition to Glt, the GlutMaster classes provide C++ wrappers for the GLUT API.
Main features:
- GltFrameBuffer
- Read and write from frame buffer
- Save to PPM, TGA, BMP or PNG image files
- GltFrameBufferRGB
- GltFrameBufferZ
- GltFrameBufferStencil
- GltColor
- RGBA Color
- Over 600 predefined colors
- Color interpolation and arithmetic
- GltTexture
- Read from PPM, TGA, BMP or PNG image files
- Automatic texture binding
- Support for compressed compiled textures
- Support for procedural textures
- GltFont
- GltFontAscii Bitmapped ASCII font. Ten fonts included.
- GltFontUnicode Bitmapped Unicode font. Includes English, Chinese, Japanese and Korean.
- Vector, Matrix, Plane and BoundingBox
- Vector math functions: dot and cross products and arithmetic
- Transformation matrices, inverse, transpose and determinant
- Plane equation evaluation, ray-plane intersection
- Full OpenGL integration
- Random Number Generation
- GltRandomLCG Park and Miller LCG generator
- GltRandomLFSRMix Linear Feedback Shift Register generator
- GltRandomDouble, GltRandomInteger with configurable range
- GltRandomSphere point-on-sphere generator
- GltRandomOrientation orientation frame generator
- GltLight OpenGL Light Source.
- GltLightModel OpenGL Lighting Model.
- GltMaterial OpenGL Material Settings.
- OpenGL Matrix Manipulation
- GltOrtho Orthographic Projection.
- GltTextOverlay Text-box overlay.
- GltViewport Viewport settings.
- GltShape Scenegraph node class
- Transformation matrix
- Predefined shapes: GlutSphere,GlutCube,GlutCylinder, etc...
- GltShapes container class
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Added: 2006-11-06 License: LGPL (GNU Lesser General Public License) Price:
1102 downloads
Games::Object 0.11

Games::Object 0.11


Games::Object is a Perl module to provide a base class for game objects. more>>
Games::Object is a Perl module to provide a base class for game objects.

SYNOPSIS

package MyGameObject;
use Games::Object;
use vars qw(@ISA);
@ISA = qw(Games::Object);

sub new {
# Create object
my $proto = shift;
my $class = ref($proto) || $proto;
my $self = $class->SUPER::new(@_);
bless $self, $class;

# Add attributes
$self->new_attr(-name => "hit_points",
-type => int,
-value => 20,
-tend_to_rate => 1);
$self->new_attr(-name => "strength",
-type => int,
-value => 12,
-minimum => 3,
-maximum => 18);
...

return $self;
}

package MyObjectManager;
use Games::Object::Manager;
use vars qw(@ISA);
@ISA = qw(Games::Object::Manager);

sub new {
my $proto = shift;
my $class = ref($proto) || $proto;
my $self = $class->SUPER::new( , @_);
bless $self, $class;
...
return $self;
}


my $world = new MyObjectManager;
my $object = new MyGameObject;
$world->add($object);

ABSTRACT

The purpose of this module is to allow a programmer to write a game in Perl easily by providing a basic framework in the form of a module that can be either subclassed to a module of your own or used directly as its own object class. The most important items in this framework are:

Attributes

You can define arbitrary attributes on objects with rules on how they may be updated, as well as set up automatic update of attributes whenever the objects process() method is invoked. For example, you could set an attribute on an object such that:

It ranges from 0 to 100.

Internally it tracks fractional changes to the value but accessing the attribute will always round the result to an integer.

It will automatically tend towards the maximum by 1 every time process() is called on the object.

A method in your subclass will be invoked automatically if the value falls to 0.
This is just one example of what you can do with attributes.

Flags

You can define any number of arbitrarily-named flags on an object. A flag is a little like a boolean attribute, in that it can have a value of either true or false. Like attributes, flags can be created independently on different objects. No "global" flag list is imposed.

Load/Save functionality

Basic functionality is provided for saving data from an object to a file, and for loading data back into an object. This handles the bulk of load game / save game processing, freeing the programmer to worry about the mechanics of the game itself.

The load functionality can also be used to create objects from object templates. An object template would be a save file that contains a single object.

Object Managers

New to version 0.10 of this module is object managers. An object manager is a Perl object that allows you to manage groups of related game objects. The object manager allows you to relate objects together (for example, you could define a relationship that allows certain objects to act as containers for other objects). In effect, the object manager acts as your world or universe.
Like the game object class, the manager class can be subclassed, allowing you augment its functionality. An object manager can be loaded and saved, which in turn performs a load or save of the objects being managed by it.

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Added: 2006-09-30 License: Perl Artistic License Price:
1119 downloads
BuddySpace PRO 2.6

BuddySpace PRO 2.6


BuddySpace is an enhanced Jabber client providing secure presence management, web services and instant messaging. more>>
BuddySpace is an instant messenger with four novel twists: (1) it allows optional maps for geographical & office-plan visualizations in addition to standard buddy lists; (2) it is built on open source Jabber, which makes it interoperable with ICQ, MSN, Yahoo and others; (3) it is implemented in Java, so it is cross-platform; (4) it is built by a UK research lab, so it is 100% free with full sources readiily available. But BuddySpace is about more than just messaging, as we explain below.

One of the key factors that led to the widespread popularity of Instant Messaging applications from 1997 onwards (including ICQ, AOL, Yahoo!, MSN, Odigo, and Jabber messengers) was the concept of pushed presence: the automatic notification of the appearance of friends and colleagues online.

However, Instant Messaging (IM) is just one of many possible presence-related and presence-dependent applications. For example, presence-enabled applications can facilitate safety-tracking of children by mobile phone, support for emergency services, blind-date radar, group teleconference management, multiplayer games, and anything involving the collaboration of individuals separated in space and time.

Why phone a contact only to receive an engaged tone or pre-recorded message, when the telephone network already knows what state your contact is in, and could indicate this directly on your contact list? All of these concepts embody varying degrees of what we refer to as enhanced presence management.

The concept of presence has matured in recent years to move away from the simple notion of online/offline/away, towards a rich blend of attributes that can be used to characterise an individuals physical and/or spatial location, work trajectory, time frame of reference, mental mood, goals, and even intentions! Our challenge is how best to characterise presence, how to make it easy to manage and easy to visualise, and how to remain consistent with the users own expectations, work habits, and existing patterns of Instant Messaging and other communication tool usage.

BuddySpace generalizes the concept of Buddy List (popularised by Instant Messaging tools such as AOL Instant Messenger, ICQ, MSN Messenger, and Yahoo Messenger) to provide multiple views of collaborative workgroups according to users needs and tastes. Our aim has been to provide a personal dashboard or radar screen so that one can observe the availability and interaction state of colleagues worldwide in a manner that exhibits the following desirable properties:

* immediate: real-time updates need to be pushed instantly to users rather than pulled in by request -- the push approach helps keep updates more palpable and informative
* peripheral and therefore non-intrusive: users lead busy lives, and dislike being bombarded with yet more information, so we aim to keep awareness of colleagues available in a compact manner that can be noticed peripherally
* customisable: some people prefer simple or hierarchical lists, some prefer visual maps, some prefer status lights, and so on; some prefer a Windows look-and-feel, some a Mac-- we need to cater for diverse user preferences and capabilities
* scaleable: we have to provide ways to indicate the presence of potentially enormous numbers of people, even given that these numbers will be filtered down for personal use -- researchers inhabit workspaces with many hundreds of colleagues around the globe; the Open University has well over 150,000 students online; large peer-spaces like music swapping communities have many millions of users connected simultaneously
* interoperable: with several hundred million users of the Big Four (AIM/ICQ/MSN/Yahoo!), it is crucial that any approach allow interopebility with systems to which our users already subscribe; this is one of the many reasons we built BuddySpace entirely on top of Jabber (www.jabber.org), which provides gateways to the Big Four products.
* cross-platform: we need to service a community not only on Windows, Unix/Linux, and Mac desktop and notebook configurations, but also on PDAs and mobile phones -- we therefore develop entirely in Java
* XML-literate: for future intelligent applications, communication transport needs to be about more than just string-transmission; another we adopted Jabber is that it is based entirely on a generic XML transport architecture, ideally suited for this purpose.
* open source: for the research community to join us and to gain leverage via our research output, we have ensured that BuddySpace is open source, available on SourceForge.
* clean: BuddySpace adheres rigorously to the Jabber specification, which means that it interoperates with other Jabber clients and servers without danger of the rogue behaviour that non-standard implementations inadvertently allow (e.g. the semantics of users inhabiting multiple groups is undefined in some clients, and can cause crashes).
* extendable: BuddySpace deploys a plug-in architecture which means that additions, such as new visualizations, and new concepts such as gaming interfaces, are readily achievable

BuddySpace fulfills all the above criteria, and provides a compelling user interface that can be highly compact, yet provide users with an important feel-good factor, akin to seeing nearby office lights turned on when entering ones office building at night. By studying the semantics of presence, we can also augment the existing impoverished presence states in a principles manner, providing capabilities that are more representative of the way real users work. Forthcoming capabilities will include automatic location updates via mobile devices, and the use of semantic matchmaking via intelligent profile handling, in order to help users quickly find and filter colleagues of particular interest.
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Added: 2006-10-18 License: The Apache License 2.0 Price:
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FlightFeather 0.3.3

FlightFeather 0.3.3


FlightFeathers goal is social networking for everyone. more>>
FlightFeathers goal is "social networking for everyone". This means that anyone should have a chance to run a popular social networking site -- on minimal hardware, and without wasting bandwidth.
FlightFeathers design has reflected its goal from the very beginning. Whenever the systems state changes, FlightFeather generates static HTML pages. Pure read operations -- usually about 90% of the total -- do not require the application to run at all.
FlightFeathers sister project -- Flightdeck-UI -- likewise uses this Relative Static technique (i.e. the application-generated dynamic data appears as static pages to the Web server). The author also presented these concepts at LinuxWorld San Francisco 2006.
FlightFeather does not use a separate SQL database. In-memory data structures and Berkeley DB augment the static HTML pages to maintain a consistent state. The overall approach may be termed LAP -- a variation on the highly effective LAMP platform. LAMP stands for Linux, Apache, MySQL and Perl/Python/PHP (although there can be further variations).
FlightFeather drops the "M" from this formula, in favor of capturing as many system state changes as possible into complete, static HTML documents. Apache can then serve these documents by itself, while FlightFeather waits in the background.
Enhancements:
- This release modifies the way the FlightFeather server loads the configuration, protocol, session, and storage modules on startup.
- The actual loading process now takes place after all options have been parsed.
- If the "-c" or "--command" option is present, the server does not import these modules at all, since they are not required.
- The new implementation also fixes a bug that caused the test versions of the above modules to always load, in addition to any modules specified on the command line.
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Added: 2007-02-10 License: GPL (GNU General Public License) Price:
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