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Snow Path Formation Simulator 0.5.3
Snow Path Formation Simulator it graphically displays the formation of paths in the snow formed by people. more>>
Snow Path Formation Simulator is a program that models the process of people forming very distinct, and yet not always altogether logical looking, paths in the snow as they walk across open spaces.
The evolving condition of the snow is displayed graphically. This project may eventually mature into a screensaver.
<<lessThe evolving condition of the snow is displayed graphically. This project may eventually mature into a screensaver.
Download (0.10MB)
Added: 2005-04-25 License: GPL (GNU General Public License) Price:
1646 downloads
Radar Tools 0.18
Radar Tools is an advanced SAR remote sensing image processing software. more>>
Radar Tools in short RAT is a small collection of tools for processing SAR (synthetic aperture radar) remote sensing data, packed together in a nice graphical user interface.
Our motivation to start the development of RAT is that modern remote sensing software like Erdas Image or ENVI include only some basic SAR functionality. Advanced algorithms have to be implemented by oneself.
So we descided to start the development of RAT. RAT should bring modern SAR algorithms to a wider user-base by simplifying in particular the data handling and processing of complex SAR data.
RAT is planned as an ongoing community effort, i.e. there will be no final version with a certain functionality. It is our idea to include more and more SAR tools in future and to make them freely available to the scientific community.
We of course also hope for external contributions. Because of this, the programming interface of RAT is kept quite simple and adding own functions is quite easy. Function templates are included in the distribution and a step-by-step description of how to program a RAT module will appear soon in the documentation.
Main features:
General features
- Cross-platform (Unix, Windows, Linux & Mac OSX)
- Free software, no commercial software license needed (when using the IDL-VM version)
- Availability of the complete source code
- Modular design, easy to extend by own functions
- Small memory footprint even when processing large images (vertical tiling)
- No limitation on the image size
- Keep track of data representation changes during image processing
- Optimised preview on screen while calculations are done in full resolution
- Native import routines for E-SAR (DLR) and ENVISAT-IMS (ESA) data
- Export possibility to generic graphic formats (png, jpg & tiff)
- Undo function for the last processing step
Generic image manipulation
- Resize, presumming & cut region
- Zooming of an area of interest
- Mirror vertical and horizontal
- Binary transforms
Single channel SAR
- SAR speckle filtering (Boxcar, Median, Gauss, Kuan, Frost, MAP Lee, refined Lee, Lee-Sigma)
- Edge detection (RoA, MSP-RoA, Sobel, Roberts)
- Co-occurance texture features, variation coefficient
- Point and distributed target analysis
- Generic slant-to-ground range projection
SAR polarimetry
- Polarimetric point target analysis
- Polarimetric speckle filtering (Boxcar, Lee, refined Lee)
- Polarimetric CFSAR edge detection
- Calculation of interchannel ratios, correlation & phase differences
- Formation of covariance and coherency matrix, span calculation
- Polarimetric basis transforms (linear -> circular ....)
- Decompositions (Pauli, Freman-Durdan, Moriyama, Entropy/Alpha, Eigenvalue, Sphere-Diplane-Helix....)
- Polarimetric classification (Entropy/Alpha/Anisotropy, Wishart, No. of scatterers, physical, Lee category preserving...)
- Polarimetric calibration: imbalance, symmetrisation & crosstalk (Quegan method)
SAR interferometry
- Image pair coregistration (coarse, subpixel & spatially varying)
- Interferogram formation
- Flat-earth removal
- Phase-unwrapping (least-squares only)
- Phase noise filter (Boxcar, Goldstein & GLSME)
- Coherence estimation (Boxcar, Gauss, Region Growing)
- Shaded relief calculation
Polarimetric SAR interferometry
- Formation of POLINSAR covariance and coherency matrices
- Coherence estimation & optimisation
- Extraction of optimised ESPRIT phases
- POLINSAR speckle filtering (Boxcar, Gauss & Lee)
- Coherence analysis in the complex unitary plane
<<lessOur motivation to start the development of RAT is that modern remote sensing software like Erdas Image or ENVI include only some basic SAR functionality. Advanced algorithms have to be implemented by oneself.
So we descided to start the development of RAT. RAT should bring modern SAR algorithms to a wider user-base by simplifying in particular the data handling and processing of complex SAR data.
RAT is planned as an ongoing community effort, i.e. there will be no final version with a certain functionality. It is our idea to include more and more SAR tools in future and to make them freely available to the scientific community.
We of course also hope for external contributions. Because of this, the programming interface of RAT is kept quite simple and adding own functions is quite easy. Function templates are included in the distribution and a step-by-step description of how to program a RAT module will appear soon in the documentation.
Main features:
General features
- Cross-platform (Unix, Windows, Linux & Mac OSX)
- Free software, no commercial software license needed (when using the IDL-VM version)
- Availability of the complete source code
- Modular design, easy to extend by own functions
- Small memory footprint even when processing large images (vertical tiling)
- No limitation on the image size
- Keep track of data representation changes during image processing
- Optimised preview on screen while calculations are done in full resolution
- Native import routines for E-SAR (DLR) and ENVISAT-IMS (ESA) data
- Export possibility to generic graphic formats (png, jpg & tiff)
- Undo function for the last processing step
Generic image manipulation
- Resize, presumming & cut region
- Zooming of an area of interest
- Mirror vertical and horizontal
- Binary transforms
Single channel SAR
- SAR speckle filtering (Boxcar, Median, Gauss, Kuan, Frost, MAP Lee, refined Lee, Lee-Sigma)
- Edge detection (RoA, MSP-RoA, Sobel, Roberts)
- Co-occurance texture features, variation coefficient
- Point and distributed target analysis
- Generic slant-to-ground range projection
SAR polarimetry
- Polarimetric point target analysis
- Polarimetric speckle filtering (Boxcar, Lee, refined Lee)
- Polarimetric CFSAR edge detection
- Calculation of interchannel ratios, correlation & phase differences
- Formation of covariance and coherency matrix, span calculation
- Polarimetric basis transforms (linear -> circular ....)
- Decompositions (Pauli, Freman-Durdan, Moriyama, Entropy/Alpha, Eigenvalue, Sphere-Diplane-Helix....)
- Polarimetric classification (Entropy/Alpha/Anisotropy, Wishart, No. of scatterers, physical, Lee category preserving...)
- Polarimetric calibration: imbalance, symmetrisation & crosstalk (Quegan method)
SAR interferometry
- Image pair coregistration (coarse, subpixel & spatially varying)
- Interferogram formation
- Flat-earth removal
- Phase-unwrapping (least-squares only)
- Phase noise filter (Boxcar, Goldstein & GLSME)
- Coherence estimation (Boxcar, Gauss, Region Growing)
- Shaded relief calculation
Polarimetric SAR interferometry
- Formation of POLINSAR covariance and coherency matrices
- Coherence estimation & optimisation
- Extraction of optimised ESPRIT phases
- POLINSAR speckle filtering (Boxcar, Gauss & Lee)
- Coherence analysis in the complex unitary plane
Download (2.5MB)
Added: 2007-04-02 License: Freeware Price:
952 downloads
Ogrian Carpet 0.9
Ogrian Carpet is a 3D fantasy action/strategy game. more>>
Ogrian Carpet project is a 3D fantasy action/strategy game.
Ogrian Carpet is an outdoor first person shooter game with real time strategy elements, inspired by the game Magic Carpet.
It uses Ogre3D as the renderer and allows you to fly around an island casting spells, summoning monsters, collecting mana, and building castles.
The object of the game is to build a castle, collect mana, and destroy your enemies. To build a castle, select a location, look at the ground, and cast the build spell. Note, you cannot build castles very close to water or other castles.
Your castle starts out small, with only one turret. As more mana is added to your castle, it will gain more turrets. Each turret adds another crane to your castles defense and another spell to your arsenal.
Basically, the game consists of fighting for control of mana. Whenever you encounter another wizard, shoot them with fireballs. If you hit them enough, they will "die" and be sent back to their castle. You are then free to claim all the mana in the area for yourself.
Once all the mana has been claimed, attack your enemys castle to get mana out of it so you can claim it for yourself. Once you enemys castle is out of mana, you can eliminate it by killing its heart. When all of your opponents have been banished, youve won.
Enhancements:
- AI bot player for skirmish
- things can now be loaded from an image, rather then randomly
- option for old randomized maps
- trees can now always bee seen
- made castle mana drops aggregate more
- loosened the restrictions on summoning
- made the config menu better
- added victory conditions to skirmish: kill all enemy towers/castles
- made ticks and gnomes stay in the formation you put them in
- made monsters and towers drop less then their cost when they have no wizard
- made mana float higher
- made towers cheaper (50)
- made sentinels drop much less (3)
- changed speed behavior on lava maps
- added victory music
- new music
<<lessOgrian Carpet is an outdoor first person shooter game with real time strategy elements, inspired by the game Magic Carpet.
It uses Ogre3D as the renderer and allows you to fly around an island casting spells, summoning monsters, collecting mana, and building castles.
The object of the game is to build a castle, collect mana, and destroy your enemies. To build a castle, select a location, look at the ground, and cast the build spell. Note, you cannot build castles very close to water or other castles.
Your castle starts out small, with only one turret. As more mana is added to your castle, it will gain more turrets. Each turret adds another crane to your castles defense and another spell to your arsenal.
Basically, the game consists of fighting for control of mana. Whenever you encounter another wizard, shoot them with fireballs. If you hit them enough, they will "die" and be sent back to their castle. You are then free to claim all the mana in the area for yourself.
Once all the mana has been claimed, attack your enemys castle to get mana out of it so you can claim it for yourself. Once you enemys castle is out of mana, you can eliminate it by killing its heart. When all of your opponents have been banished, youve won.
Enhancements:
- AI bot player for skirmish
- things can now be loaded from an image, rather then randomly
- option for old randomized maps
- trees can now always bee seen
- made castle mana drops aggregate more
- loosened the restrictions on summoning
- made the config menu better
- added victory conditions to skirmish: kill all enemy towers/castles
- made ticks and gnomes stay in the formation you put them in
- made monsters and towers drop less then their cost when they have no wizard
- made mana float higher
- made towers cheaper (50)
- made sentinels drop much less (3)
- changed speed behavior on lava maps
- added victory music
- new music
Download (20.0MB)
Added: 2006-12-11 License: GPL (GNU General Public License) Price:
1049 downloads
Foosball 0.92
Foosball project is a foosball game for 1 or 2 players. more>>
Foosball project is a foosball game for 1 or 2 players.
Foosball is an open source foosball (Table Football) game that uses SDL.
It allows you to play against the computer, to play against a friend, or to watch a demo.
Various formations and game speeds are available.
Enhancements:
- made config.h.bot obsolete
- acinclude.m4.in removed bogus message
- now #MIN_CONFIG tag takes parameters for KDE_USE_QT, too
- acinclude.m4.in: Added kde_moduledir which points to $prefix/lib/kde2/
<<lessFoosball is an open source foosball (Table Football) game that uses SDL.
It allows you to play against the computer, to play against a friend, or to watch a demo.
Various formations and game speeds are available.
Enhancements:
- made config.h.bot obsolete
- acinclude.m4.in removed bogus message
- now #MIN_CONFIG tag takes parameters for KDE_USE_QT, too
- acinclude.m4.in: Added kde_moduledir which points to $prefix/lib/kde2/
Download (0.52MB)
Added: 2006-12-06 License: GPL (GNU General Public License) Price:
1485 downloads
Pub Team Football Manager 1.0
Pub Team Football Manager is a football manager software. more>>
Pub Team Football Manager is a football manager software.
From the main screen, there are six options available (yellow buttons) for showing or editing diffrent information during the game. Here is an explanation:
Info: This shows the details of your team such as kit colours and current news items. Kit colours can be changed by clicking them. The latest news from the pub team grapevine is shown, with any items directly relevant to your team are *** starred.
Squad: The place where you pick your team. Players numbered 1 to 11 will play, 12 and above are substitutes or rested. Each players current position, together with his fitness and morale, are indicated next to his name. Further vital statistics of a player are obtained by clicking on his name. To move a player in or out of your first eleven, click on the "Sub" or "Play" button. You may look at other teams squads by clicking on the < and > buttons.
Tactics: Choose the tactics and playing style of your team. A number of formations are available, and you can choose your teams passing style and aggressiveness.
Fixtures: Lists all your fixtures for the current season, including cup fixtures when drawn. You may look at other teams fixtures by clicking on the < and > buttons.
Table: The current league standings. There are two divisions, each containing 16 teams. Your team is indicated by *.
Records: Shows the best wins and record goalscorers for the current season.
Play: Click here to actually play your matches. The weeks fixtures from your division are indicated, with your match highlighted in red. Press "Start Match" to begin the match simulation, but you can later pause if things start to happen too quickly. A match report and stats are available, and are updated as the match plays. If one of your players gets injured, the game will automatically be paused.
To start a new game, select which team you wish to take charge of, and press "Start New Game". The main screen is then displayed, which is controlled by the large yellow buttons, described in the opposite panel...
Your squad consists of many players who frequent your local drinking establishment. Each player has many attributes, which are rated from A+ to F. These affect the gameplay in various ways. For example, a player who is good at tackling may make a good defender, whereas a player whose shooting attribute is high should be put up front.
All the players attributes are available in the "Squad" section by clicking on a players name. Also available is each players preferred position, indicated in brackets e.g. (Def/Mid), although this is only a guide.
The most important attribute is the players fitness. Try to pick players who are reasonably fit wherever possible. Players fitness may improve when rested, but if they are rested too long, their morale may suffer.
The chosen style of play and formation also have an influence, and some options work better with certain kinds of players. It is your job as manager to weigh up all the factors when picking your strategy and players.
As the season progresses, you will sometimes play cup matches. The Cup is a knockout tournament which includes teams from both divisions. If you are knocked out, you will not play in further rounds, but you can still watch the matches.
Occasionally, players will leave your club, and sometimes new players may join. Since it is a pub team, you dont have much control of what your players do. However, players with a low morale are more likely to leave.
At the end of the season, the top three teams from the lower division (B) are promoted to the higher division (A). The game is open-ended and you may continue for as many seasons as you like.
<<lessFrom the main screen, there are six options available (yellow buttons) for showing or editing diffrent information during the game. Here is an explanation:
Info: This shows the details of your team such as kit colours and current news items. Kit colours can be changed by clicking them. The latest news from the pub team grapevine is shown, with any items directly relevant to your team are *** starred.
Squad: The place where you pick your team. Players numbered 1 to 11 will play, 12 and above are substitutes or rested. Each players current position, together with his fitness and morale, are indicated next to his name. Further vital statistics of a player are obtained by clicking on his name. To move a player in or out of your first eleven, click on the "Sub" or "Play" button. You may look at other teams squads by clicking on the < and > buttons.
Tactics: Choose the tactics and playing style of your team. A number of formations are available, and you can choose your teams passing style and aggressiveness.
Fixtures: Lists all your fixtures for the current season, including cup fixtures when drawn. You may look at other teams fixtures by clicking on the < and > buttons.
Table: The current league standings. There are two divisions, each containing 16 teams. Your team is indicated by *.
Records: Shows the best wins and record goalscorers for the current season.
Play: Click here to actually play your matches. The weeks fixtures from your division are indicated, with your match highlighted in red. Press "Start Match" to begin the match simulation, but you can later pause if things start to happen too quickly. A match report and stats are available, and are updated as the match plays. If one of your players gets injured, the game will automatically be paused.
To start a new game, select which team you wish to take charge of, and press "Start New Game". The main screen is then displayed, which is controlled by the large yellow buttons, described in the opposite panel...
Your squad consists of many players who frequent your local drinking establishment. Each player has many attributes, which are rated from A+ to F. These affect the gameplay in various ways. For example, a player who is good at tackling may make a good defender, whereas a player whose shooting attribute is high should be put up front.
All the players attributes are available in the "Squad" section by clicking on a players name. Also available is each players preferred position, indicated in brackets e.g. (Def/Mid), although this is only a guide.
The most important attribute is the players fitness. Try to pick players who are reasonably fit wherever possible. Players fitness may improve when rested, but if they are rested too long, their morale may suffer.
The chosen style of play and formation also have an influence, and some options work better with certain kinds of players. It is your job as manager to weigh up all the factors when picking your strategy and players.
As the season progresses, you will sometimes play cup matches. The Cup is a knockout tournament which includes teams from both divisions. If you are knocked out, you will not play in further rounds, but you can still watch the matches.
Occasionally, players will leave your club, and sometimes new players may join. Since it is a pub team, you dont have much control of what your players do. However, players with a low morale are more likely to leave.
At the end of the season, the top three teams from the lower division (B) are promoted to the higher division (A). The game is open-ended and you may continue for as many seasons as you like.
Download (MB)
Added: 2006-01-13 License: Freeware Price:
1380 downloads
BlackMail 0.31
BlackMail is a highly configurable SMTP mail filter that runs at a system level as a proxy to your existing mailer. more>>
BlackMail is a highly configurable SMTP mail filter that runs at a system level as a proxy to your existing mailer. Selectively reject bogus or spam mail during receipt, saving you extra storage space or irate users.
Blackmail operates at a system-wide level: all incoming and optionally outgoing mail is filtered.Will block unwanted mail relaying (if your mailer is unable to) and spams.
The filtering consists of various checks on the SMTP envelope and message headers: if any tests fail then the mail will be bounced. Blackmail can...
Check against spam sites
Check against spam keywords
Check host names and email addresses using DNS for validity
Check against the RBL (Realtime Blackhole List) for spam IP addresses
Check that To: and From: address do not match (a common spam signature)
Check correct header formation e.g. Message-ID
The spam sites and spam keywords are of your choice, you can block who or what you want. Minimal sample lists are provided.
BlackMail is known to work with:
Mailers: Smail, Sendmail, Qmail, Fetchmail
OSes: Aix, various BSD, Irix, Linux, NeXTStep 3.x, Solaris, SunOs, SVR4 (Re-confirmation is required for some of these OSes.)
It should be possible to use BlackMail with most SMTP mailers on most UNIX systems. Blackmail is not designed to run on Windows or OS/2, but if you wish to port it...
Enhancements:
- Removed old reference to www.bitgate.com
<<lessBlackmail operates at a system-wide level: all incoming and optionally outgoing mail is filtered.Will block unwanted mail relaying (if your mailer is unable to) and spams.
The filtering consists of various checks on the SMTP envelope and message headers: if any tests fail then the mail will be bounced. Blackmail can...
Check against spam sites
Check against spam keywords
Check host names and email addresses using DNS for validity
Check against the RBL (Realtime Blackhole List) for spam IP addresses
Check that To: and From: address do not match (a common spam signature)
Check correct header formation e.g. Message-ID
The spam sites and spam keywords are of your choice, you can block who or what you want. Minimal sample lists are provided.
BlackMail is known to work with:
Mailers: Smail, Sendmail, Qmail, Fetchmail
OSes: Aix, various BSD, Irix, Linux, NeXTStep 3.x, Solaris, SunOs, SVR4 (Re-confirmation is required for some of these OSes.)
It should be possible to use BlackMail with most SMTP mailers on most UNIX systems. Blackmail is not designed to run on Windows or OS/2, but if you wish to port it...
Enhancements:
- Removed old reference to www.bitgate.com
Download (0.056MB)
Added: 2006-07-06 License: GPL (GNU General Public License) Price:
1206 downloads
FlightGear 0.9.10
FlightGear is a free flight simulator project. more>>
The FlightGear flight simulator project is an open-source, multi-platform, cooperative flight simulator development project. Source code for the entire project is available and licensed under the GNU General Public License.
The goal of the FlightGear project is to create a sophisticated flight simulator framework for use in research or academic environments, for the development and pursuit of other interesting flight simulation ideas, and as an end-user application. We are developing a sophisticated, open simulation framework that can be expanded and improved upon by anyone interested in contributing.
There are many exciting possibilities for an open, free flight sim. We hope that this project will be interesting and useful to many people in many areas.
FlightGear is a free flight simulator project. It is being developed through the gracious contributions of source code and spare time by many talented people from around the globe. Among the many goals of this project are the quest to minimize short cuts and "do things right", the quest to learn and advance knowledge, and the quest to have better toys to play with.
The idea for Flight Gear was born out of a dissatisfaction with current commercial PC flight simulators. A big problem with these simulators is their proprietariness and lack of extensibility. There are so many people across the world with great ideas for enhancing the currently available simulators who have the ability to write code, and who have a desire to learn and contribute. Many people involved in education and research could use a spiffy flight simulator frame work on which to build their own projects; however, commercial simulators do not lend themselves to modification and enhancement. The Flight Gear project is striving to fill these gaps.
There are a wide range of people interested and participating in this project. This is truly a global effort with contributors from just about every continent. Interests range from building a realistic home simulator out old airplane parts, to university research and instructional use, to simply having a viable alternative to commercial PC simulators.
Flight Dynamics Models
With FlightGear it is possible to choose between three primary Flight Dynamics Models. It is possible to add new dynamics models or even interface to external "proprietary" flight dynamics models:
1. JSBSim: JSBSim is a generic, 6DoF flight dynamics model for simulating the motion of flight vehicles. It is written in C++. JSBSim can be run in a standalone mode for batch runs, or it can be the driver for a larger simulation program that includes a visuals subsystem (such as FlightGear.) In both cases, aircraft are modeled in an XML configuration file, where the mass properties, aerodynamic and flight control properties are all defined.
2. YASim: This FDM is an integrated part of FlightGear and uses a different approach than JSBSim by simulating the effect of the airflow on the different parts of an aircraft. The advantage of this approach is that it is possible to perform the simulation based on geometry and mass information combined with more commonly available performance numbers for an aircraft. This allows for quickly constructing a plausibly behaving aircraft that matches published performance numbers without requiring all the traditional aerodynamic test data.
3. UIUC: This FDM is based on LaRCsim originally written by the NASA. UIUC extends the code by allowing aircraft configuration files instead and by adding code for simulation of aircraft under icing conditions.
UIUC (like JSBSim) uses lookup tables to retrieve the component aerodynamic force and moment coefficients for an aircraft... and then uses these coefficients to calculate the sum of the forces and moments acting on the aircraft.
Extensive and Accurate World Scenery Data Base
Over 20,000 real world airports included in the full scenery set.
Correct runway markings and placement, correct runway and approach lighting.
Taxiways available for many larger airports (even including the green center line lights when appropriate.)
Sloping runways (runways change elevation like they usually do in real life.)
Directional airport lighting that smoothly changes intensity as your relative view direction changes.
World scenery fits on 3 DVDs. (Im not sure thats a feature or a problem!) But it means we have pretty detailed coverage of the entire world.
Accurate terrain worldwide, based on the most recently released SRTM terrain data.) 3 arc second resolution (about 90m post spacing) for North and South America, Europe, Asia, Africa, and Australia.
Scenery includes all vmap0 lakes, rivers, roads, railroads, cities, towns, land cover, etc.
Nice scenery night lighting with ground lighting concentrated in urban areas (based on real maps) and headlights visible on major highways. This allows for realistic night VFR flying with the ability to spot towns and cities and follow roads.
Scenery tiles are paged (loaded/unloaded) in a separate thread to minimize the frame rate hit when you need to load new areas.
Accurate and Detailed Sky Model
FlightGear implements extremely accurate time of day modeling with correctly placed sun, moon, stars, and planets for the specified time and date. FlightGear can track the current computer clock time in order to correctly place the sun, moon, stars, etc. in their current and proper place relative to the earth. If its dawn in Sydney right now, its dawn in the sim right now when you locate yourself in virtual Sidney. The sun, moon, stars, and planets all follow their correct courses through the sky. This modeling also correctly takes into account seasonal effects so you have 24 hour days north of the arctic circle in the summer, etc. We also illuminate the correctly placed moon with the correctly placed sun to get the correct phase of the moon for the current time/date, just like in real life.
Flexible and Open Aircraft Modeling System
FlightGear has the ability to model a wide variety of aircraft. Currently you can fly the 1903 Wright Flyer, strange flapping wing "ornithopters", a 747 and A320, various military jets, and several light singles. FlightGear has the ability to model those aircraft and just about everything in between.
FlightGear has extremely smooth and fluid instrument animation that updates at the same rate as your out-the-window view updates (i.e. as fast as your computer can crank, and not artificially limited and chunky like in some sims.)
FlightGear has the infrastructure to allow aircraft designers to build fully animated, fully operational, fully interactive 3d cockpits (which even update and display correctly from external chase plane views.)
FlightGear realistically models real world instrument behavior. Instruments that lag in real life, lag correctly in FlightGear, gyro drift is modeled correctly, the magnetic compass is subject to aircraft body forces -- all those things that make real world flying a challenge.
FlightGear also accurately models many instrument and system failures. If the vacuum system fails, the HSI gyros spin down slowly with a corresponding degradation in response as well as a slowly increasing bias/error.
Moderate Hardware Requirements
The intention of FlightGear is to look nice, but not at the expense of other aspects of a realistic simulator. Our focus is not on competing in the "game" market and not on the ultra-flashy graphic tricks.
The result is a simulator with moderate hardware requirements to run at smooth frame rates. You can be reasonably happy on a $500-1000 (USD) machine (possibly even less if you are careful) and dont necessarily need $3000 (USD) worth of new hardware like you do with the many of the newest games.
That said, the more hardware you throw at FlightGear, the better it looks and runs, so dont feel like you have to chuck your expensive new hardware if you just purchased it. :-)
Internal Properties EXPOSED!
FlightGear allows users and aircraft designers access to a very large number of internal state variables via numerous internal and external access mechanisms. These state variables are organized into a convenient hierarchal "property" tree.
Using the properties tree it is possible to monitor just about any internal state variable in FlightGear. Its possible to remotely control FlightGear from an external script. You can create model animations, sound effects, instrument animations and network protocols for about any situation imaginable just by editing a small number of human readable configuration files. This is a powerful system that makes FlightGear immensely flexible, configurable, and adaptable.
Networking options
A number of networking options allow FlightGear to communicate with other instances of FlightGear, GPS receivers, external flight dynamics modules, external autopilot or control modules, as well as other software such as the Open Glass Cockpit project and the Atlas mapping utility.
A generic input/output option allows for a user defined output protocol to a file, serial port or network client.
A multi player protocol is available for using FlightGear on a local network in a multi aircraft environment, for example to practice formation flight or for tower simulation purposes.
The powerful network options make it possible to synchronize several instances of FlightGear allowing for a multi-display, or even a cave environment. If all instances are running at the same frame rate consistently, it is possible to get extremely good and tight synchronization between displays.
Flight Gear and its source code have intentionally been kept open, available, and free. In doing so, we are able to take advantage of the efforts of tremendously talented people from around the world. Contrast this with the traditional approach of commercial software vendors, who are limited by the collective ability of the people they can hire and pay. Our approach brings its own unique challenges and difficulties, but we are confident (and other similarly structured projects have demonstrated) that in the long run we can outclass the commercial "competition."
Contributing to Flight Gear can be educational and a lot of fun. A long time developer, Curtis Olson, had this to say about working on Flight Gear:
Personally, Flight Gear has been a great learning experience for me. I have been exposed to many new ideas and have learned a tremendous amount of "good stuff" in the process of discussing and implementing various Flight Gear subsystems. If for no other reason, this alone makes it all worth while.
<<lessThe goal of the FlightGear project is to create a sophisticated flight simulator framework for use in research or academic environments, for the development and pursuit of other interesting flight simulation ideas, and as an end-user application. We are developing a sophisticated, open simulation framework that can be expanded and improved upon by anyone interested in contributing.
There are many exciting possibilities for an open, free flight sim. We hope that this project will be interesting and useful to many people in many areas.
FlightGear is a free flight simulator project. It is being developed through the gracious contributions of source code and spare time by many talented people from around the globe. Among the many goals of this project are the quest to minimize short cuts and "do things right", the quest to learn and advance knowledge, and the quest to have better toys to play with.
The idea for Flight Gear was born out of a dissatisfaction with current commercial PC flight simulators. A big problem with these simulators is their proprietariness and lack of extensibility. There are so many people across the world with great ideas for enhancing the currently available simulators who have the ability to write code, and who have a desire to learn and contribute. Many people involved in education and research could use a spiffy flight simulator frame work on which to build their own projects; however, commercial simulators do not lend themselves to modification and enhancement. The Flight Gear project is striving to fill these gaps.
There are a wide range of people interested and participating in this project. This is truly a global effort with contributors from just about every continent. Interests range from building a realistic home simulator out old airplane parts, to university research and instructional use, to simply having a viable alternative to commercial PC simulators.
Flight Dynamics Models
With FlightGear it is possible to choose between three primary Flight Dynamics Models. It is possible to add new dynamics models or even interface to external "proprietary" flight dynamics models:
1. JSBSim: JSBSim is a generic, 6DoF flight dynamics model for simulating the motion of flight vehicles. It is written in C++. JSBSim can be run in a standalone mode for batch runs, or it can be the driver for a larger simulation program that includes a visuals subsystem (such as FlightGear.) In both cases, aircraft are modeled in an XML configuration file, where the mass properties, aerodynamic and flight control properties are all defined.
2. YASim: This FDM is an integrated part of FlightGear and uses a different approach than JSBSim by simulating the effect of the airflow on the different parts of an aircraft. The advantage of this approach is that it is possible to perform the simulation based on geometry and mass information combined with more commonly available performance numbers for an aircraft. This allows for quickly constructing a plausibly behaving aircraft that matches published performance numbers without requiring all the traditional aerodynamic test data.
3. UIUC: This FDM is based on LaRCsim originally written by the NASA. UIUC extends the code by allowing aircraft configuration files instead and by adding code for simulation of aircraft under icing conditions.
UIUC (like JSBSim) uses lookup tables to retrieve the component aerodynamic force and moment coefficients for an aircraft... and then uses these coefficients to calculate the sum of the forces and moments acting on the aircraft.
Extensive and Accurate World Scenery Data Base
Over 20,000 real world airports included in the full scenery set.
Correct runway markings and placement, correct runway and approach lighting.
Taxiways available for many larger airports (even including the green center line lights when appropriate.)
Sloping runways (runways change elevation like they usually do in real life.)
Directional airport lighting that smoothly changes intensity as your relative view direction changes.
World scenery fits on 3 DVDs. (Im not sure thats a feature or a problem!) But it means we have pretty detailed coverage of the entire world.
Accurate terrain worldwide, based on the most recently released SRTM terrain data.) 3 arc second resolution (about 90m post spacing) for North and South America, Europe, Asia, Africa, and Australia.
Scenery includes all vmap0 lakes, rivers, roads, railroads, cities, towns, land cover, etc.
Nice scenery night lighting with ground lighting concentrated in urban areas (based on real maps) and headlights visible on major highways. This allows for realistic night VFR flying with the ability to spot towns and cities and follow roads.
Scenery tiles are paged (loaded/unloaded) in a separate thread to minimize the frame rate hit when you need to load new areas.
Accurate and Detailed Sky Model
FlightGear implements extremely accurate time of day modeling with correctly placed sun, moon, stars, and planets for the specified time and date. FlightGear can track the current computer clock time in order to correctly place the sun, moon, stars, etc. in their current and proper place relative to the earth. If its dawn in Sydney right now, its dawn in the sim right now when you locate yourself in virtual Sidney. The sun, moon, stars, and planets all follow their correct courses through the sky. This modeling also correctly takes into account seasonal effects so you have 24 hour days north of the arctic circle in the summer, etc. We also illuminate the correctly placed moon with the correctly placed sun to get the correct phase of the moon for the current time/date, just like in real life.
Flexible and Open Aircraft Modeling System
FlightGear has the ability to model a wide variety of aircraft. Currently you can fly the 1903 Wright Flyer, strange flapping wing "ornithopters", a 747 and A320, various military jets, and several light singles. FlightGear has the ability to model those aircraft and just about everything in between.
FlightGear has extremely smooth and fluid instrument animation that updates at the same rate as your out-the-window view updates (i.e. as fast as your computer can crank, and not artificially limited and chunky like in some sims.)
FlightGear has the infrastructure to allow aircraft designers to build fully animated, fully operational, fully interactive 3d cockpits (which even update and display correctly from external chase plane views.)
FlightGear realistically models real world instrument behavior. Instruments that lag in real life, lag correctly in FlightGear, gyro drift is modeled correctly, the magnetic compass is subject to aircraft body forces -- all those things that make real world flying a challenge.
FlightGear also accurately models many instrument and system failures. If the vacuum system fails, the HSI gyros spin down slowly with a corresponding degradation in response as well as a slowly increasing bias/error.
Moderate Hardware Requirements
The intention of FlightGear is to look nice, but not at the expense of other aspects of a realistic simulator. Our focus is not on competing in the "game" market and not on the ultra-flashy graphic tricks.
The result is a simulator with moderate hardware requirements to run at smooth frame rates. You can be reasonably happy on a $500-1000 (USD) machine (possibly even less if you are careful) and dont necessarily need $3000 (USD) worth of new hardware like you do with the many of the newest games.
That said, the more hardware you throw at FlightGear, the better it looks and runs, so dont feel like you have to chuck your expensive new hardware if you just purchased it. :-)
Internal Properties EXPOSED!
FlightGear allows users and aircraft designers access to a very large number of internal state variables via numerous internal and external access mechanisms. These state variables are organized into a convenient hierarchal "property" tree.
Using the properties tree it is possible to monitor just about any internal state variable in FlightGear. Its possible to remotely control FlightGear from an external script. You can create model animations, sound effects, instrument animations and network protocols for about any situation imaginable just by editing a small number of human readable configuration files. This is a powerful system that makes FlightGear immensely flexible, configurable, and adaptable.
Networking options
A number of networking options allow FlightGear to communicate with other instances of FlightGear, GPS receivers, external flight dynamics modules, external autopilot or control modules, as well as other software such as the Open Glass Cockpit project and the Atlas mapping utility.
A generic input/output option allows for a user defined output protocol to a file, serial port or network client.
A multi player protocol is available for using FlightGear on a local network in a multi aircraft environment, for example to practice formation flight or for tower simulation purposes.
The powerful network options make it possible to synchronize several instances of FlightGear allowing for a multi-display, or even a cave environment. If all instances are running at the same frame rate consistently, it is possible to get extremely good and tight synchronization between displays.
Flight Gear and its source code have intentionally been kept open, available, and free. In doing so, we are able to take advantage of the efforts of tremendously talented people from around the world. Contrast this with the traditional approach of commercial software vendors, who are limited by the collective ability of the people they can hire and pay. Our approach brings its own unique challenges and difficulties, but we are confident (and other similarly structured projects have demonstrated) that in the long run we can outclass the commercial "competition."
Contributing to Flight Gear can be educational and a lot of fun. A long time developer, Curtis Olson, had this to say about working on Flight Gear:
Personally, Flight Gear has been a great learning experience for me. I have been exposed to many new ideas and have learned a tremendous amount of "good stuff" in the process of discussing and implementing various Flight Gear subsystems. If for no other reason, this alone makes it all worth while.
Download (2.0MB)
Added: 2006-04-07 License: GPL (GNU General Public License) Price:
1533 downloads
S.C.O.U.R.G.E. 0.18
S.C.O.U.R.G.E. is a 3D Rogue-like game. more>>
S.C.O.U.R.G.E. is a rogue-like game in the fine tradition of NetHack and Moria. S.C.O.U.R.G.E. project sports a graphical front-end, similar to glHack or the Falcons eye.
Main features:
- Multi-level, random, scrolling dungeons. Populated with many, fearsome vermin for yer exterminatin pleasure
- Control a group of four ex-adventurers as they try to find dignity in their new profession
- An interactive world of items, characters, spells, enemies and traps
- Multiple missions per level, so you decide which dungeons to enter
Game Controls:
f1 - Toggle fullscreen (on most systems)
left mouse click - Open/Close doors, Move group / person / item (Click not drag! Click again to drop item. However, its click-and-drag to move items from containers... confusing, I know.)
right mouse click - Get info on item
i - Inventory (Party info)
o - Options
Esc - Quit mission
1,2,3,4 - Select a player to control
0 - Toggle group/single player control
f - Cycle thru group formations
[,] - Zoom in/out
arrows - Move scene (same as moving the mouse to the edge of the screen.)
CTRL+arrows - Rotate scene (same as CTRL+moving the mouse to the edge of the screen.)
(Shift makes the above two work slower.)
-When moving items, move the mouse over a creature and click again to drop/give the item to selected creature. Selected creatures light up in blue. You can only get/move items to places you can reach. You cant reach thru walls w/o a spell.
-When trying to open doors, the door wont open (or close) if something is blocking its path.
Enhancements:
- The code has been internationalized and includes an Italian translation.
- There is also a new drag-and-drop inventory UI and messaging window.
- There are many bugfixes, UI improvements, and new artwork.
<<lessMain features:
- Multi-level, random, scrolling dungeons. Populated with many, fearsome vermin for yer exterminatin pleasure
- Control a group of four ex-adventurers as they try to find dignity in their new profession
- An interactive world of items, characters, spells, enemies and traps
- Multiple missions per level, so you decide which dungeons to enter
Game Controls:
f1 - Toggle fullscreen (on most systems)
left mouse click - Open/Close doors, Move group / person / item (Click not drag! Click again to drop item. However, its click-and-drag to move items from containers... confusing, I know.)
right mouse click - Get info on item
i - Inventory (Party info)
o - Options
Esc - Quit mission
1,2,3,4 - Select a player to control
0 - Toggle group/single player control
f - Cycle thru group formations
[,] - Zoom in/out
arrows - Move scene (same as moving the mouse to the edge of the screen.)
CTRL+arrows - Rotate scene (same as CTRL+moving the mouse to the edge of the screen.)
(Shift makes the above two work slower.)
-When moving items, move the mouse over a creature and click again to drop/give the item to selected creature. Selected creatures light up in blue. You can only get/move items to places you can reach. You cant reach thru walls w/o a spell.
-When trying to open doors, the door wont open (or close) if something is blocking its path.
Enhancements:
- The code has been internationalized and includes an Italian translation.
- There is also a new drag-and-drop inventory UI and messaging window.
- There are many bugfixes, UI improvements, and new artwork.
Download (2.9MB)
Added: 2007-05-01 License: GPL (GNU General Public License) Price:
908 downloads
Exult 1.2
Exult is an Ultima 7 world viewer. more>>
Exult project is an Ultima 7 world viewer.
Exult is an open-source game engine for playing Ultima7 on modern operating systems, using the games original data files.
As computers evolve, we risk losing classic games from the not-so-distant past. One of these, Ultima 7, an RPG from the early 1990s, still has a huge following, and many consider it to be one of the most immersive games ever produced. Exult is a project to recreate Ultima 7 for modern operating systems, using the games original plot, data, and graphics files.
Enhancements:
- Party formation like the original U7.
- Support for arrow/keypad walking/running.
- OGG Vorbis music system.
- Improvements to NPC schedules.
- Additional paperdoll art.
- "Scale2X" scaler from Andrea Mazzoleni.
- Improved combat with pausing, hit display, and targeting.
- Port to the Zaurus.
- ExultStudio improvements, including porting to GTK+2.
<<lessExult is an open-source game engine for playing Ultima7 on modern operating systems, using the games original data files.
As computers evolve, we risk losing classic games from the not-so-distant past. One of these, Ultima 7, an RPG from the early 1990s, still has a huge following, and many consider it to be one of the most immersive games ever produced. Exult is a project to recreate Ultima 7 for modern operating systems, using the games original plot, data, and graphics files.
Enhancements:
- Party formation like the original U7.
- Support for arrow/keypad walking/running.
- OGG Vorbis music system.
- Improvements to NPC schedules.
- Additional paperdoll art.
- "Scale2X" scaler from Andrea Mazzoleni.
- Improved combat with pausing, hit display, and targeting.
- Port to the Zaurus.
- ExultStudio improvements, including porting to GTK+2.
Download (1.0MB)
Added: 2007-01-03 License: GPL (GNU General Public License) Price:
605 downloads
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