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The Ark Roleplaying Kernel 0.1.4

The Ark Roleplaying Kernel 0.1.4


The Ark Roleplaying Kernel is a 3D multiplayer roleplaying engine. more>>
The Ark Roleplaying Kernel project is a 3D multiplayer roleplaying engine.

The Ark Roleplaying Kernel is a roleplaying engine that will allow game developers to create a full- featured role playing game, without having to write a single line of C++. All they have to do is to create game data (models, textures, world), and define the behaviour NPCs, in Lua. The engine contains a full outdoor 3D engine, with support for skeletal animation, and triangle- accurate collision detection. It also contains tools to create world and quests, and loaders for the most common low-polygon 3D formats.

After an never-ending war which had begun because of the arrival of the daphyrings (insect-like creatures) which some humans feared, the planet sank bit by bit into a Middle-Age-like ignorance. From the bits of a rich and united nation were born numerous empires ever waging war between themselves. Humans having forgotten all their knowledge use the seldom-found devices of the ancient civilization such as magical artifacts, for they now know only how to forge old-fashioned weapons such as swords, axes, bows...

Fauna and flora themselves have been modified, because of the cataclysms (nuclear incidents) which occurred during the Great War. These accidents have also divided humans into many clans yet having a common religion. It is in this world, named Arkhart, that the game named for the moment ArkhartRPG (ah, such originality!) takes place.

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Added: 2007-01-03 License: GPL (GNU General Public License) Price:
1025 downloads
NSCL SpecTcl 3.2-pre2

NSCL SpecTcl 3.2-pre2


SpecTcl is a framework for data analysis of nuclear physics event data. more>>
SpecTcl (pronounced Spectacle) is a powerful nuclear event data analysis too. NSCL SpecTcl project provides an object oriented C++ framework for histogramming and other data analysis operations.

The Tcl/TK scripting language is embedded as the programs command language, providing the user with a powerful, extensible, command set as well as the ability to build custom graphical user interfaces or extend existing ones.

The Xamine display program provides SpecTcl with a powerful visualization component.

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Added: 2007-04-30 License: GPL (GNU General Public License) Price:
907 downloads
GearHead: Arena 1.100

GearHead: Arena 1.100


GearHead is a mecha roguelike roleplaying game. more>>
GearHead is a mecha roguelike roleplaying game.
Set a century and a half after nuclear war, you can explore a world where various factions compete to determine the future of the human race.
Major features include random plot generation, a detailed character system, and over two hundred customizable mecha designs.
There are two things which really separate GearHead from most
other ASCII-based RPGs. First, movement is somewhat more complex.
Second, you get to pilot giant robots.
Movement in GearHead is a bit more complex than it is in most other roguelikes, but once you get used to it I hope youll enjoy it. Your character has direction, speed, and altitude. These three values are shown in the navigational display, on the left hand side of the character info window.
The display should look something like this:
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Added: 2007-06-23 License: LGPL (GNU Lesser General Public License) Price:
867 downloads
Astaro Command Center 1.400

Astaro Command Center 1.400


Astaro Command Center (ACC) is an application for centralized management of Astaro Security Gateways. more>>
Astaro Command Center (ACC) is an application for centralized management of Astaro Security Gateways. With ACC, network administrators can easily manage and control multiple Astaro devices.
The intuitive Web-based user interface provides an effective overview that details the actual health of each device, swiftly allowing administrators to see which gateways require immediate action.
Astaro Command Center offers monitoring, inventory management, central update management, WebAdmin single-sign-on, and a world map view.
Enhancements:
- This version changes the GUI to the new look and feel of the ASG V7 style and it adds V7 support.
- It also handles the new daylight saving time dates from the Energy Savings Act in the US and Canada.
- Cluster monitoring global pattern version and UPS battery charge monitoring are now supported, and ACC can be used as an Up2Date Cache for all V7 packages.
- Besides these new features, some minor bugs were fixed.
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Added: 2007-03-13 License: LGPL (GNU Lesser General Public License) Price:
956 downloads
Worminator 3.0R2.1

Worminator 3.0R2.1


Worminator 3 is akin to many Apogee Software and ID Software classic action games such as Duke Nukem and Commander Keen. more>>
Worminator 3 is akin to many Apogee Software and ID Software classic action games such as Duke Nukem and Commander Keen.
In Worminator game, you play as The Worminator (or as several other optional characters) and fight your way through many levels of madness and mayhem.
It features nine unique weapons, visible character damage, multiple supported resolutions, full screen scrolling, sound and music, and more.
Original Worminator story...
The year is 2028, 14 years after the start of the deadliest war in the history of worm kind. Much has changed... In the year 2012; a brilliant American scientist discovered how to make W.O.R.M. (Wormborg Operated Remote Missile) Weaponry, and to work them, the "WormBorgs" cyborg fighting machines.
These so called "WormBorgs" were the elite fighting force and the pride of the United Worms of America. Their life-like roles soon became far too life-like. They thought on their own, and acted on their own whims, under their own leader "DirtNet." No one exactly knows who or what "DirtNet" is, but it soon began to take over.
First, it launched the W.O.R.M.s at the Woroviet Union, in the hopes that they would retaliate and initiate a war between the Woroviet Union and the UWA. However, "DirtNet" obviously had a few bugs to work out, and the W.S.S.R was obliterated into millions of radioactive hunks of mud and dirt. Despite the fact that no one liked Wormunism anyway, all of Wormurope retaliated against the UWA.
Soon, the world was turned into a nuclear wasteland. Nuke drops became daily ordeals, and the giant bombs turning whole forests into matchsticks was to be expected. As if the sewers werent loaded with enough mutated alligators as it was, the hunks of radioactive material combined with the primordial soup of the sewers are said to have created blobs of sewage ooze, powerful enough that they fed off the mutated alligators for lunch.
After what was left of Wormurope had realized what tricks had been played on them by "DirtNet," they began to rally and fight back. For 8 years, the WormBorgs dominated the lands, crushing the rebels... until one faithful day, when the now famous rebel hero emerged. It was Wrom Conner.
No longer acting as individual factions, countries or nations, the rebels struck quickly and fiercely under Wroms command, using tactics that even the powerful W-1000s processors could not predict. The tide of the war had turned.
Over the next 5 years, the rebels devastated the WormBorgs. Using guerilla tactics and reprogrammed WormBorgs to fight for them, the rebels were a resourceful army indeed. Now, in desperation, "DirtNet" has just brought its proto-type WormBorg online, equipped with the latest in armor and weaponry, in one last attempt to regain control...
Main features:
- Fast, fluid scrolling
- 12 unique weapons, and many types of ammo
- Lots of gibs and shrapnel (all cartoonish, though)
- Visible character damage (as you get hurt, the Worminator actually becomes bloody)
- Visible weapons (every weapon actually appears differently on the Worminator. Most platform games have a single weapon graphic that shoots every type of projectile)
- Over 12 fully animated enemies
- Comes with over 16 levels, and a level editor is included so you can make your own
- Keycards, doors, special items, switches, lever, extending bridges, floating platforms, and more!
- Earthquakes rip the ground apart, while snow and rain fall around you
- Great MIDI tunes by Garret Thomson (garret_t@sympatico.ca, www.sirsonic.com)
- Many sound effects (All from Internet sites such as Sound America and Meanrabbit. Let me know if there are any copyright problems, and I will deal with them immediately)
- Parallax scrolling, plus four data layers in every map. This makes the engine very flexible
- Game includes a campaign game with special scripted events, as well as an option to load custom maps
- Stereo sound effects (where available)
- Limited skins support; you can play as different characters!
- Built using Allegro + DJGPP. Source code may be made available if the demand is there
- If you wish to use the Worminator engine, contact me and we will discuss it (I would never charge any money for it, so if your interested, drop me an email. You have nothing to loose)
- Totally Freeware!
Enhancements:
- made worminator compile and run on Linux (Unix)
- made worminator yield the cpu when its idle
- save settings in textfile format under $HOME/.worm3.cfg instead of as binary blob in cwd
- save / load game to / from $HOME/.worm3.sav
- load datafile from DATADIR as defined during compilation instead of from cwd
- speedup: dont redraw borders and statuspanel unless nescesarry
- check all file accesses and give an error and continue when possible instead of just segfaulting
- fix a crash when changing audio options after loading a savegame of a custom-level or the tutorial
- fix a crash (unix only?) when changing video options and one similar on exit
- fix crash on exit caused by a few double frees on exit
- dont ask for confirmation on load/play_demo/exit when their is no game in progress
- show a message when trying to save when no game is in progress, instead of just silenty ignoring the request
- when clicking on another submenu when in one not only close the current one, but also open the new one
- fix map / savegame / demo read/write routines so that they work on Big Endian archs like PPC too
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Added: 2006-03-06 License: GPL (GNU General Public License) Price:
1334 downloads
M.U.L.E 0.61

M.U.L.E 0.61


M.U.L.E is a linux port of clone of old MULE for C64 & PC. more>>
M.U.L.E is a linux port of clone of old MULE for C64 & PC.

This is a Linux/SDL port of a MULE clone. For those unfamiliar, MULE is an early resource strategy game.

You play a colonist on the moon, you acquire territory, and decide how to use it, by either farming, mining ore, collecting solar energy or mining crystals.

You compete with 3 other players, most points at the end of a preset number of months wins.

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Added: 2005-11-23 License: GPL (GNU General Public License) Price:
1443 downloads
VULCAN 6.0.0

VULCAN 6.0.0


VULCAN project provides computational fluid dynamics analysis. more>>
VULCAN project provides computational fluid dynamics analysis.
VULCAN (Viscous Upwind aLgorithm for Complex flow ANalysis) offers computational fluid dynamics for subsonic speed through hypersonic turbulent reacting and non-reacting flows on a variety of serial and parallel computational platforms.
The computational cost of propulsion flow analysis is reduced through the use of special turbulent wall treatments, multi-grid methods for elliptic and space marching schemes, and conditioning of the governing equations to reduce numerical stiffness.
Physical modeling capabilities are improved through the inclusion of models for compressibility, Reynolds stress anisotropies, turbulent diffusivity, finite rate chemistry, and turbulence/chemistry interaction effects.
VULCAN can simulate two-dimensional, three-dimensional, or axi-symmetric multi-block problems.
Enhancements:
- This release adds logic to force the correct asymptotic behavior of the turbulence kinetic energy and the turbulence frequency (omega) for surface cell y+ values that are below the log layer portion of the boundary layer.
- It adds the output of reference stagnation conditions and dynamic pressure.
- There are numerous bugfixes, code cleanups, and fixes for setting initial conditions.
- There are minor GUI enhancements.
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Added: 2007-06-02 License: Other/Proprietary License Price:
881 downloads
Search::ContextGraph 0.15

Search::ContextGraph 0.15


Search::ContextGraph is a Perl module for spreading activation search engine. more>>
Search::ContextGraph is a Perl module for spreading activation search engine.

SYNOPSIS

use Search::ContextGraph;

my $cg = Search::ContextGraph->new();

# first you add some documents, perhaps all at once...

my %docs = (
first => [ elephant, snake ],
second => [ camel, pony ],
third => { snake => 2, constrictor => 1 },
);

$cg->bulk_add( %docs );

# or in a loop...

foreach my $title ( keys %docs ) {
$cg->add( $title, $docs{$title} );
}

# or from a file...

my $cg = Search::ContextGraph->load_from_dir( "./myfiles" );

# you can store a graph object for later use

$cg->store( "stored.cng" );

# and retrieve it later...

my $cg = ContextGraph->retrieve( "stored.cng" );


# SEARCHING

# the easiest way

my @ranked_docs = $cg->simple_search( peanuts );


# get back both related terms and docs for more power

my ( $docs, $words ) = $cg->search(snake);


# you can use a document as your query

my ( $docs, $words ) = $cg->find_similar(First Document);


# Or you can query on a combination of things

my ( $docs, $words ) =
$cg->mixed_search( { docs => [ First Document ],
terms => [ snake, pony ]
);


# Print out result set of returned documents
foreach my $k ( sort { $docs->{$b} $docs->{$a} }
keys %{ $docs } ) {
print "Document $k had relevance ", $docs->{$k}, "n";
}

# Reload it
my $new = Search::ContextGraph->retrieve( "filename" );

Spreading activation is a neat technique for building search engines that return accurate results for a query even when there is no exact keyword match. The engine works by building a data structure called a context graph, which is a giant network of document and term nodes. All document nodes are connected to the terms that occur in that document; similarly, every term node is connected to all of the document nodes that term occurs in. We search the graph by starting at a query node and distributing a set amount of energy to its neighbor nodes. Then we recurse, diminishing the energy at each stage, until this spreading energy falls below a given threshold. Each node keeps track of accumulated energy, and this serves as our measure of relevance.

This means that documents that have many words in common will appear similar to the search engine. Likewise, words that occur together in many documents will be perceived as semantically related. Especially with larger, coherent document collections, the search engine can be quite effective at recognizing synonyms and finding useful relationships between documents. You can read a full description of the algorithm at http://www.nitle.org/papers/Contextual_Network_Graphs.pdf.

The search engine gives expanded recall (relevant results even when there is no keyword match) without incurring the kind of computational and patent issues posed by latent semantic indexing (LSI). The technique used here was originally described in a 1981 dissertation by Scott Preece.

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Added: 2006-09-29 License: GPL (GNU General Public License) Price:
1120 downloads
Simple Config 1.1.1

Simple Config 1.1.1


Simple Config library supports configuration files consisting of simple name-value pairs, similar to the old Windows INI files. more>>
Simple Config library supports configuration files consisting of simple name-value pairs, similar to the old Windows INI files. A config file can be loaded into memory, queried by item name, modified, and written back out to a file. Configuration items may also be "watched", which causes a user-supplied callback function to be called with the named item is modified
Client code can query the configuration system for named values, set named values, test the type of values (STR, INT, FIX, BOOL, DATE or TIME) and watch values for changes. The system can update the configuration file when the application has changed or added values, even preserving the original format and commens from the input configuration file.
Theres not much to it, at the moment, not even a manpage, so youre on your own as far as using the library. There is a ReadMe file and a makefile, so you can easily build and install the library.
The whole thing took about a week to design, code and test, so its no heroic effort or anything. With a bit more time and energy it could probably be something really spectacular. My main point was that, given the simple problem statement, it was (relatively) trivial to code up a conforming solution.
Enhancements:
- The hashtable code was updated.
- No changes were made to functionality, but it is now more heap-friendly with less heap fragmentation and faster bucket allocation.
- The ground work for automatic table resizing has been laid.
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Added: 2006-12-21 License: GPL (GNU General Public License) Price:
1039 downloads
CodeInvaders Challenge 3.1

CodeInvaders Challenge 3.1


CodeInvaders Challenge project is a Java-based, real-time programming game based on the Eclipse platform. more>>
CodeInvaders Challenge project is a Java-based, real-time programming game based on the Eclipse platform.

CodeInvaders Challenge is a Java™-based, real-time programming game based on the Eclipse platform. It uses the Eclipse platform and a simple API that allows users unfamiliar with Java to easily compete while they learn the language.

CodeInvaders Challenge gives users the opportunity to pit their Java programming skills against other players in a battle of space conquest. Each player writes a Java class that represents and controls a spaceship. Each ship (class) is placed in a simulated battle along with ships from other players.

The game puts up to six spaceships together in a match and places each of them in a random location with the same amount of energy. The spaceship class allows each player to control his ships thrusters and weapons. The ship can move around to collect energy, attack opponents, and bring energy back to its home planet. Points are awarded for different actions, and the player with the most points wins.

When used in a tournament, CodeInvaders Challenge allows direct, real-time competition between teams. Each player can submit his intermediate solutions and test against the submitted ships from other players. This competition allows each player to learn from the strategies of other players and modify his ship appropriately. After the final submission from each player, the final winner can be found by running a tournament consisting of several rounds and eliminations.

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Added: 2006-11-28 License: Other/Proprietary License Price:
1060 downloads
CLHEP 2.0.3.1

CLHEP 2.0.3.1


CLHEP is a nuclear physics software development library. more>>
CLHEP project is intended to be a set of HEP-specific foundation and utility classes such as random generators, geometry, physics vectors and linear algebra.
Configure options:
A variety of options can be given to configure. Below is a list
of the options that you are likely to find most useful.
help provides a partial list of options
prefix=PREFIX install architecture-independent files in PREFIX
[default is /usr/local]
exec-prefix=EPREFIX install architecture-dependent files in EPREFIX
[default is the same as PREFIX]
disable-shared build only static libraries
disable-static build only shared libraries
enable-exceptions use the CLHEP/Exceptions package
disable-exceptions DO NOT use the CLHEP/Exceptions package
[--disable-exceptions is the default]
Enhancements:
- Support for Intels C/C++ compilers was added.
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Added: 2006-11-30 License: BSD License Price:
1060 downloads
bcr harms 0.1

bcr harms 0.1


bcr harms takes a model of the quantum harmonic oscillator and adapts it as a soft synth. more>>
bcr harms takes a model of the quantum harmonic oscillator and adapts it as a soft synth. A little while ago I came across this pretty cool applet that simulates the coherent states (so called Glauber states) of the quantum harmonic oscillator. You can read more about quantum harmonic oscillators on Wikipedia, or perhaps a quantum physics textbook. bcr harms takes this model and turns it into a soft synth. The interface is again based on the BCR2000s knobs and buttons.

There is an applet version for playing with, but the standalone version will definitely perform better.

Instructions:

Download and run with java -jar bcr-harms.jar.

The top row of knobs lets you set the relative amplitude of the first 8 states of the harmonic oscillator. The first row of buttons will select single states. With the bottom left hand knob you can set the average energy and force a Glauber state. Importantly, the stop/start button is situated on the right hand side, where the BCR2000 store button is. There are a few other parameters to play around with too. Furthermore you can select single states by sending MIDI note on messages to the application, this lets you play it somewhat like an instrument.

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Added: 2007-07-04 License: GPL (GNU General Public License) Price:
846 downloads
Planets 0.1.13

Planets 0.1.13


Planets is an orbital simulator. more>>
Planets is a simple interactive program for playing with simulations of planetary systems, released under the GPL. The project runs on Linux and Windows, and could doubtless be ported to your favorite flavor of Unix.
Planets was originally designed for kids, in particular, for my then 4-year old nephew who is fascinated by astronomy. The user interface is aimed at being simple enough that a fairly young kid can get some joy out of it. But the adults who have used it have found it to be pretty fun as well.
The code is not bug-free, and Planets is missing some significant features. But its pretty stable and is a fun toy to play with. If you do download it, please drop me an email and tell me about your experience with it.
Main features:
- Saving and loading of universes
- Infinite undo (erase last action) and goback (return to point in time just after last action). This allows for undoing mistakes and replaying interesting configurations.
- Traces of planet trajectories
- Two ways of dealing with planet collisions:
- merges, where the colliding planets are merged into one planet, and
- bounces, where the colliding planets are bounced off each other elastically. This itself comes in two varieties:
- force bouncing, where the force between planets is made repulsive at close quarters.
- true bouncing, where simple pool-table physics calculations are made to determine when planets collide, and compute the appropriate bounce from said collision.
- kidmode, a mode where the focus is (mostly) locked on the application, and interesting changes are initiated by merely banging on the keyboard. This mode is aimed at 1-5 year olds.
- Center-of-mass following: it is possible to follow the center of mass of a subset of the planets. Thus, if you have a sun-moon-planet system, you can have the view automatically track the moon-planet pair.
- Can display kinetic, potential and total energy of the system.
- Both the gravitational constant and the gravitational exponent can be changed.
- There is a simple control panel that makes it possible to see and change the simulation options.
- Zooming, panning, and centering on the center of mass.
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Added: 2007-06-20 License: GPL (GNU General Public License) Price:
858 downloads
XBattleAI 1.2.2

XBattleAI 1.2.2


XBattleAI is an Unix strategy game. more>>
XBattleAI project is an Unix strategy game.
XBattleAI is an enhanced version of the Unix strategy game XBattle. XBattleAI is an elegant and abstract realtime strategy game for multiple players or a single player.
It is based on the last stable version of XBattle (5.4.1), and adds the option of using computer-controlled opponents, campaigns, some bugfixes, and some miscellaneous extra features.
XBattle[AI] is a realtime strategy game in its purest form. You are fighting on a graph (map) where certain nodes continously produces energy (troops) and you fight by drawing arrows along the edges where troop movements should occur. Obviously, this oneline description is an oversimplification of the game since there exists lots of options and more interesting features than just moving the troops on a graph.
The only major difference this far from the original XBattle and my XBattleAI is the ability to use computer controlled opponents. All options in the original game can now be used in conjunction with the AI option provided by XBattleAI, however the AI does not always take advantage of them. For instance, the AI uses guns only in preparations of attacks (never for harrasment) and never uses paratroopers even if the game parameters allows them.
Enhancements:
- More manpage updates.
- Added VICTORY OPTIONS section.
- Temp file cleanups.
- Client and server have different fileanames, different processes have different names.
- Temp files are deleted when no longer needed.
- Client/Server options have better parameter checking.
- Fixed argument count for -use_server in options.h and xbattle.man.
- Converted file.c to use buffers and bit-twiddling to put values into a known binary format.
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Added: 2007-01-02 License: Freely Distributable Price:
1029 downloads
GNU Robots 1.0D

GNU Robots 1.0D


GNU Robots project is a robot construction game. more>>
GNU Robots project is a robot construction game.
GNU Robots is a game/diversion where you construct a program for a little robot, then watch him explore a world.
The world is filled with baddies that can hurt you, objects that you can bump into, and food that you can eat.
The goal of the game is to collect as many prizes as possible before you are killed by a baddie or you run out of energy.
GNU Robots is a game/diversion where you construct a program for a little robot, then watch him explore a world. The world is filled with baddies that can hurt you, objects that you can bump into, and food that you can eat. The goal of the game is to collect as many prizes as possible before are killed by a baddie or you run out of energy. GNU Robots (including source) will be released under the GNU General Public License.
The GNU Robots playing field is filled with food (increases energy), prizes (to increase your score), walls (which you can bump into), and baddies (which can inflict damage.)
To make the program easier to design and implement, I have decided to let the robot program be written in a text file, so that advanced programmers dont have to limit themselves to a visual programming interface. The language will be Scheme, which provides for flexibility in writing your programs. For non-programmers, there will also be a visual programming interface, which will generate Scheme code.
GNU Robots uses GNU Guile as the language back-end (Scheme). This will make the GNU Robots game engine more consistent with other GNU projects, as it will use the same extension language.
Enhancements:
- Added some extra documentation (but not much) and the early beginning of code clean-up.
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Added: 2006-11-17 License: GPL (GNU General Public License) Price:
1076 downloads
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