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libglfps 0.1

libglfps 0.1


libglfps project is a library that adds an FPS display to any OpenGL application. more>>
libglfps project is a library that adds an FPS display to any OpenGL application.

It adds a framerate display to OpenGL apps that dont have one built in, through the magic of LD_PRELOAD.

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Added: 2006-11-27 License: GPL (GNU General Public License) Price:
1062 downloads
Games::Irrlicht 0.04

Games::Irrlicht 0.04


Games::Irrlicht is a Perl module that use the Irrlicht 3D Engine in Perl. more>>
Games::Irrlicht is a Perl module that use the Irrlicht 3D Engine in Perl.

SYNOPSIS

package MyGame;
use strict;

use base Games::Irrlicht;

use Games::Irrlicht::Constants; get EDT_SOFTWARE etc

# override methods:

The Why

When building a game or screensaver displaying some continously running animation, a couple of basics need to be done to get a smooth animation and to care of copying with varying speeds of the system. Ideally, the animation displayed should be always the same, no matter how fast the system is.

This not only includes different systems (a PS/2 for instance would be slower than a 3 Ghz PC system), but also changes in the speed of the system over time, for instance when a background process uses some CPU time or the complexity of the scene changes.

In many old (especial DOS) games, like the famous Wing Commander series, the animation would be drawn simple as fast as the system could, meaning that if you would try to play such a game on a modern machine it we end before you had the chance to click a button, simple because it wizzes a couple 10,000 frames per second past your screen.

While it is quite simple to restrict the maximum framerate possible, care must be taken to not just "burn" surplus CPU cycles. Instead the application should free the CPU whenever possible and give other applications/thread a chance to run. This is especially important for low-priority applications like screensavers.

Games::Irrlicht makes this possible for you without you needing to worry about how this is done. It will restrict the frame rate to a possible maximum and tries to achive the average framerate as close as possible to this maximum.

Games::Irrlicht also monitors the average framerate and gives you access to this value, so that you can, for instance, adjust the scene complexity based on the current framerate. You can access the current framerate, averaged over the last second (1000 ms) by calling current_fps.

Frame-rate Independend Clock

Now that our application is drawing frames (via the method draw_frame, which you should override in a subclass), we need a method to decouple the animation speed from the framerate.
If we would simple put put an animation step every frame, we would get some sort of Death of the Fast Machine" effect ala Wing Commander. E.g. if the system manages only 10 FPS, the animation would be slower than when we do 60 FPS.

To achive this, SDL::App::FPS features a clock, which runs independed of the current frame rate (and actually, independend of the systems clock, but more on this in the next section).
You can access it via a call to current_time, and it will return the ticks e.g. the number of milliseconds elapsed since the start of the application.

To effectively decouple animation speed from FPS, get at each frame the current time, then move all objects (or animation sequences) according to their speed and display them at the location that matches the time at the start of the frame. See examples/ for an example on how to do this.

Note that it is better to draw all objects according to the time at the start of the frame, and not according to the time when you draw a particular object. Or in other words, treat the time like it is standing still when drawing a complete frame. Thus each frame becomes a snapshot in time, and you dont get nasty sideeffects like one object beeing always "behind" the others just because it gets drawn earlier.

Time Warp

Now that we have a constant animation speed independend from framerate or system speed, lets have some fun.

Since all our animation steps are coupled to the current time, we can play tricks with the current time.

The function time_warp lets you access a time warp factor. The default is 1.0, but you can set it to any value you like. If you set it, for instance to 0.5, the time will pass only half as fast as it used to be. This means instant slow motion! And when you really based all your animation on the current time, as you should, then it will really slow down your entire game to a crawl.

Likewise a time warp of 2 lets the time pass twice as fast. There are virtually no restrictions to the time warp.

For instance, a time warp greater than one lets the player pass boring moments in a game, for instance when you need to wait for certain events in a strategy game, like your factory beeing completed.

Try to press the left (fast forward), right (slow motion) and middle (normal) mousebuttons in the example application and watch the effect.

If you are very bored, press the b key and see that even negative time warps are possible...

Ramping Time Warp

Now, setting the time war to factor of N is nice, but sometimes you want to make dramatic effects, like slowly freezing the time into ultra slow motion or speeding it up again.

For this, ramp_time_warp can be used. You give it a time warp factor you want to reach, and a time (based on real time, not the warped, but you can of course change this). Over the course of the time you specified, the time warp factor will be adapted until it reaches the new value. This means it is possible to slowly speeding up or down.

You can also check whether the time warp is constant or currently ramping by using time_is_ramping. When a ramp is in effect, call ramp_time_warp without arguments to get the current parameters. See below for details.

The example application uses the ramping effect instead instant time warp.

Event handlers

This section describes events as external events that typically happen due to user intervention.
Such events are keypresses, mouse movement, mouse button presses, or just the flipping of the power switch. Of course the last event cannot be handled in a sane way by our framework.

All the events are checked and handled by Games::Irrlicht automatically. The event QUIT (which denotes that the application should shut down) is also carried out automatically. If you want to do some tidying up when this happens, override the method quit_handler.

The event checking and handling is done at the start of each frame. This means no event will happen while you draw the current frame. Well, it will happen, but the action caused by that event will delayed until the next frame starts. This simplifies the frame drawing routine tremendously, since you know that your world will be static until the next frame.

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Added: 2006-09-30 License: Perl Artistic License Price:
1126 downloads
Ghornons Hammer 0.1.2

Ghornons Hammer 0.1.2


Ghornons Hammer is a 3D strategy adventure game. more>>
Ghornons Hammer project is a 3D strategy adventure game.

Ghornons Hammer is a 3D strategy adventure game based on missions and adventure rather than on mass armies or leveling stats.

There is no gameplay in this version of Ghornons Hammer yet. The map you are on consits of a miniature village (windmills, trees, campfire) and some surrounding terrain. You are free to walk around the map to get an impression of what Ghornons Hammer might look like in future. In the next releases, we will be adding a user interface and character animation, so stay tuned!

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Added: 2007-01-03 License: GPL (GNU General Public License) Price:
1025 downloads
Games::OpenGL::Font::2D 0.07

Games::OpenGL::Font::2D 0.07


Games::OpenGL::Font::2D module can load/render 2D colored bitmap fonts via OpenGL. more>>
Games::OpenGL::Font::2D module can load/render 2D colored bitmap fonts via OpenGL.

SYNOPSIS

use Games::OpenGL::Font::2D;

my $font = Games::OpenGL::Font::2D->new(
file => font.bmp );

use SDL::App::FPS;

my $app = SDL::App::FPS->new( ... );

# dont forget to change these on resize events!
$font->screen_width( $app->width() );
$font->screen_height( $app->width() );

$font->pre_output(); # setup rendering for font

$font->color( [ 0,1,0] ); # yellow as array ref
$font->color( 1,0,0 ); # or red
$font->alpha( 0.8 ); # nearly opaque

# half-transparent, red
$font->output (100,100, Hello OpenGL!, [ 1,0,0], 0.5 );
# using the $fonts color and alpha
$font->output (100,200, Hello OpenGL! );

$font->transparent( 1 ); # render font background transparent

$font->spacing_y( 16 ); # render vertical (costly rebuild!)
$font->spacing_x( 0 ); # (costly rebuild!)
$font->output (100,200, Hello OpenGL! );

$font->post_output(); # if wanted, you can reset OpenGL

EXPORTS

Exports nothing on default. Can export on demand the following:

FONT_ALIGN_LEFT
FONT_ALIGN_RIGHT
FONT_ALIGN_CENTER
FONT_ALIGN_TOP
FONT_ALIGN_BOTTOM

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Added: 2007-08-13 License: Perl Artistic License Price:
809 downloads
SpacePong 0.0.2

SpacePong 0.0.2


SpacePong is an innovative game that is controlled with the mouse. more>>
SpacePong is an innovative game that is controlled with the mouse. The gameplay involves steering your spacecraft ball around the screen and picking up speed by bouncing off the walls. The goal is to collect a certain amount of space boxes in a short time.
Enhancements:
- New sounds and music were added.
- A moving stars effect in the background was implemented.
- Packages for Debian and Mandriva were added.
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Added: 2005-08-10 License: GPL (GNU General Public License) Price:
1537 downloads
DooM Legacy 1.42

DooM Legacy 1.42


DooM Legacy is an enhanced port of id Softwares Doom. more>>
We have always dreamed of DOOM sources being released! How much days have we been talking about the features wed put in it.

In the middle of 1997, we heard a rumour that the sources of DOOM would be released. Some months later the miracle happened: during December 1997, id Software made the full source code of DOOM public.

KEEP THE BEST OF DOOM: Simple and fast. We wont add a thousands options that complicate the game and make the deathmatch slow down.
NO CHANGE TO THE GAMEPLAY: At least there will be an original gameplay mode.
USER FRIENDLY AND AIMED AT THE PLAYERS: We do Legacy for the people who PLAY and enjoy DOOM today. We wont make an adventure game out of DOOM, damn!
NO CHEATS IN MULTIPLAYER.

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Added: 2005-04-01 License: GPL (GNU General Public License) Price:
1703 downloads
XRally 1.1

XRally 1.1


XRally project is a X11 clone of the Rally X arcade game. more>>
XRally project is a X11 clone of the Rally X arcade game.
In Rally X, you control a blue car which has to run through a maze-like level collecting flags and avoiding colliding with enemy (red) cars. In order to protect itself, the blue car can discharge clouds of smoke which stun the enemy cars for a while.
The enemy cars can also crash into each other, what gives you some extra time. One of the main features of XRally is that it is fully customizable.
You can create custom tilesets and levels and load them at run time, changing the entire look of the game. (You could, for instance, create a water tileset, using boats instead of cars.)
Enhancements:
- Added the Easy Level, that should be suitable for begginners
- Fixed bug in the radar display (was displaying some weird green lines)
- Fixed some segfaults, added others
- Updated xpm2xrally a bit more forgiving about the xpm file syntax
- And now it outputs the maps on the new map format
- Changed the maps a bit (some of them were way _too_ hard)
- Removed some unecessary stuff
- Added a xm2mod utility, to convert xm music to mod (XRally format)
- Added a Intro tune
- Added a new level option, "resol", the sets how many tiles are painted on the screen at a time (see a example on the Leo Level)
- Added html documentation, written by Josh Franklin
- sound now works on PowerPC
- Debian files added to the main repository to make debian package maintenance easier.
- Loads of sounds enhancements
- Fixed bug when the player wasnt receiving his extra lives (some changes of
- score.value didnt check for it)
- Changed the layout of the info bar, now contains the level name, the number of the current map, the total number of maps and the hiscore for this level
- Some code cleanup
- Added ANSI color codes to debug messages
- Changed the intro menu
- Added a big nice background image
- Added blending effect to the menu.
- Added shading/unshading effect to the meu.
- Changed the position of all the item/texts
- Indentation fixes (using tabs instead of spaces)
- Added blended windows to splash screen messages, hiscores messages and in-game windows
- Changed the default border color from a window from red to gray (is that border necessary?)
- Changed the layout of the splash screen (to take advantage of all the new screen space)
- Added a more informative level description (w/ the speed of the cars on the first map)
- Slowed down the default speed (from 12 to 9)
- Displays menu help on the main menu screen
- Displays game help on the splash screen
- Changed the graphics API
- Changed some of the FPS counting routines (now it should be better to benchmark the game)
- Displays Expected frame len and Real frame len on end of map (good to see if your computer is fast enough to play the game)
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Added: 2006-11-16 License: GPL (GNU General Public License) Price:
635 downloads
JFlag 0.42

JFlag 0.42


JFlag is a RTS-like game with multiple play modes. more>>
JFlag project is a RTS-like game with multiple play modes.
JFlag is an RTS-like game with multiple play modes (capture the flag, last man standing, etc.).
Main features:
- Network game, up to 9 players
- Gameplay based on XML files, so *everything* is easily customizable
- Random map generation
- And many more..
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Added: 2007-01-03 License: GPL (GNU General Public License) Price:
1025 downloads
PonGL 1.20

PonGL 1.20


PonGL is a remake of Pong with 3D design and oldstyle 2D gameplay. more>>
PonGL is a remake of Pong with 3D design and oldstyle 2D gameplay.

PonGL is a small game based on mythical Pong. It has however a lot of graphical and gameplay improvements.

The aim is to throw the ball behind the adverse paddle to get the advantage. Once you get it, the level rotates and your paddle moves to the front of the camera to make life harder for the other player.

The original style is preserved: black & white, 2 dimensions gameplay, simplistic design. However, the concept is improved a little thanks to the use of 3D. (see the screenshots for a more precise idea).

There are actually three modes: single player against a wall, single player against 5 AI difficulties, 2 players on the same keyboard.

This game is available in English and in French (select your language by clicking on the small flag in the main menu), works on both Linux and Windows and is under GNU/GPL license.

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Added: 2007-01-11 License: GPL (GNU General Public License) Price:
1016 downloads
Gweled 0.7

Gweled 0.7


Gweled is a port of Bejeweled/Diamond Mine. more>>
Gweled is a Gnome version of a popular PalmOS/Windows/Java game called "Bejeweled" or "Diamond Mine".
The aim of the game is to make alignment of 3 or more gems, both vertically or horizontally by swapping adjacent gems. The game ends when there are no possible moves left.
Main features:
- exact same gameplay as the commercial versions
- SVG original graphics
- smooth animations (well not always smooth)
Enhancements:
- It has sound, it saves prefs.
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Download (0.16MB)
Added: 2005-10-03 License: GPL (GNU General Public License) Price:
1484 downloads
Quake 4 1.1 Point Release

Quake 4 1.1 Point Release


Quake 4 is a highly appreciated FPS game. more>>
Earth is under siege by the Strogg, a barbaric alien race moving through the universe consuming, recycling and annihilating any civilization in their path. In a desperate attempt to survive, an armada of Earths finest warriors is sent to take the battle to the Strogg home planet.
You are Matthew Kane, an elite member of Rhino Squad and Earths valiant invasion force. Fight alone, with your squad, or in hover tanks and mechanized walkers as you engage in a heroic mission to the heart of the Strogg war machine.
Battle through the beginning of the game as a combat marine, then after your capture, as a marine-turned-Strogg with enhanced abilities and the power to turn the tide of the war.
Built on id Softwares revolutionary DOOM 3 technology, QUAKE 4 also features fast-paced multiplayer competition modeled after the speed, feel, and style of QUAKE III Arena.
Quake 4 DEMO is released by Id Software.
Main features:
- Highly anticipated sequel to id softwares award-winning QUAKE II.
- Diversity of combat. Fight through solo missions as well as buddy and squad-based operations; or pilot heavy walkers and hover tanks through outdoor battles and epic firefights.
- Being captured and converted to Strogg becomes Earths only hope for defeating the Strogg.
- Player is not alone - he and his squad are part of a massive invasion force.
- Utilizes the industry leading DOOM 3 technology to create an unparalleled visual and aural experience.
- Arena-style multiplayer that allows players to play as Strogg or Marine in deathmatch, team deathmatch and capture-the-flag modes.
Enhancements:
- n addition to a number of new changes and updates, this 1.1 Point Release also includes the changes from update 1.0.4.0, beta 1.0.5.0 and beta 1.0.5.2. If you have not previously updated QUAKE 4, this update will bring your installation completely up to date. If you have previously installed an earlier update, this update can be installed over the earlier update(s) without problems - there is no need to re-install previous updates released through the id Software website. Doing so may adversely affect the proper functionality of your installation.
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Added: 2006-03-29 License: Freeware Price:
1304 downloads
SDL::App::FPS 0.21

SDL::App::FPS 0.21


SDL::App::FPS is a framework for event-driven SDL games/applications. more>>
SDL::App::FPS is a framework for event-driven SDL games/applications.

SYNOPSIS

Subclass SDL::App::FPS and override some methods:
package SDL::App::MyFPS;
use strict;
use SDL::App::FPS;
use SDL;

use base qw/SDL::App::FPS/;

# override the method draw_frame with something to draw
sub draw_frame
{
my ($self,$current_time,$lastframe_time,$current_fps) = @_;

...
}

# override post_init_handler and add some event handlers
sub post_init_handler
{
my ($self} = shift;

my $self->add_event_handler(SDL_KEYDOWN, SDLK_q, sub
{
my $self = shift; $self->quit();
} );
# or easier for often-used events (note quoted SDLK_f!)
$self->watch_event( fullscreen => SDLK_f, pause => p,
quit => SDLK_q,
);
# You can also specify the key/mousebutton bindings for these events
# in the config file like "bind_event_fullscreen = f"
}

Then write a small script using SDL::App::MyFPS like this:

#!/usr/bin/perl -w

use strict;
use SDL::App::MyFPS;

# fill in here default options if you like
my $options = { };

# create a new application including window
# automatically uses a config file or the command line:
my $app = SDL::App::MyFPS->new( $options );

# run the application, will exit when done
$app->main_loop();

Thats all!

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Added: 2006-09-29 License: Perl Artistic License Price:
1126 downloads
Dreams Eternal 0.1

Dreams Eternal 0.1


Dreams Eternal project is a story-driven FPS game that is set in the dream world. more>>
Dreams Eternal project is a story-driven FPS game that is set in the dream world.

Dreams Eternal is an FPS game that focuses on a strong story line and puzzle solving. It is set in the dream world.

The very short summary of the story is that a scientific experiment went wrong and everybody is stuck in the dream world.

You have to end this experiment by hopping from dream to dream. In every dream you have to find clues to try to find out how the experiment can be aborted.

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Added: 2006-11-07 License: GPL (GNU General Public License) Price:
1081 downloads
KaPooka 0.3

KaPooka 0.3


KaPooka project is a logic game involving pushing blobbies around and finding your way to the exit. more>>
KaPooka project is a logic game involving pushing blobbies around and finding your way to the exit.

Its kind of a cross between Sokoban and Pengo with regards to gameplay.

You move your red blobby around, pushing the green blobbies out of the way and finding the exit.

The game currently consists of 30 levels.

Anyone that feels like contributing other levels is most welcome.

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Download (0.58MB)
Added: 2006-11-22 License: GPL (GNU General Public License) Price:
1069 downloads
DropTeam 1.2.2 DEMO

DropTeam 1.2.2 DEMO


DropTeam is an online multiplayer FPS for Linux. more>>
DropTeam is an online multiplayer FPS for Linux.
DropTeam combines accurate physics and ballistic systems, intelligent and realistic unit and weaponry capabilities with fast paced action set in a stark future of humanity. This Public Test is being offered in three different formats. One for Mac, one for Windows and one for Linux. This marks the first title published by Battlefront.com to offer Linux support!
Main features:
- A rich, fleshed out universe complete with a engaging back story and detailed history.
- Realistic combat system that models projectile/armor penetration, various munition types, and interior vehicle damage in detail.
- Huge, detailed and varied alien landscapes each planet accurately modeling its own gravity and atmospheric density, radically changing the tactical situation.
- Map sizes up to a massive 1000 (!) square kilometers.
- Terrain height resolutions from small ridges and vehicle fighting positions to towering hills and mountains.
- Deformable terrain with engineering vehicles digging out trenches in real time, ordnance created surface cratering and even trees toppling over under artillery fire.
- Dynamic environmental effects include building destruction and vehicles exploding and flipping over.
- Support for enhanced graphics effects including advanced shaders and High Dynamic Range rendering.
- Terrain uses dynamic tessellation (continuous Level of Detail) to render high resolution terrain at large sizes.
- Up to 16 human players or more supported, depending on system specs. Maximum online players realistically only limited by game server bandwidth, CPU and RAM.
More background and info on the game can be found on the DropTeam webpage located here.
The purpose of this release is to test DropTeams network functionality with a large number of players. Anyone can play for free in order to help us test DropTeam but this build has the following important restrictions:
1. Single player is disabled. You can only play network games with this release. The full version of the game includes single player skirmish games and a single player campaign.
2. This release only allows you to play 2 scenarios. The full version of the game includes 21 scenarios with more available for free download after release.
3. This is a test release, which means the game isnt finished yet. It definitely still has bugs. We greatly appreciate your help in finding and fixing them all!
Apart from these restrictions, this is a fully functional release. Players can use all of the dozens of vehicles and deployable items in the game. The two included scenarios are "Ice Field" and "Raid". Ice Field takes place on the frozen wasteland of Arcanum, a once-inhabitable planet orbiting Luytens Star that has had its climate devastated by bombardments from the Mu Arae Entente. The Raid scenario takes place on an inhabitable moon called Hopewell. Hopewell orbits a gas giant in the Wolf 9773 star system. Almost half of the moons surface, called "The Scorch", is a radioactive Hell created by the destruction of an antimatter station that used to orbit the gas giant. The remainder of Hopewell has recovered from this disaster and is once again beginning to flourish with vegetation and a growing human population.
This release includes everything needed to connect to servers and play on the Internet or on Local Area Networks on Windows, Linux, and Mac OS X Tiger. It also includes everything needed for players to run their own public or private servers. This is important since there will be a limited number of public servers made available by TBG. We plan to run only 6 servers for this public test release so players might need to run their own servers if they want to play frequently.
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Added: 2007-03-05 License: Freeware Price:
965 downloads
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